![]() ![]() This is their first title, which is being developed in Unity 4 and backed by the creative muscle of game designer and engineer Albert Shih, producer and technical artist Yuxi Zhang, graphics engineer Xiao Li, concept artist and art director Zhengyi Wang and writer, producer and former produce department manager designer Tingley. The game design collective met just last year as freshmen at the Pittsburgh school. And likewise, the group is still currently working at the Entertainment Technology Center at Carnegie Mellon University, a thinktank founded in the late 1990s by the late, great American professor Randy Pausch. ![]() 'We're storytellers first, technologists second.'Īt the time the demo was produced, the prototype itself was only seven weeks into development. According to the developers, they are "storytellers first, technologists second." But despite positive feedback from the public and fellow developers alike, the group is taking it slow. So far they've teased that the eventually full game, whatever shape it may take, will include a narrative throughout. A full game demo isn't in sight just yet, let alone release plans. "Who knows though," Tingley tells us, "we'd love to make the tools available to everyone."īut it's still early days for the studio-to-be. 'Who knows though, we'd love to make the tools available to everyone.'Ī statement from the collective released at the time describes the piece as a "proof of concept" designed to "wrangle our brains around using your perception as a weapon." Through shape manipulation, they can be used in new ways in the puzzles. The player clicks on seemingly large objects that form the backdrop of the game then moves them into the foreground where they retain their shape but actually appear drastically smaller in size the nearer they are. 'It was more of an internal tool for us than an experience we intend to publish.'Īt almost eight minutes in length, the tech demo - which for the moment has the working title Museum of Simulation Technology - introduces a first-person puzzle game inspired by an optical illusion known as forced perspective, a camera trick that essentially merges background objects into the foreground. The demo was actually an old one - a four month old prototype from last year's Tokyo Game Show that writer and producer Allen Tingley describes as more of an "internal tool for us than an experience we intend to publish." Last week a little known graduate project from the collective - itself made up of five students you've likely never heard of - suddenly piqued the interest of thousands when the YouTube video demoing their in-development experimental project appeared online for the first time. According to the developer, PS4 and Switch versions are "the next thing we're tackling", so hopefully there'll be additional word on those soon.Students from Carnegie Mellon University are planning to turn their intriguing experiment in forced-perspective puzzles into a full story-driven game And the group could also be bringing its physics toolset to the public, Polygon was told. That includes a 15% discount, available until 18th November. ![]() Pillow Castle has opted to restrict sales of Superliminal to the Epic Store at launch, where the game will initially cost £13.99/$16.99 USD. "As you fall asleep with the TV on at 3AM, you remember catching a glimpse of the commercial from Dr.Pierce's Somnasculpt dream therapy program," explains the developer in the spirit of scene-setting, "By the time you open your eyes, you're already dreaming - beginning the first stages of this experimental program.Players need to change their perspective and think outside the box to wake up from the dream." All of which you can see in the deliciously confounding launch trailer above. Now, almost six years later, Pillow Castle's single-player game is back under the name Superliminal, and with a considerable dose of polish - which has given it a somewhat cuddlier look, and a comedic tone vaguely reminiscent of Portal and the Stanley Parable. A normal-sized picture might balloon into an enormous platform, for instance, while the leaning tower of Pisa might shrink down to the size of a chess piece. What it did have, though, was one hell of a hook, in which players were able to manipulate items that would adapt in size and distance according to their first-person perspective. ![]() Back then, it didn't have a proper name (simply referred to as "Museum of Simulation Technology" on its start screen), and it didn't have much of an art-style either. Superliminal first surfaced in 2013, when Pillow Castle fired a deeply impressive tech demo into the wild. It'll be heading to PC next Tuesday, 12th November. Developer Pillow Castle Games' long-in-the-works perspective-based puzzler, Superliminal, has finally wiggled a bit to the left and brought a release date into focus. ![]()
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