Schim is a colorful 3D platformer with a twist. Schim’s creator has reached out to Ewoud van der Werf for more information, as it’s set to come to Xbox One.
Schim is a beautiful abstract 3D platformer where every creature and object has its own schim. its own soul. Our Sims leave humans and embark on adventures full of light and shadow. The creator of Schim, he spoke to Ewoud van der Werf, who was kind enough to answer all my questions about his Schim.
What is a shim?
3D platformer Schim sees players interacting with and influencing shadows to shape the path of the game. Created by Ewoud van der Werf and published by Extra Nice. “Schim started as a pilot project for me. I came up with the concept of shadows when I started brainstorming ideas,” says van der Werf. “Creatures that can only move in the shadows and can chase the player. Afterwards, I thought it would be more interesting, so I decided to make the player Shadowhis creature.”
When will Schim start?
We don’t have a release date for Schim yet, but we’ll be keeping an eye on it!
what is it about?
“All objects, things, and creatures in Sims have their own soul, called a Sim. This fake is a sort of guardian angel, acting like their essence,” says van der Werf. start. “When things are forgotten, abandoned, lost, or left unattended, they can drift away. will be.”
We were sims separated from humans, and the consequences seem to be severe. You can see this happening to collectibles. These collectibles are starting to sink into the shadows until you pick them up again. ”
It sounds like we’re going to be helpful imposters, helping other characters as much as we can. Sometimes it takes a bit of a puzzle to make it happen,” says van der Werf. “These also act as in-game collectibles. Some humans have their own stories that you can influence. These characters are recognizable and can be found in multiple levels. Sims As such, we can interrupt or help them with the flow of their daily lives.”
How do Sims play?
“Most levels have a little ‘stageplay’ that you can interact with, with different outcomes determined by player interaction,” van der Werf explains. “These stage plays can be optional, so players who like to take their time exploring levels will find more than those who try to reach the end. Taking time and looking for ways to interact with the world is a big part of Schim.” These stage plays can be “humans responding to something you interfere with, or animals responding to you.” Yes, for most platform games, it’s very clear which platform you can use and which you can trust,” van der Werf continues. “In Schim, the platform itself is indirect, so the platforming can already feel like exploring and predicting when and where it can go.”
Van der Werf explains that there is a lot of inspiration behind Schim. “At first, Schim leaned towards extreme platforming. At the time he was inspired by the Cluster Truck, but this changed after he realized the game should be more down-to-earth. ”says van der Werf. “During prototyping and experimenting, we wanted the world and its characters to feel more alive. This is a small animation that the player can affect. At some point both us and a playtester found a link to his Untitled Goose Game. So while it wasn’t the original inspiration for the game, it ultimately inspired us as Schim evolved. The feeling of experimenting and playing in the world is something we want to promote further, and we are currently developing more of that kind of content!”
what does the world look like?
“When you start Schim, you enter a whimsical, colorful world to explore,” says van der Werf. This world is the Sim’s key. For story and gameplay. We can move through the world’s shadows, interacting with things to affect the behavior of objects and creatures, thereby manipulating those shadows to move us forward.
Schim’s abstract and eye-catching art style seems to contribute to the game’s appeal. Each level has its own four colors of his, I asked van der Werf for details. “Most levels are either directional lighting levels (typically set outdoors during the day) or point lighting levels (typically set at night or inside buildings),” begins van der Werf. “This is one of the first things we consider. For example, the latter uses more contrasting colors to better indicate how the place is lit. Directional levels typically have two low-contrast colors for shading, as well as an indication of what is happening in the scene, whether the tone and emotion of the level reflect the palette, and the world time of day. Check, some levels are set in the same place, but at different times of the day, which also affects the lighting.”
Schim’s creators describe the game as featuring Dutch-inspired locations. “In the early stages of development, the game was still generic with only two models. We already had the look and feel, but we were still figuring out how to emphasize the individuality of the world,” says van der Werf. explains Mr. “I think anyone who makes something works from personal experience and references. Our own feelings were confirmed by people who tested the initial level and really love the Dutch element. continues Mr. “So we decided to lean more into it and make it a central element of the game.”
Any news on Schim’s accomplishments?
Schim doesn’t have a proven track record yet, but van der Werf gave us an idea of what to expect. “Most of Schim’s achievements are typically designed around in-game collectibles, stage play, and challenges,” says van der Werf. It offers multiple ways to interact with things and finish levels, so I wondered if I’d see relevant achievements in game replays. ” confirms van der Werf.
Schim seems to have a playful and adventurous spirit, which is very attractive. “I hope the player enjoys his time with Schim and remembers his inner child,” says van der Werf. “Perhaps they will start to see the everyday world as a playground again.”
So what do you think? Watch out for your Sims? Let us know in the comments!