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		<title>Mundaun Interview &#8211; Art Style, Inspirations, Development, and More</title>
		<link>https://gamingbolt.com/mundaun-interview-art-style-inspirations-development-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 31 Mar 2021 08:36:33 +0000</pubDate>
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					<description><![CDATA[Michel Ziegler, the man behind Mundaun, speaks with GamingBolt about the beautiful horror title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>n a genre that has become as competitive and crowded as horror, most games – especially smaller, indie productions – need to stand out one way or another, and <em>boy&nbsp;</em>does&nbsp;<em>Mundaun&nbsp;</em>stand out. And really, that&#8217;s glaring obvious even at first glance.&nbsp;Every inch of the game has been lovingly hand-drawn with a pencil by solo creator Michel Ziegler, and the look and atmosphere that achieves is excellent. It helps, of course, that&nbsp;<em>Mundaun&nbsp;</em>is a solid horror game in and of itself as well. Following its launch, we reached out to Ziegler to learn more about the game and about its development. You can read our conversation below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-473158" src="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg" alt="mundaun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I chose this process because I wanted to hand-draw all the textures – the workflow is just very enjoyable for me."</p>
<p><strong>It&#8217;s clear even at a glance that <em>Mundaun</em> is going for a very unique visual aesthetic. What was the process like of crafting the game&#8217;s hand-penciled look? Why did you decide to go with this particular style for <em>Mundaun</em>?</strong></p>
<p>After researching what I wanted to make, I would sketch it out and then create the 3D model of that sketch. After that I would UV-unwrap the model and print out the UV map, which would then basically be a 2D representation of the 3D model. After that I traced the outlines of the map onto a fresh paper and then drew the different parts for the model I’m working on with pencil. That is then scanned back in and put on the 3D model. There’s always an element of surprise there when first applying the 2D drawings to the 3D model.</p>
<p>I chose this process because I wanted to hand-draw all the textures – the workflow is just very enjoyable for me.</p>
<p><strong>What&#8217;s interesting about <em>Mundaun&#8217;s</em> art style is how successfully it makes the game&#8217;s environments look beautiful yet bleak and desolate at the same time. My question to you as the developer is, did the game&#8217;s tone from the art style, or did you choose the art style because of the tone you wanted to go for? </strong></p>
<p>They go hand in hand, and I think I decided on the tone of <em>Mundaun</em> as well as using pencil pretty much at the same time. As the game started taking shape, it was always an interplay of the atmosphere, art style, story, world. All of those things are just different aspects of what I wanted the game to be like and feel like.</p>
<p><strong><em>Mundaun</em></strong><strong> makes use of a lot of folklore of myths in its story and setting. What was the inspiration behind making these elements such an important part of the experience?</strong></p>
<p>I like folktales and myths a lot and was obsessed with some of them when I was a child. What I really enjoy about them is the dark tone but also the humour and how grounded they are in a place. Often, they are very brief and to the point, and strange and supernatural things just happen in them with no explanation given. It is just part of that world and it is all the more mysterious and intriguing.</p>
<p><strong><em>Mundaun</em></strong><strong> uses fear as a gameplay mechanic in quite an interesting fashion, but was it challenging for you as a developer to ensure that it struck the right balance? For instance, were you ever concerned that the mechanic could effectively be punishing poorly performing players even further?</strong></p>
<p>Yes, it was always important to me to not punish players and make sure <em>Mundaun </em>was fun for them, as well as have them be interested more in the story and atmosphere than in hardcore survival gameplay. So it is very feasible to play the game in a very cautious manner, trying to avoid contact with the enemy creatures completely. On the other hand, it is possible to engage in combat, but then you need to act smart to not succumb to fear and be overwhelmed. It was important for me to have combat and enemies that can hurt you resulting in a genuine sense of threat. So the sense of dread of the atmosphere is actually backed up by the game mechanics.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg"><img decoding="async" class="aligncenter wp-image-473160" src="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg" alt="mundaun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I think <em>Mundaun</em> is a game that isn’t built around a series of enemy encounters with some story sequences in between them. I always looked at <em>Mundaun </em>from the viewpoint of the whole experience, as the player goes through a kind of odyssey, never knowing what would happen next."</p>
