Turned off the main camera to test something. The postprocessing camera took over and the image transformed into a strange silhouette painting of a beaked figure standing among some buildings. It appears out of dark sections of the player figure collar. This is very surreal.
A lot of to-do lists, sketches, pseudo UML diagrams, visual ideas, doodles etc. to jot down over the years. These are the Mundaun notebooks. I always have one open in front of me when developing.
To accentuate the hand-pencilled aesthetic of Mundaun, some 2D visual effects are animated frame-by-frame. In this case, it is a painting by Giovanni, the sinister artist of Mundaun. The things he paints seem to become reality. The process: An initial pencil drawing is scanned. Parts of the drawing are then erased and redrawn for the next frame, which is then … Read More
A piece on Mundaun that was shown on Telesguard (Rumantsch / Swiss-German)
Visual inspiration is vital to create the world of Mundaun with its many details. While looking through an old book with beautiful photos of chapels, a focused ray of morning light came through the studio window. I took some photos of the pages and in some of them, it almost seems that the ray is part of the image…
In Mundaun, the player is able to drive a Muli. It’s a hay loader vehicle that collects hay that has been scattered across the hills. The Muli is a means of transport to get to different sections of the mountainous world but also a loyal companion to the player. For example, if the vehicle is lost or unreachable, you can … Read More
I’m obsessed with details. They make a game world believable and real, no matter how out there it otherwise is. I’m especially fond of coming up with fictional brands. This is an ammo box for Mundaun of the brand “Drei Herren”, which roughly translates to three gents. As ammo should be sparse, one box only contains three bullets. Hence the … Read More
The chapel was one of the first buildings created for Mundaun. See how it came into the game from life via pencil drawing and 3D model. A lot of the objects, buildings, vehicles in Mundaun are inspired or based on real-life things. I made thousands of photos scouting different places in the Swiss alps. Based on this personal photographic library … Read More
With the textures for Mundaun all being hand-drawn, it is sometimes tricky to get everything in the drawing in the right place so that it ends up on the 3D model where it should be. That’s why I usually do a first rough pass, scan it and see where it lands on the 3D model. I can then use that … Read More
The Swiss online video portal arttv.ch did a short (german) piece on Mundaun and how it is made.