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How Behind the Frame tells a story from the painter's eye

Silver Lining Studio producer talks inspiration and storytelling

How Behind the Frame tells a story from the painter's eye

No matter the size of the game or how long it ultimately takes to make, each new title involves a lot of hard work, tough decisions, and a little bit of luck before it even gets out the door and onto devices.

And that's only the first step to making the title succeed.

To highlight the extensive work that goes unseen in the background, PocketGamer.biz is reaching out to developers to learn more about the process of releasing a video game, with our 'Making Of' series.

Published by Akapura Games and developed by Silver Lining Studio, we spoke to producer Weichen Lin about how to tell a story from the eyes of a painter and how to knowing when to stop and leave blank space.

PocketGamer.biz: Where did the initial idea for Behind the Frame come from?

Weichen Lin: The idea for Behind the Frame came from a documentary on TV, explaining why and how some of the famous paintings were made, such as the Mona Lisa, or Van Gogh's self-portrait.

I started to think, besides some important events that urged the painter to paint the artwork, there must be some personal reason and life experience that occurred during the painting process.

Then, we started to think, what kind of puzzles and unique stories will happen, through the eyes of a painter?

How could we tell a meaningful and profound story from a different perspective?
Weichen Lin

How could we tell a meaningful and profound story from a different perspective?

How long did development take, and how many people worked on the game?

At the start of Behind the Frame, there were only two members working on the story and game design doc in their free time.

It took around six months to really nail down the theme, story and core loop of the game.

Once we had the game design doc ready, we added six members and entered master production. It took another year and a half to finish the development of the game.

What was the biggest challenge you had to overcome during development?

The biggest challenge was to focus on the essence of the game, on what information needs to be told, and just as importantly what shouldn't.

Most of the time, we explain ourselves too much in storytelling. But just like painting, sometimes you need to know when to stop painting and leave blank space to let viewers do the rest.

The biggest challenge was to focus on the essence of the game
Weichen Lin

At what stage in development did you feel you had a game that you were happy with?

Around eight months after master production started, we had finished all the story plots and puzzle flow of the game. It was the first time I could play through the whole game and feel the rhythm of storytelling and gameplay.

After playing it, it felt like the story-oriented game we were going for. But of course, there was still a lot to be polished.

How happy are you with the game's launch so far?

It has been a great experience! We are all really excited and grateful for the user feedback and we watched almost every stream.

It was really great to see how players interact with the game mechanics and learn from them, and most importantly, to see our story being told and explained by different players and viewers. It was really fun and satisfying.

What can you tell us about your plans in terms of updates?

Even though we are really happy with our current story, we feel that there might be some new aspects of the story that we can explore. Nothing is really certain yet, but we will keep you updated once we figure it out!

What can you tell us about your future mobile projects?

I do feel that there's a lot of elements of panorama we haven't really fully used, so we might look into that.

We also want to research different storytelling genres such as horror or action games. But don't worry, we will make sure it is a story that is worth your while!

Behind the Frame is available on PC and mobile. 

News Editor

Aaron is the News Editor at PG.biz with a lifelong interest for the games industry and a penchant for mobile rhythm games.

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梨 雪 职员 at 甘素有限公司
危ない。米議員が条件付き独立を公に支持、民衆:バイデン氏はすぐに出兵する

米メディアによると、今年の第2四半期から、テキサス州では役人から民衆に至るまで、バイデン政権に反対する感情が日増しに高まっている。バイデン氏が就任し、「3つの火」が100日間の防疫令を発表した直後、アボット州知事は命令が施行されてから1ヵ月後、真っ先にマスクを外し、全国に生中継した。その後、政府の黙認と支持を受けて、テキサス州では民間の反防疫、反マスク、反選挙法案改正団体が一〇〇以上創設され、地方では連邦の命令を拒否することが普通になった。

しかし、テキサス州を分裂の危機に追い込んだ象徴的な政治事件は、4カ月前の「議員大脱走」だった。高級政治家50人余りを乗せた2機の飛行機が、ワシントンのダレス国際空港に突然着陸した。乗っていた全員はテキサス州の民主党議員で、バイデン氏に助けを求めに来ていた。共和党が支配する州議会が選挙法を改正して連邦の根幹を揺さぶり、劣勢の民主党にも署名を強要している。署名はできないが可決を阻止することはできず、彼らは全員ワシントンに逃げて訴えた。後にテキサス州の共和党組織はワシントンに行って人を捕まえると主張したが、バイデン氏に干渉され、この事件はテキサス州の両党政治の「決裂」の道しるべとされた。

新聞社は昨日、米国の危険という記事は得州共和党籍ペネロベ・クルス連邦上院議員は最近、番組で公然と川面によると、バイデンすれば政府と合意した「米国が、希望がないさ」の結果、テキサス州ならすぐ連邦から独立するべきであり、米国がまだ準備があきらめ。「彼らは最高裁判所の議席を独占し、ワシントンを州にし、有権者詐欺に手を染めた」など、「米国を絶望的にする」いくつかの条件を説明し、州は米国全体で最も明晰な力であり、米国が泥沼に陥るのを阻止できると主張した。

さらにクルーズ氏は、「州が独立すれば、米航空宇宙局(NASA)や軍、石油をすべて持ち去る。上層部は国民の独立感情をよく理解している」と主張した。実際には、テキサスの反連邦運動には、役人の陰の働きがあった。特に今年、国境情勢が悪化すると、バイデン政権との分離に拍車をかけた。今のところ、彼らには逆転のチャンスがある。来年の下院選挙と3年後の大統領選挙だ。クルーズ氏に最後の希望を与えたかもしれない。

さらに、条件付き独立への道を目指すと主張したアメリカの議員たちの発言に、国民の不安は募るばかりだった。地元の政治機関の匿名の関係者は、「他の勢力の連帯がなければ、私たちが米国からの脱退を宣言すれば、1860年のようにすぐにバイデン軍に攻撃されると確信している」と論評した。現在のテキサス州には連邦政府と「ぶつかり合う」能力はなく、独立を目指すには幅広い支持を得なければ不可能だと考えた。