<p><strong>Did you ever consider making combat a more central element of the game during development? Is it de-emphasized to suit the needs of the game and the story, or was it something that arose because of production and development-related reasons?</strong></p>
<p>I think <em>Mundaun</em> is a game that isn’t built around a series of enemy encounters with some story sequences in between them. I always looked at <em>Mundaun </em>from the viewpoint of the whole experience, as the player goes through a kind of odyssey, never knowing what would happen next. I tried to add the enemies to the world in an organic way. The journey of the player comes first. I didn’t want the game to settle into a predictable rhythm of fight, story, fight, story etc.</p>
<p><strong>Do you have any plans to bring the game to the Switch?</strong></p>
<p>Yes, we are working with MWM Interactive to bring <em>Mundaun</em> to Nintendo Switch, so stay tuned.</p>
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		<title>Mundaun Review &#8211; Sketchbook of Nightmares</title>
		<link>https://gamingbolt.com/mundaun-review-sketchbook-of-nightmares</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 17 Mar 2021 16:30:46 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=473155</guid>

					<description><![CDATA[Mundaun is gorgeous and atmospheric, if a little inconsistent.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>hings didn&#8217;t look good for the horror genre for a while not too long ago, but horror games are now stronger perhaps than they have ever been. Indies and major AAA developers alike are brimming with creativity and new ideas, and we get to experience new, fascinatingly unique and unsettling games on a regular basis now. <em>Mundaun&nbsp;</em>by Hidden Fields is yet another game that joins that growing list of games that have come out of nowhere- give it even a single glance, and it will grab your attention, and though inconsistencies here and there might prove a little frustrating, the game on the whole is still one that&#8217;s worth experiencing.</p>
<p>In&nbsp;<em>Mundaun,&nbsp;</em>you play as a young man who travels to a remote village in the Swiss Alps after receiving word of his grandfather&#8217;s death, and quickly upon arrival, you realize that things are not what they seem. The circumstances surrounding his death are mysterious, the town itself is eerily desolate, its residents are acting strange, and it&#8217;s clear that somehow, a malevolent, evil power is either responsible for all of this, or is at least heavily involved. Your grandfather, a former soldier who fought in a bloody war, had something in his past that is connected to what&#8217;s going on, and you slowly learn new bits and pieces of information about that past, which in turn help defog the game&#8217;s central mystery.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg"><img decoding="async" class="aligncenter wp-image-473160" src="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg" alt="mundaun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Give it even a single glance, and&nbsp;<em>Mundaun</em> will grab your attention, and though inconsistencies here and there might prove a little frustrating, the game on the whole is still one that&#8217;s worth experiencing."</p>
<p>The core narrative setup is an engaging one. It&#8217;s not particularly unique, and the story that plays out is largely straightforward, but all of that works in the game&#8217;s favour. It feels focused and tight, and rather than trying to wow you with dramatic twists and long-winded revelations, <em>Mundaun&nbsp;</em>instead chooses to put all of its energy into telling a relatively narrow story, and telling it well. It&#8217;s not the most incredible tale that&#8217;s ever been spun in a game, but it does its job- especially since what the game is really focusing on first and foremost is not storytelling, but atmosphere.</p>
<p><iframe loading="lazy" title="Mundaun Review - Atmospheric Horror" width="500" height="281" src="https://www.youtube.com/embed/h4Bx5dQ7drI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>And when it comes to atmosphere,&nbsp;<em>Mundaun&nbsp;</em>is a great accomplishment. The titular village of Mundaun is a creepy place. It&#8217;s sparsely populated, its denizens are usually seen off in the distance, both moving and talking weird. At night, strange creatures roam the hilly environments silently, and the mountains throw looming shadows against the pale moonlight, while during the day, everything looks bleak and washed out. All of this is accompanied by solid music, which strikes that perfect balance between being just good enough to be noticeable, but never so dramatic or so full of flourishes that it overpowers a scene.</p>
