Which games and/or films would you say most influenced the visuals and gameplay in Darwin’s Paradox!?
Tanguy: We could start with games from Playdead. When I began imagining the project, Inside hadn’t been released yet, but it’s definitely an influence now. I loved its cinematic approach, especially in terms of ambiance and mood. The similarity lies mainly in how the narrative shapes the environment, which in turn drives the gameplay mechanics. That said, the project was never intended to have the same dark atmosphere—humor and a cartoonish tone are always meant to be present.
Looking at Darwin now, many games from our childhood serve as references. And in more recent games, from visuals to gameplay, titles like Unravel, Ori, and Little Nightmares also come to mind.
Additionally, we could say that some old point-and-clicks, especially the LucasArts ones, influenced the project too, not only narrative-wise but also for their humor with absurdity in certain cases (the tentacles too? maybe… ), and their cartoonish look overall.
Aujard: For the gameplay, there’s a strong retro gaming culture that has shaped an entire generation, blending next-gen innovation with classic, old-school vibes—think MGS, Tomb Raider, and Earthworm Jim. My influences are wide-ranging, drawing from both iconic games (Uncharted, Tomb Raider) or movies (Raiders of the Lost Ark).
Visually and humor-wise, cartoons from the good old days of Hannah Barbera or Looney Tunes are great references, too. Mika and I have a very special thing for Road Runner and Wile E. Coyote. The themes of travel and exoticism are important, adding depth and a sense of adventure to the experience.
Oddworld: Abe’s Odyssey is also a big one. I love games that have strong storytelling—whether obvious or subtle—combined with striking visuals.
Many people are commenting that it looks like you’re playing through an animated movie in Darwin’s Paradox!. Was this one of the team’s goals from the onset?
Tanguy: Yes, of course. We love visuals and we tried to get something that looks and plays differently. I think the answer resides not only in the graphics, but also within the camera work, the seamless transitions between game and cinematics, and the music. And it fits with our will to engage the players into a coherent world.
Aujard: We also used the 2.5D platformer format to that end—we tried to pull a 3D version, but definitively, we wanted to guide the narrative into that linear feel, in order to control it in every aspect. That way, it’s easier to pace the actions and the storytelling.
As technology progresses, we think it's easier and easier to smooth out the game's experience and try to remove all the artifacts that remind you that you’re playing a game, versus living the story.
Tanguy: That’s why we wanted to avoid any user interface on the screen to deepen the experience.
Aujard: That was actually difficult when you have to give the player information about getting damages, being spotted, etc. Moreover some players experience games without sound or gamepad input. So we tried to keep it focused on Darwin’s animations, color feedback, etc. The fact that Darwin is an octopus allowed us some stretches.
Having an octopus as the main character is an inspired choice. How did you use Unreal Engine to create realistic character movement and traversal mechanics for Darwin (e.g., suction cups, wall-climbing, tight squeezes)?
Aujard: We wanted a mix of pure animations created in Maya and real-world dynamics, as everyone expects from a sluggy, organic octopus. Unreal Engine allowed us to combine the two with a lot of freedom. For a long time during production, Darwin had only two animations—and that was enough to blow people away!
I love constantly going back and rethinking the possibilities the engine offers. Often, I’m just browsing in Unreal and discovering Blueprint nodes that naturally inspire new ideas. Then, when I’m ready, I almost completely scratch the character and rethink how it can perform all its actions, while simplifying programming and minimizing complexity.
The engine is so deep and full of features that you’re always discovering new tools as you go. I think the character evolved through upgraded versions over the entire development process.
What qualities does Darwin possess that directly impact the stealth and platforming mechanics in the game, and how did UE help you prototype and refine these mechanics?
Aujard: Definitely the climbing ability—the fact that Darwin can climb with 360 degrees of liberty, around all shapes of objects. UE’s Blueprint is a great tool to explore and experiment all the way. What I like in the editor is the possibility, with just a right click, to explore every node and function that UE offers natively for a specific node. Often when you think about a very specific function, if you pay attention to the wide range of the available options, you realize it exists already. It just helps you think out of the box in contrast to staying safe with only the one you know. Your knowledge expands as you progress through.
Can you talk about the process of using Unreal Engine’s material system to create the camouflage/ink-effect for Darwin?
Aujard: The natural abilities of an octopus allow him to camouflage himself. So we needed to mimic that within the engine. We needed to capture the world and reproject the same textures onto its actual texture, which is very easily done in Unreal with materials and render targets.
Tanguy: Yes, we didn’t want him to be “just transparent”. The discussions we had later on were about the need of a shadow or not, or what the enemies were supposed to see.
Aujard: The ink system is just about game mechanics—how it will respond in water or outside of it with predictable ballistic movements. The game is in 2D but with depth. We always wanted to be able to shoot ink into background objects to interact with them. The challenge here was more on the interface to get the right feedback.
How big is the development team at ZDT and how has using Unreal Engine 5 helped you get the most out of your efforts?
Tanguy: Our core team consists of 15 people with some abroad and a few specific external contractors (for example, voices and music).
Aujard: Unreal Engine is dense and offers a huge range of possibilities, but each individual benefits from their own specialized interface and focus. This tailored approach allows them to concentrate on their unique skills, with the results shared directly across the team. That way, everyone is up to date within the whole project.
Did you utilize Blueprint visual scripting during development? If so, how?
Aujard: Yes, Darwin’s Paradox! has a ton of changing mechanics, so we had to be very responsive on prototyping: testing exotic mechanics and discarding them if they’re not interesting gameplay-wise, for example. With iterations and new ideas coming every day, it’s always good to have a very smooth experience.
Simon Jambu - Technical Director: Blueprint visual scripting was primarily used for rapid prototyping of gameplay and environment mechanics, enabling fast iteration, experimentation, and clear communication with designers and artists. The nodal structure made iterations super efficient by enabling quick logic changes and immediate feedback.
Once a feature proved its value, we assessed it in terms of performance, scalability, and long-term maintainability to decide whether it should remain in Blueprint or be transitioned to C++. In many cases, Blueprint remained the final implementation when it met performance requirements and benefited from easier iteration and readability.
In addition to gameplay mechanics, we also used Blueprint extensively to script level-specific narrative beats and non-systemic events. Blueprint is a very user-friendly tool that enables non-programming team members, such as game and level designers, to directly control timing, flow, and interactions without needing to write code. This made it easier to iterate on narrative content, maintain creative ownership, and ensure close alignment between storytelling and gameplay.
UI menus were also a great use case for Blueprints. They were particularly effective here because they allowed us to iterate very quickly—making small logic or layout changes, testing them immediately, and getting fast feedback without long turnaround times.