Developed in Denmark by a team of around 40 puppet makers, programmers, and poets, Out of Words is a co-op platformer adventure with themes of trust, collaboration, and emotional connection woven into the very heart of the experience. Together with a friend via online cross-platform or couch co-op, players take on the roles of Kurt and Karla to explore the wild, colorful realm of Vokabulantis in a story about the first time they held hands.
One of the hallmarks of this project is that everything you see in the game has been crafted by hand. Over the past several years, the two companies developing the game, Kong Orange and WiredFly, could usually be found scattered among brushes, puppets, computers, consoles, cameras and more, bringing their handmade characters to life using Unreal Engine 5.
But while collaboration around the studio has been central to the project’s success, the game’s main characters themselves can’t speak—meaning the need for communication in order to solve the game’s physics-defying puzzles is transferred directly onto the players themselves.
So why was Unreal Engine 5 chosen for this unique project, and how did features ranging from Nanite and Lumen to Blueprints and MetaSounds help the teams blend the physical with the virtual while telling a heartfelt story along the way? We connected with Game Director Johan Oettinger, Executive Producer Esben Kjær Ravn, and several other members of the development team to find out.
Thanks for joining us! Out of Words certainly looks amazing! Please tell us what the game is all about.
Johan Oettinger - Game Director: Out of Words is about that moment you realize something has changed between you and a friend. Now new emotions are at play and you suddenly don’t know what to say to each other.
Where are Kong Orange and WiredFly studios based and how big is the team working on Out of Words?
Esben Kjær Ravn - Executive Producer: We are based in Aarhus, Denmark. Day to day, we sit together in one big studio with space for everything like crafting puppets, animating in stop motion, and writing code (even playing the accordion for that matter). We are around 40 people between the two companies scattered among brushes, puppets, computers, consoles, 3D printers, cameras, and much more.
In your opinion, what makes the co-op genre so compelling and what is Out of Words doing to push the genre forward?
Oettinger: Creating a relationship through the art of game design is enormously satisfying. Knowing that two people will play together, talk about what they experience, and journey through the world and characters we built while creating a joint memory in their life is the dream.
We really have this dream at heart when we develop co-op mechanics. The mechanics need to feel inherently cooperative and inviting for sync and coordination. Through gameplay, we want the players to get swept up together, talk, laugh, and cry while they play. The emotional journey in the story is told through the mechanics themselves; they reflect the mood and feel of where they appear in the character-driven story.
What could you tell us about the game’s protagonists, Kurt and Karla?
Boris Hansen - Scriptwriter: Kurt and Karla are 13 years old and have been friends since kindergarten, and one of the defining features of their friendship is that they’ve always been able to talk about anything and everything, even as they’ve grown older. This changes when something comes between them for the first time: a misunderstanding, a disagreement, a subtle sense of something new and strange in the air. They are cast into Vokabulantis, the world of words and meaning, where they must figure out how to rebuild the language they share in order to save their friendship.
As an experience designed to be co-op from the ground up, what considerations went into designing the game’s puzzle platforming and physics-defying gameplay?
Jeff Sparks - Lead Designer: Designing for cooperative play from the ground up was an exciting challenge. A lot of discoveries came through deep experimentation early on. We prototyped hundreds of small game modes and really out-there mechanics built around players helping one another and progressing together. Some of those ideas made it into the game, while others simply helped us understand what cooperation felt like when it was working well.
One of the biggest design goals throughout development was to marry the mechanics of play with the emotional experience of the characters. We always wanted what players were doing mechanically to reflect what Kurt and Karla were feeling as their relationship evolved. Some mechanics were designed to express moments of tension or disconnect when they weren’t getting along. Others reflected growing trust and collaboration as things progressed. That emotional alignment became a guiding principle for how puzzles and many of these mechanics came to be.
On a more technical level, we’ve been spending a lot of time thinking about camera framing and spatial readability from level to level. It’s not always super straightforward to make sure both players remain clearly visible and oriented in the world without breaking immersion.
Maintaining a strong sense of presence is essential. We really want players to feel embodied in their characters and the world itself so that they can stay aware of their partner’s presence there too.
Another major consideration for how we built things came from the nuance that Kurt and Karla don’t speak, and we wanted their loss of communication to facilitate a journey where that conversation moves off the screen and onto the couch. How to solve problems, how to move forward, perhaps even how they feel—we hope these things manifest into conversations between the players themselves. So many scenarios were therefore designed not just to encourage problem-solving, but to spark discussion, interpretation, and shared emotional understanding.
Ultimately, everything came back to fostering connection: between mechanics and emotion, between characters and players, and most importantly, between the two people playing through this journey together.