Hello everyone! It’s hard to believe that Papo & Yo is so close to launch! This story has been in my heart for a long time, but thanks to the hard work of the whole team at Minority you all will finally be able to experience it next Tuesday, August 14th.
To celebrate the upcoming launch, we wanted to share something special with all of you. Although we are a small indie studio, we are lucky to have been able to work with the experienced filmmakers at Rezolution Pictures and talented Montreal director Alfonso Maiorana. They have created an amazing cinematic launch trailer for our game that not only shows the start of Quico’s story, but also the inspiration behind Papo & Yo’s fantastic world. We hope you like it!
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As you might know, Papo & Yo is a metaphorical, semi-autobiographical story of Creative Director Vander Caballero’s tumultuous relationship with his alcoholic father. While the game’s storyline will draw players into an emotional journey, we also designed the environment to help immerse the player in a surreal Latin American setting. There’s a high level of authenticity on display, from the landscape to the music, style, and graffiti.
In North America, graffiti is changing to include more artistic works such as murals, but it’s generally associated with spray painted tags and defaced walls. In Latin America, graffiti is a treasured art form because of its long history with political messaging.
Hello everyone! As some of you may already know, the wonderful team at PlayStation is giving us an opportunity to show off a brand new demo for Papo & Yo at their booth next week during E3. We’re thrilled to have another opportunity today to give you an early peek at some of what attendees will be playing during the show, as well as a few parts of the game that have never been seen before. With that, I’d like to present the latest Papo & Yo trailer, which we’re calling “the Changing World!”
Hello again! Last time I was here I talked about the redesign of Monster – now I want to give everyone an even closer look at the creative and design process for Papo & Yo in our first-ever dev diary. Please take a look – you’ll get a glimpse of Minority’s office, some new ways you can interact with Monster, and even see the first prototype I designed for the game!
If you’ve been following Papo & Yo‘s development, you know that the game was inspired by my childhood in South America and my relationship with my father. But I don’t want that to be the only thing that people see when they get to play the game. Papo & Yo is also about a child’s imagination, and experiencing “fantastic realities” – transforming the real world into a special world that can both help and challenge you. I feel such joy when I play with my boy and see him imagining his toys coming to life – I hope that everyone will feel this when they play Papo & Yo.
Hello everybody! We’ve been hard at work since we first unveiled Papo & Yo last summer, and the game has come a long way in the past few months. As we get ready to (finally!) show off more of the game next week at the Game Developers Conference in San Francisco, I wanted to take the opportunity to tell you all a little bit about how Monster – a character very important to both the story and to me personally – has evolved since my initial concept into the Monster you see today.
If you’ve been following Papo & Yo, you may remember that Monster represents my father, a man I had a difficult relationship with. To tell the story I wanted to tell – my story – I knew that this character had to show the positive aspects of the man I loved… and the negative aspects of the man I feared. This turned out to be challenging – I knew who Monster was, but not what he looked like. Luckily, I’m extremely fortunate to have friends like Nilo Rodis, a man who has worked on the art for movies ranging from Pixar titles to Star Wars, and the man who helped me find my father in Monster.
Hello everyone! I’m the Creative Director at Minority, a small independent team of game creators based in Montreal. It’s my great pleasure to today reveal our first title, Papo & Yo, which we are bringing to the PlayStation Network next year thanks to the support of SCEA’s Pub Fund.
I have always wanted to tell the story of my childhood, as the difficulties I lived through shaped the man I’ve come to be. But telling my story was a major endeavor for me as an artist. First I had to master videogame design so I could realize my vision; after that, I had to find an appropriate method to tell a difficult story in an engaging way. And finally, I needed to find a group of people who would believe in me and take the risk to dedicate themselves to a project like this.
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