Thursday, February 26, 2026

Behind The Rubberhose Curtain of MOUSE: P.I. For Rent – IGN First


As our unique, all-February-long IGN First “cowl story” on the upcoming black-and-white, hand-animated first-person shooter MOUSE: P.I. for Rent continues, we wished to study extra in regards to the origins of its distinctive 1930’s rubberhose-animated model. And so we sat down with Fumi Studios CEO and Founder Mateusz Michalak in addition to Artwork Director and Lead Animator Michal Rostek to go behind the scenes of this distinctive recreation. Learn on for a flippantly edited transcript of our dialog, or watch the video model under. And you may wishlist MOUSE on Steam in the event you’re .

IGN: What got here first right here, the concept for the sport itself or the need and concept to make use of this Nineteen Thirties Rubber Hose animation model?

Mateusz: Yeah, I believe that is the query extra for Michal proper now as a result of he was one of many authentic creators and the man who created the primary artwork for the MOUSE.

Michal: I got here from the animation business and I am actually passionate of the animation and particularly of historical past of animation. The MOUSE is like my little ardour challenge that I began inside my common animation work. Once we began to make video video games, I got here into the matter with the concept of the boomer shooter with the model of the Nineteen Thirties Rubber Hose animations, and he liked that concept and provides this concept alternative to make it occur. We began with 5 folks on the small group of this challenge. Our programmer put a video of constructing the sport on TikTok then it goes viral and resonates all around the globe. I keep in mind that day after I was going to work and met my good friend within the subway and he advised me, “Hey, I learn the article, the gaming web site, that some guys make a recreation that appears like the sport that you simply need to make.” And I mentioned, “Actually?” “Yeah.” Then he confirmed me the article and that was MOUSE.

“Nobody ever made an FPS cartoonish recreation in absolutely black and white.”

Mateusz: Yeah, I can add that from the start. It was ardour challenge. We have executed many of the work after hours. We began prototyping the sport. The primary prototype that Michal confirmed to me was actually, actually fundamental. Then we employed a coder/programmer, David, who joined the group and we began the primary full small manufacturing and the sport got here out of this small teaser that he confirmed on TikTok.

IGN: That is cool. So my subsequent query, was it all the time going to be black and white or was colour on this animation? Was {that a} debate in any respect amongst the group?

Mateusz: It was by no means a debate among the many group. It was debate locally as a result of when folks first noticed the artwork or the trailer, they thought, “Okay, it is fairly authentic, however you want colour.” As a result of nobody ever made an FPS cartoonish recreation in absolutely black and white. It was one thing uncommon again then, however we sticked with our roots in our authentic design and we by no means wished so as to add any colour. It is difficult. It is actually difficult, particularly in participant steering, in patch discovering as a result of you may all the time add a yellow colour if in case you have a colour in recreation or every other colour, and I believe that we have executed a fairly good job. It was actually, actually difficult. We realized plenty of new expertise, managing solely principally two fundamental colours, black and white.

IGN: Assist me perceive how a lot of this, of the animation of the artwork, was executed by hand?

Mateusz: I believe all of the animations which you could see within the recreation are executed by hand. It isn’t straightforward course of, however having computer systems proper now, we will velocity up some parts in the entire pipeline. After all, we used strategies from the Nineteen Thirties, Forties Rubber Hose strategies. However having computer systems, we might velocity up the entire course of. It was a lot, a lot nicer and we might principally see our results not immediately, however fairly quick within the recreation. So in the event you would use the outdated strategies, so utilizing paper, pens, scanners, and so forth, the entire course of would take not months, however years. And within the recreation improvement, they do not have a tendency to attend for video games, they need video games proper now. That is why the entire improvement technique of video games is shortening yearly and we could not inform folks that, “Okay, you noticed teaser, then it’s essential wait not less than 7, 8 years to see the ultimate product.” That is why we used computer systems. And I believe Michal can say one thing extra about the entire pipeline of the animation.

Michal: Yeah, so the animation pipeline is absolutely much like the pipeline that we use within the animation business as a result of recreation relies on animation. So it is actually comparable however not 100% the identical. So for instance, we began with the idea that we took from the design division. They’re giving us a concept and we made our first idea arts for the character, for the NPC, for the weapons of the sport. After which we got here to the method that, within the movie business is sort of a storyboard course of after we made a restricted animation to place within the recreation and look how this work.

And if it is good, it involves the animation course of after we put the life on the animations, on the characters, on the weapons and the entire interactive parts within the recreation. Then to scrub up course of, after we clear all of the define to not look tough, however to look good, put the colours on it, and the final remaining step on making animation for the sport that’s completely different than making animation for the movie is to render all of these items, put it within the engine and pack it and make the magic go on.

“When they give thought to MOUSE, they give thought to animation.”

IGN: Michal, have been the weapons probably the most enjoyable factor to animate within the recreation as a result of for me, what I’ve seen and skilled of the sport up to now, I imply it is all beautiful, I simply love your complete look, however the weapons, I simply love how alive the weapons are.

Michal: Undoubtedly, it was a really enjoyable factor to do, however for me, one of the difficult issues. And we could not make such a terrific design, such a terrific animations with out our two animators and with our two artists, Abraham, who made the good ideas for the weapons on the sport and Igor who animated the entire issues. So it was additionally credit for our recreation design who put all of the mechanics, all the particular timing for the weapons to look good as a result of this is without doubt one of the issues that we have to focus after we making animation for the online game is that it ought to match the mechanic, it ought to match the interactive side of the sport and do it within the… proper tempo as a result of when you may have a recreation hardly primarily based on the animation, they need to look good, but in addition be helpful for the participant and never be participant should not really feel frustration when he makes use of an animated gun.

