The developer Shapefarm may not be a household name to the general public. Despite being in its 16th year—a tenure that qualifies it as a mid-sized veteran—the studio has largely operated as a behind-the-scenes collaborator, focusing on partnerships and outsourced production.
Notable works that have passed through their hands include 'Naruto to Boruto: Shinobi Striker' and 'Samurai Jack.' While the two titles differ in IP and genre, they share the commonality of showcasing the essence of animation-style graphics. Beyond these, Shapefarm has solidified its reputation as a skilled art house responsible for animation-style game art in collaboration with leading developers, including Cygames.
However, even for a team with such solid expertise, there was always a lingering sense of regret: the lack of an original IP that fully captured Shapefarm's own identity. Four years ago, they finally set out to realize this long-held aspiration by beginning development on their new title, 'Orbitals.' They finally unveiled the result to the world on the stage of The Game Awards 2025.

The reaction at the time of the reveal was enthusiastic. While the fact that it was a split-screen co-op game—a genre now firmly established by titles like 'It Takes Two' and 'Split Fiction'—was intriguing, it was the visuals, which recreated the aesthetic of 80s and 90s retro animation with near-perfection, that instantly captured the attention of gamers worldwide.
Now, public attention is shifting toward the gameplay beyond the flashy visuals. Having passed the visual test, it is time for the game to prove its value through the actual play experience. In the midst of this, I received a welcome invitation from the publisher, Kepler Interactive. I was given the opportunity to visit Shapefarm's headquarters in Tokyo, Japan, to demo the game and engage in an in-depth conversation with the development team.
What kind of charm does 'Orbitals,' the ambitious project prepared by Shapefarm, hold? Through a presentation by Creative Director Marcos Ramos and Game Director Jacob Lundgren, I learned what they mean by cooperation and what kind of joy they hope to offer gamers through 'Orbitals.'

The Two Pillars Supporting 'Orbitals' - Retro Animation | 2-Player Co-op
The presentation preceding the main demonstration was led by Creative Director Marcos Ramos and Game Director Jacob Lundgren. Director Ramos began with an introduction to the company. He explained that Shapefarm, having built its expertise through numerous outsourced game development projects, had a clear motivation for embarking on 'Orbitals': a long-held aspiration to "develop our own brand with our own unique identity," which served as the starting point for the project four years ago.
Ramos identified 'retro animation-style visuals' and '2-player co-op play' as the two core pillars defining the identity of 'Orbitals.' These are not merely features of the game, but the absolute criteria for every decision made during development. "We boldly excluded elements that didn't fit this concept and built our development framework to keep these two pillars at the center," he said, clarifying the project's direction.

Regarding the choice of retro animation for the visuals, he recalled, "We didn't even have to think about what kind of game to make." Since they had long harbored a dream of creating an 80s-90s style animated game, it was a natural decision from the planning stage. In fact, compared to standard 3D graphics, implementing such a distinct art style without it feeling jarring is considered a significant technical challenge in the industry.
However, through their work on titles like 'Naruto to Boruto: Shinobi Striker' and 'Samurai Jack,' Shapefarm has consistently accumulated know-how in applying textures and lighting to maximize the feel of 2D animation within a 3D game engine (Unreal Engine 5) environment. Thanks to this, they were able to elevate these visuals into a unique strength of their own.

They also verified whether this visual direction was effective for an actual game. Ramos shared, "Playing the early demo myself, I became convinced that this style was the perfect fit for 'Orbitals.'" After achieving technical confidence, they poured their efforts into storytelling. The narrative of 'Orbitals' is closer to a classic adventure story than a grand epic. It follows the journey of protagonists Maki and Omura as they set out to protect their home amidst the threat of a returning cosmic storm.
Regarding the choice of a seemingly simple composition, he explained, "I judged that a story anyone can easily feel excited about would resonate more deeply than one that forces users to understand complex and difficult settings." However, the narrative structure itself is far from light. Citing 'Evangelion' as an example, he added, "We are pursuing memorable world-building by capturing the charm of the 'twist'—where a story follows a typical structure before suddenly veering into unpredictable developments."
His affection for the characters is also special. Director Marcos emphasized the power of connection with characters by citing the scene where Goku from 'Dragon Ball' gathers energy for a Spirit Bomb. "Children in the past played by imitating the Spirit Bomb not because the visuals were flashy, but because they were deeply immersed in the character and genuinely wanted him to win," he said, suggesting that he is crafting the protagonists, Maki and Omura, into compelling characters that users can truly empathize with.

Next, Game Director Jacob Lundgren took the baton to introduce the gameplay and systems of 'Orbitals.' Above all, he emphasized that this is "a game that cannot be enjoyed unless played by two people." Unlike most multiplayer games that keep single-player in mind and place gimmicks that can be solved alone, 'Orbitals' was built from the design stage with the premise of two-person cooperation.
An interesting point is that Lundgren himself comes from Hazelight Studios, the developer of 'A Way Out' and 'It Takes Two,' which are called masterpieces of co-op games. Having been directly responsible for the design of those titles, he focused on incorporating his know-how into 'Orbitals' after moving to Shapefarm, while also striving to create a unique experience that goes beyond simply replicating previous success formulas.
Given his history of creating cooperative games, Director Jacob's choice of the co-op genre for 'Orbitals' seems like a rational decision in many ways. However, this was based on strategic judgment rather than mere familiarity. He explained, "While there are quite a few well-known co-op games, from 'A Way Out' and 'It Takes Two' to 'Split Fiction,' I still saw plenty of room for innovation in this genre and concept within the current market."

His approach to the gameplay experience is also intriguing. While players typically immerse themselves in the game world, Director Jacob's direction was slightly different. He prioritized the points where communication between players occurs, going beyond mere systemic gimmicks. He placed more weight on the conversations and interactions shared with a partner sitting on the couch than on the movements of the characters on screen. He added that the game was designed to allow players to naturally project themselves onto the characters and feel a deep sense of bond while solving problems together.
This philosophy is technically implemented through an asymmetrical experience. In 'Orbitals,' the two players, Maki and Omura, do not repeat the same actions but perform different roles and experiences to solve a single puzzle. In doing so, they avoid the 'start-stop' (or cold-stop) method often seen in other co-op games—a static structure where one person steps on a switch and waits while the other moves.
Lundgren explained, "We wanted to eliminate the time where one side is just standing still doing nothing." The asymmetrical gameplay 'Orbitals' aims for targets a fluid flow where both players are always moving simultaneously, solving gimmicks, and even continuing conversations.

Of course, this type of gameplay is not as easy as it sounds, due to the inherent threshold of the co-op element. The premise of two-person cooperation means that if one side makes a mistake, progress can be blocked. Shapefarm was aware of these concerns. Regarding this, he revealed that they significantly lowered the barrier to entry by focusing on the process of finding solutions through communication itself, rather than difficult button inputs or strict timing that rely on skill.
The intention is to provide a perfect 'gateway' for hardcore gamers to share their hobby with family, friends, or partners who may be unfamiliar with games. Stating that his goal is to provide an experience where anyone can be immersed without feeling left out, he shared his aspirations for the direction of 'Orbitals': "I hope this becomes a game where people enjoy the very process of communicating and solving problems together. I want anyone, regardless of whether they are a hardcore gamer, to enjoy the game and get fully absorbed in it."

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- Hongman "Nowl" Yoon
- Email : nowl@inven.co.kr



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