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NAZAR creator Eray Dinc pioneers FMV platformer shot entirely on iPhone

NAZAR creator Eray Dinc pioneers FMV platformer shot entirely on iPhone

Cappadocia is one of the most distinctive and beautiful places in the world. Lying at the heart of Türkiye, it’s a historical region famous for its rock formations and the hidden homes and churches that people carved over centuries. 

Now, the region is the setting for the latest game from Recontact, the studio previously responsible for Recontact Istanbul and Recontact London. When Eray Dinc set out to create NAZAR, he didn't just aim to make another game – he wanted to break new ground. Launching today on Steam, NAZAR represents several firsts: it’s an unusual fusion of FMV with 2D platforming mechanics, shot entirely on iPhone. It was developed in conjunction with university students, and steeped in Turkish mysticism. And it’s scored by legendary composer Inon Zur (famous for the Dragon Age soundtrack, among other award-winning themes). 

In this launch interview, Dinc reveals how he and his team merged ancient traditions with modern gameplay, creating an experience where players use parapsychological abilities to see the future and navigate through both physical and metaphysical challenges against the backdrop of Cappadocia’s unforgettable topography. 

PC Games Insider: Cappadocia’s distinctive landscape plays a central role in NAZAR. Why did you choose Cappadocia as the location for this game?

Dr Dinc: Cappadocia, with its otherworldly landscapes and rich cultural history, was a perfect choice for NAZAR’s mystical and adventurous themes. Its unique rock formations, caves, and ancient structures naturally fit our game’s storyline, providing a backdrop that feels both real and fantastical. 

Navigate to your destination with xenon navigation while seeing the future through Nazar's astral dreams.

To bring this landscape into the game, we shot high-resolution video on location and combined it with 2D inspired by Turkish shadow play aesthetics. This blend allowed us to capture Cappadocia’s essence while stylizing it in a way that serves both the narrative and gameplay.

NAZAR combines FMV with 2D platforming. What technical and design challenges did you face in merging these genres, and how did you solve them?

For the first time in the world, FMV interactive cinema is blended with the world's most popular game genre, the 2D platformer genre, in a unique and unprecedented way. In addition to the fact that the entire game was shot on an iPhone, the cinematography combines traditional Anatolian shadow play aesthetics to enhance the 2D effect. With its never-before-seen game mechanics, NAZAR is one of a kind and the most important representative of the transition from cinema to video games. 

Shot in 2D with the aesthetics of Turkish shadow plays, it combines cinema and the platform game genre.

Additionally, this game contains element of surprises with its narrative and story among 2D platform games. Combining FMV and 2D platforming created both exciting possibilities and major challenges. FMV is traditionally a linear, video-based medium, while 2D platformers are known for their interactive and reactive mechanics. Our primary challenge was creating a cohesive experience that feels natural for both genres.

The game’s core mechanic revolves around ‘seeing the future’ to navigate platforms. Could you talk us through how this works? What does the moment-to-moment player experience feel like?

The “seeing the future” mechanic is designed to feel intuitive and engaging, immersing players deeply into NAZAR’s mystical world.

The Zener cards, created by Carl Zener in the 1930s, are used here to test your parapsychological abilities.

NAZAR blends the rituals for preventing bad futures in [the traditions of] Anatolia and the Middle East with science fiction. It combines the ability of gamers to see the future with game mechanics. Using Zener cards and the parapsychological abilities of gamers, this game aims to go beyond a game by touching on subjects such as fatalism, showing the mystical and scientific differences between the East and the West, and combining this with a completely cinematic narrative. Amulets, coffee fortunes, astrology and more... It's all in this mystical science fiction tale.

NAZAR draws deeply from Turkish mysticism. How did you approach making these culturally specific concepts accessible to a global gaming audience?

We approached this by focusing on universal themes within Mesopotamian mysticism, such as fate, foresight, and the battle between good and evil, which resonate across cultures.

Astrology, dreams, amulets - the game blends traditional rituals with modern science.

By weaving these concepts into the core game mechanics and storyline, we were able to introduce global audiences to Turkish mysticism in a way that feels familiar

Inon Zur is a legend when it comes to game music. How did this collaboration come about? And what specific direction did you give him regarding the fusion of traditional music with sci-fi elements?

Collaborating with Inon Zur was a dream come true. We reached out to him with our concept, and he was intrigued by the idea of blending traditional Turkish music with sci-fi tones.

We provided him with detailed references from Turkish folk music and explained the parapsychological and mystical aspects of the game. Our direction emphasized creating a soundtrack that felt both ancient and futuristic, immersing players in a world that is both deeply rooted in tradition yet ahead of its time. Inon’s ability to blend these elements added an incredible layer of depth to NAZAR’s atmosphere.

You chose to shoot the entire game using an iPhone in Cappadocia and in Istanbul studios. What advantages or limitations did this bring to the production process?

The game was shot entirely on an iPhone 14 Pro Max. The aim was to capture an epic visual feast with an extremely indie budget.

This is a science fiction adventure, with music composed by top game composer Inon Zur

Shooting with an iPhone brought flexibility and spontaneity, allowing us to capture high-quality footage in unique locations without the logistical constraints of larger equipment. This approach also allowed us to be more experimental with our shots, creating an intimate, immersive feel that suits NAZAR’s mystical themes.

You developed this game with your university students. How did this process influence the game design and production process?

We carried out this process with my specially-trained students in digital game design at Istanbul Beykent University, where I am the founding head of the department as a faculty member. 

Nazar turns his natural fortune-telling abilities to good use challenging an evil cult.

Unity development and QA completely belonged to my students. In the education system, if a student is not working on a real game project, it means that they are not ready for the industry. That's why I gathered these students under a single roof in my studio and NAZAR was the first project I made with the students I trained with academic support for four years.

The actor of NAZAR had to run and walk more than 56 km for the 2D platform elements. NAZAR stands out as a production developed with students, unique, unlike any other game, beyond a game.

Your previous successes were in mobile gaming with the Recontact series. What motivated the move to PC for NAZAR, and how has the platform transition affected your development and business strategies?

The move to PC for NAZAR was driven by our desire to reach a broader, more engaged audience and to fully explore the narrative depth that the game required. PC gaming allows us to push the boundaries of interactive storytelling in ways that are challenging on mobile platforms.

The games industry has had a difficult couple of years. Looking ahead to 2025, are you optimistic about the games market? What advice and encouragement do you have for other people working on independent/innovative games?

I’m optimistic about the future of the games market, especially for indie developers who bring unique, innovative ideas to the table. The demand for fresh experiences remains strong, and players are increasingly drawn to games that offer originality and depth. 

My advice for others working on independent projects is to stay true to their vision and embrace creative risks.
 
NAZAR is available now on Steam.

COO, Steel Media Ltd

Dave is a writer, editor and manager. As our COO, he gets involved in all areas of the business, from front-page editorial to behind-the-scenes event strategy. He began his career in games and entertainment journalism in 1997 and has since worked in multiple roles in the media. You can contact him with any general queries about Pocket Gamer, PC Games Insider or Steel Media's other websites, conferences and initiatives.