IGN: How did the animation affect the tone of the sport? It appears to lean a bit extra playful and I am simply form of curious the way you guys steadiness that of matching the animation to the tone of the sport?

Mateusz: Animation, it is essential for the entire recreation, so it is connecting additionally with the entire narrative factor. It is like when they give thought to MOUSE, they give thought to animation, they give thought to artwork and it is a actually good thing as a result of we now have a hook, we will hook them, curiosity them within the recreation. However beneath that, this artwork animation parts, there’s a deep vibrating story and I consider that we’ll shock lots of people when they may play the sport.

IGN: So that you talked in regards to the engine earlier. You guys are utilizing the Unity engine right here beneath the animation system. How a lot customized work had to enter Unity to get it to cooperate with the individuality of what you guys are doing with the animation?

Mateusz: The primary prototype, nevertheless, the primary prototype was executed in Godot, however the correct improvement is we’re doing in Unity. The unity is absolutely good in managing the 2D animation sprites, it is actually good. However our recreation has hundreds of hundreds of animations and this was probably the most difficult half as a result of nonetheless, you may put as a lot belongings within the recreation, 2D belongings, as you may, however your recreation can develop having 200 gigabytes, 300 gigabytes. So probably the most difficult half was the optimization technique of the entire animations and we would have liked to develop a particular instruments that may compress 2D animations to have a greater efficiency for the entire stage as a result of there may be tons of animations, completely different sorts of animations by the entire stage.

IGN: Are you able to speak about, on an identical observe about if there have been challenges of utilizing 2D animations in a 3D recreation? We do not see that fairly often. I think about that needed to current some form of problem both within the animation itself and perhaps the extent design as properly.

Mateusz: I believe it will be a lot simpler to make all the pieces in 3D. Probably the most difficult half, managing 2D belongings, particularly enemies in 3D area is to animate all instructions. So we have to animate entrance, entrance left, left aspect, again left, again. All of the bosses, all of the enemies, each expertise, each objects, so not objects, each enemies, bosses and a few interactive objects, they’re animated in 9 or 8 instructions. So it was difficult and actually time-consuming. Additionally, having 3D animations, it is a lot simpler so as to add each little bit of animation to the sport. Having 2D animations, we would have liked to assume actually fastidiously what we need to add as a result of we do not need to spend weeks animating issues after which we’ll simply delete our work. We wished to have the entire 2D animations into the foreground, not within the background. So we use flat colours as within the outdated Rubber Hose animation. So there are all flat colours and you may spot actually simply each 2D animation, strolling across the stage. Both that is enemy or 2D animation objects, interactive objects, you may’t actually simply spot it.

IGN: I’ve to think about that this challenge has been tougher than perhaps you initially thought. And I solely say that as a result of I imply making any online game is clearly not a straightforward factor, however no person else does this. You guys are the one studio making a recreation on this method. So how rather more troublesome, how have you ever discovered the method over time? Have you ever actually, I think about you have realized loads in the middle of improvement.

Mateusz: We made plenty of errors, plenty of errors. And going backwards and forwards, backwards and forwards with numbers of issues. I believe that there are few FPS video games that utilizing sprites or utilizing to the animations, however I believe our challenge is exclusive that we’re utilizing plenty of frames, plenty of photographs in our animations to point out that the Rubber Hose animation model is absolutely distinctive and the entire animation is absolutely distinctive. And I do know that proper now there’s a debate if hand expertise not be helpful sooner or later or they are going to be changed with some instruments. I consider, and I believe that we confirmed it, that having a terrific hand expertise, having a terrific artist, it is solely helpful to your recreation and the challenge itself.

IGN: I am curious as to perhaps this is perhaps a great one for Michal, your inspirations for this as a result of Cuphead, I consider in a short time, for apparent causes, the opposite actually amazingly hand-drawn recreation, completely completely different form of recreation in fact than your boomer shooter, however I additionally, I get a bit little bit of Who Framed Roger Rabbit from this too. I might be curious to listen to your inspirations.

Michal: I believe the most important over general our inspiration, our greatest inspiration is the Rubber Hose artwork model as a complete. Our greatest inspiration is the animations from the Fleischer Studios, the individuals who create such a characters as Betty Boop, Popeye, Coco the Clown, or Bimbo the Canine. Enjoyable reality, we in all probability watched each accessible Popeye episode throughout the pre-production, took the very best inspirations for the environments for the characters. But in addition how they impressed by works of Ub Iwerks. He was a lead animator in Disney. He was animating for instance, Steamboat Willie however then he turned a solo animator and have become a solo profession and make characters corresponding to Flip The Frog or Willie Whopper, but in addition different animation studios for that period. Like for instance, Paul Terry, Charles Mintz, but in addition the outdated cartoons that have been fairly violent for that period. But it surely was a great inspiration for the fight and struggle for our recreation. So we took loads from them.

IGN: Superior. The final query I’ve for you guys, perhaps for both or each of you, so now you are virtually there. The sport is sort of full, it is virtually out. Shifting ahead, do you guys need to keep on with this animation model to your subsequent challenge or was this a one-time enjoyable experiment, enjoyable challenge or is the Rubber Hose animation going to be the Fumi Studio signature transferring ahead?

Mateusz: I believe that the general hand-drawn model will likely be our studio signature. I consider within the craftsmen of artists and I believe that we’ll shock folks sooner or later with our subsequent challenge.

Ryan McCaffrey is IGN’s govt editor of previews and host of each IGN’s weekly Xbox present, Podcast Unlocked, in addition to our semi-retired interview present, IGN Unfiltered. He is a North Jersey man, so it is “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.



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