Inside Indika’s powerful, bleak exploration of religion

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The purpose of the IGF (Independent Games) is to encourage innovation in sports development and recognize the independent game developers that advance the medium. This year, before the game developer GDC, IGF’s Novo and Grand Prize sat down with the finalist of nominees to find topics, design decisions and tools behind each entry. There are siblings organizations under the Game Developer and GDC Information.

Indic Along with the role of the title of the same name, the player takes the religious self -discovery journey. Oh, and the devil is also for ride.

The game developer spoke with the writer and director of the Multi Award Title, Dmitry Sivetov, to discuss how important it was to find the story as a game and use his mental state to use his mental state and use his mental state to use his mental state to use his mental state to use his mental state to use his mental state. It was when they presented any purpose.

Who are you, and what was your role in development Indic?

I am Dmitry Swettelov. I am the founder and writer and director of ODM Studio Indic.

What is your background in making a game?

I started using my first sports basic at school, then spent in a long time to work on an undisclosed indi game. In 2018, the first game of the studio Sacralath: Archer’s story He was released, where I worked as a programmer, a game designer, and wear many hats. And now, the latest.Indic.

How did you come with your imagination? Indic?

The first details of this story were published in my head several years before the development began.

Inside Indika’s powerful, bleak exploration of religion

Which development tools were used to build your game?

The game was prepared in UE4. We used Mocap (including face). Not particularly special.

Indic The effect of the self of religion and the test of faith is a search. What is the reason for you to discover these articles in the video game?

For me, Indic First and first is a story about the eternal struggle of humanity, and religion is the best partner for this topic. Because it is especially religious, mystical, “objective”, in fact where the war against “evil” soon displays the real desire towards “good”. And yes, this topic has always been very interesting and close to me, because I have spent a lot of time in the church as a teenager.

How did the form and possibilities of the video game format expand the topics you wanted to discover with this game?

I IndicThe “game” theme itself resonates very firmly. The game became a very important metaphor for our story. We all play the game, according to the rules we did not make, in the case of “victory”, waiting for the award for us and fear of punishment in the case of “defeat”.

What challenges did this format create in search of these topics?

I would say that this format has really provided many opportunities such as other art forms such as film or books. However, if the truth, we are still at the beginning of our journey to master these possibilities.

Indic As a physical expression of the crisis of faith, the puzzles all over the world. What ideas did in making the puzzle elements and interactions in accordance with the topics of the game? How did you create a new conversation for the player, keeping your topics firmly in mind?

We tried to reflect the state of the main character whenever possible, so that when the inner world of Indica was ready to break the pieces, the world would literally tear it. So that the world loses the understanding of physically confused and interrupted when Indica is happening. So that the character can destroy the world around him on his way, etc.

A character that goes to a fantasy, colorful garden

The game has presented an amazing, realistic style in most places, but its past events reflect the pixel art style of old video games. What is the reason for you to represent both styles in this game? Why is the main character’s past representation with Pixel Art styling? And you decided what to do for the mini -games?

You have probably noticed that contradictions are the basis IndicAesthetics. Therefore, we wanted to present the dark and brown color of the main character so that unlike his bright and pleasant childhood, he looked more terrifying when life looked like it and was a fun game. As far as the gameplay is concerned, we have chosen the kind that is perfect for telling the story. It has no depth.

The game features a belief point system that eventually states that the player is largely meaningless. What attracted this element to the game (and with its skilled tree), and why did you make sure to go out of your way to tell the player that it wasn’t all? Why was it necessary to include this system when it (technically) is of any importance?

As I mentioned earlier, the idea of ​​showing human perceptions through the lens of a game has become our foundation. And although technically it doesn’t change anything, all players continue to collect these points, including developers. I think it can be seen as a small social experience.

How did you decide how to represent the devil throughout the game? What did you attract you to the devil on a wide range of shadows and sounds?

On the one hand, the devil himself is Indica – which is his “bad” part that she dreams of getting rid of her life. On the other hand, these are us – the force that is always behind our shoulder. And even more easily – it’s a voice that forever, things we never dare to say loudly.

You have mentioned in an interview Benefactor That your own experience with religion is tied to the creation of Indika. How did you affect this terrible look on religion and its effects? What did you feel to create such an experience to tell this story? How did Indica’s ideas and questions felt during development? Now how does it feel to check and tell them at the end of them?

How was it? Honestly – the best experience of my life. In general, doing something that moves you the most in life is a luxury that something can afford, and I am never thankful for my life that I and our incredible team have such an opportunity.

What do you expect the players to go away from this game?

I would like the players not to take anything, but to take away a small piece of a small piece for the game. Nevertheless, we often find easy answers in the art and are often dissatisfied when we are left alone with uncomfortable questions. But isn’t that the best thing that can give us an experience?

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