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    Home»Gadgets»Morbid Metal developer explains why he ditched an origami art direction in favor of gritty sci-fi — ‘It worked, but it didn’t really feel like me’
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    Morbid Metal developer explains why he ditched an origami art direction in favor of gritty sci-fi — ‘It worked, but it didn’t really feel like me’

    kirklandc008@gmail.comBy kirklandc008@gmail.comApril 12, 2026No Comments3 Mins Read
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    A Morbid Metal screenshot that shows the player character walking towards enemies with a melee weapon drawn.
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    • Morbid Metal developer Felix Schade has discussed the inspirations behind his game’s art direction
    • He originally intended to make an origami-themed game, but pivoted to gritty sci-fi
    • He was also greatly encouraged by Bright Memory: Infinite

    Morbid Metal developer Felix Schade has discussed the art direction of the recently launched action game and revealed one of his biggest inspirations.

    Schade developed Morbid Metal over the course of nine years, initially working from his bedroom and posting clips of his early efforts online. The resulting flurry of social media attention eventually caught the attention of gaming giant Ubisoft, with the company agreeing to publish his title. This gave him the funds to create a now 11-person game studio.

    The game was recently released in early access and is available via Steam, with a largely positive reception from players so far. In addition to a unique shapeshifting mechanic, it stands out thanks to its gritty sci-fi art direction that looks almost like a cross between Warframe and the Shadow Warrior series.

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    Morbid Metal didn’t always look this way, however, and, in an interview with TechRadar Gaming, Schade revealed how its art direction has evolved over its lengthy development time. He said his original vision for the game was something origami-themed, “where you can fold your piece of paper into different origami figurines, each with their own unique skills” in a bright and colorful world.

    “At the beginning, I was just trying to figure out what I could do on my own. This origami setting, it worked, but it didn’t really feel like me,” he added. The big change in direction came when he started working on Morbid Metal full-time in 2020: “When I really took it more seriously, it was really important for me that [the game] was something that I could be fully passionate about.”

    Bright Memory (pictured) released in 2020. (Image credit: FYQD-Studio, PLAYISM)

    From a setting and visual perspective, it needed to be something that I really resonate with personally,” he continued. “Otherwise, I don’t think I would have the perseverance to do this for nine years!”

    He also pinpointed one particular indie game that was a huge source of encouragement. “At around that time, there was a game called Bright Memory: Infinite, also made by a solo dev,” he recalled.

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    “The game really gave me so much inspiration, and the confidence that something visually striking can be done by a very small or solo dev team. He proved it, and I was like, ‘okay, I can do this too.'”

    Asked why the direction that he settled on appealed, Schade simply said, “I love it. It’s just cool.”

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    art developer Didnt direction ditched Explains favor feel gritty metal Morbid origami scifi Worked
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