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November 18, 2025

How Photoshop sparked the design behind this colourful hand-drawn indie game



Metroidvanias are one of the most popular indie game genres, as you can also tell from a recent interview about Possessor(s). Of course, with so much competition, especially from the ‘indie GTA 6’ that has been Hollow Knight: Silksong, it’s more crucial than ever to stand out. Constance certainly shares a similar kind of hand-drawn animated style, but one crucial difference is that it’s so much more colourful and brighter. It’s rather fitting, too, since the titular protagonist explores and fights with an enchanted paintbrush.

It’s also quite a different aesthetic from Berlin-based independent production company btf (also specialising in fiction, shows, documentaries, and adverts, as well as games), whose work I previously encountered was the 2019 graphical adventure game Trüberbrook, which resembled a stop-motion animation with handmade environments.

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(Image credit: btf)

GameMaker, and even Unreal Engine, but where “all projects failed as I could never get anything to run properly.” It was finally with Unity, as well as persistence, that the prototype for Constance came to fruition. (Read our best game development software guide for a complete list.)

“The great thing about Unity is I found a lot of tutorials on 2D platformers because this is such a well-known genre,” he explains. “I would say that is probably one of the biggest reasons why I actually kept going with this because I found enough resources in forums and on YouTube, so every time I encountered an issue, I was like, ‘Okay, let me see what I can find online to fix that issue, and then I continue.’ And I could always break through the next roadblock.”

(Image credit: btf)

With experience in creative tools like After Effects and Photoshop, Drew also saw a parallel with Unity since it was also “the whole package” for making games, from visuals, animations, coding, and other components. Funnily, it was also Photoshop that helped define Constance’s most important visual and gameplay hook.

“In my first prototype, her first weapon was just some very non-theatrical energy balls, these circling little dots around her, no design whatsoever, so when I pitched it to the games department in btf, let’s be honest, they were not immediately wowed,” Drew admits. It was then, looking back over his graphic design background using Photoshop, that a lightbulb came on.

“I was brainstorming with a friend, and the idea that dropped was Photoshop tools, which hasn’t been done yet, and the idea was to have not only the brush but many tools – the moving tool, the colour picking tool,” he continues. This did, however, introduce a new problem as a lot of these ideas were also quite complicated to implement control scheme-wise, and while the idea of powers based on Photoshop tools sounds compelling. “Also, not everybody knows all the Photoshop tools, but a paintbrush everybody can understand. So we streamlined it, keeping all the ideas that we wanted to do with the tools and trying to make them work with the paintbrush.”

(Image credit: btf)

Steam.



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