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“Stanisław Lem was a literary phenomenon of his time. His perspective on the world, often bitter reflections on human nature, remain a highly relevant commentary on reality. We wanted to pay tribute to him through our work”


HOW DIFFERENT DOES THE RELEASED GAME LOOK FROM HOW IT WAS ENVISIONED? To be honest, not much. I believe that good decisions at the beginning of the project, along with the talent of those involved in the process, delivering almost painterly frames, played a crucial role in the final outcome. Occasional technical errors encountered by players on the release day were mostly addressed and fixed.


AS THE ART CAME TOGETHER, DID IT INFLUENCE THE GAME DESIGN IN ANY WAY? A significant influence on the game was exerted by the tools we designed (mostly created by hard surface artist Piotr Mierzwa) for the protagonist, such as the telemetry or tracker, as well as the vehicles available to the player. It’s worth noting that a considerable stretch of the journey can be overcome by the player using a retro rover.


ARE YOU PLEASED WITH HOW THE GAME TURNED OUT, ESPECIALLY IN TERMS OF ITS AESTHETIC? Yes, I think we did a great job. I am proud of the entire team, their dedication until the last hours before the release, and I am extremely pleased with the positive reviews from critics and the player’s praises related to the beauty of the graphics we created.


WHAT HAVE YOU LEARNT FROM MAKING THE INVINCIBLE THAT YOU’LL TAKE FORWARD INTO FUTURE GAMES? I have strengthened my belief in the power of creativity and the importance of consistency in striving for the


52 | MCV/DEVELOP February/March 2024


best results, avoiding mere replication and continuously seeking value and uniqueness. I would like our next project to captivate players visually as well, making them see a world they won’t want to look away from. Thanks to “The Invincible,” I am confident that graphics with soul make sense.


ARE THERE ANY DECISIONS THAT YOU WISH HAD BEEN TAKEN DIFFERENTLY, OR ANYTHING YOU WOULD GO BACK AND CHANGE? Yes, I think I would approach character design differently. I would probably also emphasise stylization, aiming for unique character art.


WHAT HAS THE RESPONSE BEEN LIKE FROM PLAYERS - TO THE INVINCIBLE’S VISUALS ESPECIALLY? Players highly appreciated our efforts put into creating the world. The colours and shapes we selected helped emphasise the sense of otherness, loneliness, the scientific nature of the narrative, and the literary quality of the game. Such voices from the community bring me great joy. I believe our visual design allowed us to capture the spirit of Stanisław Lem, serving as a fitting backdrop for his bold visions.


DO YOU THINK LEM WOULD HAVE APPROVED? I have great hope for that. Stanisław Lem was a literary phenomenon of his time. His perspective on the world and vision of the future, often bitter reflections on human nature, remain a highly relevant commentary on reality. We wanted to pay tribute to him through our work.


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