Lessons from Building Our Own Game


Project Naropa on Hold

Hi Reader,

This month I want to share a very personal story. As many of you know, at Bisuala we usually collaborate with game studios to bring motion design into their projects. But earlier this year we decided to do something different: produce our own game.

Why Our Own Game

We called it Naropa. An interactive comic book style game, heavily influenced by Florence, a beautiful title released in 2018 that won multiple awards. Florence tells the story of a young woman searching for her path in life, blending simple interactions with a narrative that feels alive and meaningful.

That approach inspired us. We wanted to explore how narrative, interactivity, and motion design could come together in our own way. More importantly, we wanted to step into the shoes of our clients. By living through the same creative and technical struggles that game studios face, we knew we would build empathy, and that empathy would ultimately help us become better partners.

What Was Naropa About

Project Naropa told the story of a woman, a successful executive feared by her employees. One day she discovers a mysterious book and an amulet. With them, she learns to control her dreams. At first these dreams are playful, like a new world to explore. But they slowly transform into something darker, revealing secrets buried deep in her past.

We chose Unity as the main platform to develop the game. Beyond entertainment, we also wanted the project to have a social impact, raising awareness around mental health. Our idea was to partner with a non-profit and collaborate with a trauma and mental health expert from a renowned institution.

The vision was clear: create a unique emotional experience that merges storytelling with visual identity and leaves something meaningful behind.

How We Started Building It

Even though the project is paused, the process has already given us valuable insights:

  • Concept Art by Mikel – beautiful contrasts between the lucid world and the dream world.
  • Unity Framework by Franc – the first menu and a chapter system, giving the game structure.
  • UI Design by Ani – an early version of the interface, which would evolve over time.
  • Script and Direction by myself – writing and guiding the project forward.

concept art and explorations for Naropa, by Mikel Benegas

Why We Put it on Hold

Game development is hard, even for a small project. It takes time, vision, dedication, and money.

We had a strategy, but like Mike Tyson said, “Everyone has a plan until they get punched in the mouth.” Last week, two things happened at once. We lost one of our main clients due to an unexpected passing, and our grant application for Naropa was denied.

That left us with no option but to put the project on hold for now.

What Comes Next

This is not the end of Naropa. It is a pause. Our plan now is to find ways to finance a small demo and continue development when the moment is right.

Every step of this journey has already made us a better studio. We understand our clients’ struggles more deeply, and that makes us stronger partners for the developers we collaborate with.

Closing Note

Thanks for reading and for following our journey. If you are working on a game and need help with motion design, UI animation, or prototyping, we would love to collaborate.

We appreciate your support and hope you enjoyed our newsletter.

If you have any feedback, questions, or just want to say hi, feel free to email us at hola@bisuala.com—or reach out to me directly at marc@bisuala.com. I’d love to hear from you!

Alameda Mazarredo 35, 6A, Bilbao, Bizkaia 48009
Unsubscribe · Preferences

Bisuala

I'm Bisuala's founder. We create delightful motion design for games and brands.

Read more from Bisuala
Logo Animation for Yourbana

We've been featured on Brands in Motion! Logo animation for Yourbana We’re proud to share that our work for Yourbana has been featured on Brands in Motion, a platform dedicated to outstanding motion design projects. This one is close to our hearts — it brought motion into public spaces and gave a voice to everyday experiences. What is Yourbana? Yourbana is a video art festival held in Rome, inviting citizens to share short videos about their experiences using public transport. These stories...

Unicorn pinatas falling from the sky

Where art meets real play Animation by tykcartoon A couple of weeks ago, I was chatting with Stephen Hey from Radikal Forge (thanks again to Hayley Akins for the intro). We were talking about how tough it is to find Technical Artists. Stephen laughed and said, “They’re unicorns.” He’s not wrong. So, What Is a Technical Artist? A Technical Artist (or TA, as everyone calls them) sits right at the intersection of art and code. They take the beautiful visuals we design—UI, animations, effects—and...

Before You Animate Anything, Write This Ever found yourself stuck trying to explain why motion matters in your game—not just how things move, but why they move the way they do? That’s where a Motion Philosophy Statement comes in. We just made a small update to the first chapter of the Motion Design Blueprint—and it’s all about helping you write that one-sentence north star for your game’s motion system. It’s not about sounding fancy. It’s about being clear. When you define your motion...