<p>The lion&#8217;s share of the work being done in the atmosphere department – and most other departments, if I&#8217;m being honest – is by the game&#8217;s gorgeous art style. Every object, every person, every texture you see in the game was drawn by a pencil before it was imported into a software, and it looks great, lending the game an impressionistic beauty that shies away from giving anything much too much detail. The aesthetic that this achieves gels with <em>Mundaun&#8217;s&nbsp;</em>tone and atmosphere perfectly- you never quite feel like you&#8217;re in a real place, or talking to real people. It all feels unsettlingly ethereal, and I doubt the game would have been able to achieve that with any other kind of visual style.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-473157" src="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2.jpg" alt="mundaun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Every object, every person, every texture you see in the game was drawn by a pencil before it was imported into a software, and it looks great, lending the game an impressionistic beauty that shies away from giving anything much too much detail."</p>
<p>Where&nbsp;<em>Mundaun&nbsp;</em>is far more inconsistent is the gameplay department. Most of the focus here is on exploring your surroundings, looking for items and objects, and then figuring out where those items need to be used. There&#8217;s a little bit of combat and stealth peppered in here and there as well, but largely, the game puts most of the emphasis on puzzle solving and exploration. For the most part, that works well within&nbsp;<em>Mundaun&#8217;s&nbsp;</em>framework. The story in this game is a slow burn, so it makes sense that the gameplay takes its time with things as well. The puzzles, too, are largely well-designed, if not exactly spectacular, and do a good job of keeping you engaged for the most part.</p>
<p>The issue arises when the game is a bit too vague about what it wants you to do. Early on in the game, for instance, you&#8217;re told to light a candle on a windowsill in your grandfather&#8217;s old house- but there are multiple windowsills, and I spend a good five to ten minutes lighting and relighting the candle on the wrong one, wondering why the game wasn&#8217;t progressing forward, even though I had done what it wanted me to do. Often, you&#8217;re told to open locked doors, which more often than not involves a lot of trial and error, as you try using every key in your inventory to see what works, since the game&#8217;s inventory doesn&#8217;t have any descriptive text for any of the items.</p>
<p>Then there are other moments where the criteria for progressing is a bit too specific or arbitrary, like looking at a specific distant figure, or talking to a person twice before being the game removes an invisible wall in front of a gaping exit. One-off instances like these are not uncommon in any game, but they crop up in&nbsp;<em>Mundaun&nbsp;</em>with more regularity than they should, which hurt the pacing of the gameplay and, in turn, the story&#8217;s progression. Meanwhile, combat and stealth are also largely disappointing. Combat in this game is heavily de-emphasized, but even if it weren&#8217;t, I wouldn&#8217;t have recommended engaging with it, given how clunky it can feel. Stealth, meanwhile, is serviceable, but often feels too low-stakes, which can take away from the otherwise solid atmosphere and tension the game keeps building up.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-473158" src="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg" alt="mundaun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/03/mundaun-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"One-off instances like these are not uncommon in any game, but they crop up in&nbsp;<em>Mundaun&nbsp;</em>with more regularity than they should, which hurt the pacing of the gameplay and, in turn, the story&#8217;s progression."</p>
<p>Owing to its very nature,&nbsp;<em>Mundaun&nbsp;</em>might not be a game that everyone can enjoy. It likes to take its time with things, it can often be a bit too opaque, and if you&#8217;re looking for a blockbuster visual experience with cutting-edge graphics and shiny reflections in large puddles on the ground, you&#8217;re not going to find that here. What this is is a unique, unsettling experience, one that tells a solid story that is rife with spooky entities and hellish nightmares. The pencil-drawn art is absolutely gorgeous, and gives the game a very unique, very distinct identity, and even through occasional moments of frustration brought about with gameplay issues, I felt compelled to keep pushing forward. There&#8217;s something here that horror enthusiasts will definitely enjoy, and even though it might not become one of your favourite horror experiences of all time,&nbsp;<em>Mundaun&nbsp;</em>is still a game that deserves your attention, at least for one playthrough.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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