


On this screen, you can use touch to move the player character - the black blob Born - and recreate the moment when he transforms into a humanoid being Here, the lava moves up and down on the screen just as it does in the game world, all while the music from the stage plays in the background. In this pic, we have created an interactive element that recreates the gameplay element where the character is shunted upwards by a gust of air. In this image, you can see that we have recreated the menu system from the game in the magazine, so that you can tap the colour to change the whole backdrop - a mechanic from Nihilumbra. Here are some examples of what I mean: note, we create Grab It using indesign. The goal is full immersion, and what we learned creating this app we have now carried into subsequent episodes of the core Grab It experience. Where you can physically play the magazine. We've done a stack of Making Of features in the main Grab It series proper (see the list below), but with this special edition being focused solely on Nihilumbra, we were able to really experiment and push the boundaries of digital magazine design by creating interactive interface elements that match those of the source material. Using video, sound and animation, we were able to put the editorial into an experience just like the game world we're talking about.

It’s not the greatest game every made, no. While its super challenging Void Mode tested my long-sharpened gaming skills rewardingly. Its wonderfully conceived aesthetic, pinpoint controls and meaningful discussions into self-worth and a sense of place stuck with me. Nihilumbra is a magical little platformer that manages to be simple, yet compellingly deep at the same time. So, as it turned out, was the case with Nihilumbra. What I love about the indie gaming scene is that nearly every game has a relatable human tale behind its creation - a tale worth telling.

We were a few episodes into the main Grab It experience at that point, and it felt like this would be a good way to experiment with new design ideas and coverage concepts. In early 2014 I sparked a conversation with indie developer BeautiFun Games about the idea of doing a Making Of feature app on Nihilumbra, a 2012 platformer that had become something of a cult hit. I was ecstatic to find the team enthusiastic and generous with both its time and assets.
