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Register Now:”All the Delicate Duplicates” Open Beta!

17th November 2016, London, UK – Today, developers Mez Breeze and Andy Campbell are proud to announce that registration for the upcoming All the Delicate Duplicates BETA is now OPEN! Flabbergasted by the fabulous feedback from EGX, and the GameCity Festival where All the Delicate Duplicates won the Open Arcade Best Overall Game Award [THANK YOU!!] we are thrilled to be launching the BETA ...

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Digital Accidents

One of the most exciting aspects of creating work digitally is the potential for accidents to happen – for things to go wonderfully wrong – and for those accidents to turn into something mind-bogglingly, unexpectedly cool. Or just downright useful. We’ve had more than a few such incidents whilst creating #DelicateDuplicates. Back in the late ...

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Mo’s Universe

Some of All The Delicate Duplicates’s most widespread screenshots suggest a dark, industrial, possibly even science fictional landscape littered with glittering rivers and text-wrapped objects. This is a world with no hideous alien lifeforms to shoot, no enemy base to infiltrate, no particular mission to accomplish. When the story begins, you are landed here – alone, ...

World Building Snapshots: The Room

All The Delicate Duplicates (previously known as Pluto) is work of short fiction told partly through an immersive 3D gameworld. In this world, you – the player/reader – will find yourself frequently fluctuating between several time zones, during which the protagonist’s house varies in terms of narrative clues, content, clutter, mood and appearance. We’re currently busily-building these ...

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Shaping the GameWorld: Tendrils + Tangents

So it’s been a while since we’ve posted here, mostly due to full-force devotion to devving all things #DelicateDuplicates. We’re in the complete swing of it now, the thick of it, with the gameworld in heavy-duty development flow, website design coming along nicely, the fabulous Chris Joseph tinker-hammering-out the audio, + the backstory tendrils construct-creeping ...

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#DelicateDuplicates: Outside of the Digital

Like a thick physical journal packed with endless scribbles and tireless reworkings, All the Delicate Duplicates has gone through a great number of incarnations and interpretations. Although some of it can be found recorded on paper, this legacy mainly takes the form of thousands of shared Dropbox files, Unity backups and Photoshop documents. And although we ...

Red Tape

Red Tape

After almost 10 months of waiting for the funding to come through and battling red tape surrounding the development of Pluto, we’re pleased to finally announce that we’re in full flow again. Hurray! We’d originally envisaged at least having a beta version of the gameworld released and available to experience on PC/MAC earlier in the ...

Pluto Flyby

On this momentous day where the planet Pluto [should that be written instead as “dwarf-planet Pluto”?!] is being mapped by the New Horizons space-probe flyby, we thought we’d post our own humble “Pluto Flyby” [see above] showing some in-project footage from our work. Enjoy.

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#PlutoGame Evolution Snippets

Andy and I first started to plan out Pluto on the 27th February 2014. We originally had development-slotted another game based work [titled Ash.Land] for the beginning of 2014, but decided instead that Pluto was a concept that just wouldn’t lie down. Over the next few months we’ll be revealing more of just how Pluto ...

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Pluto and the Distortion of Time

Pluto has been under development now for a long time. It’s evolved out of previous Campbell/Breeze collaborations such as The Dead Tower, #PRISOM and #CARNIVAST, in conjunction with raw experimentation, short fiction, Mezangelle, and even artwork produced in the mid-1990s on the Commodore Amiga. In parallel, Pluto itself narratively toys with the concept of time, offering a ...

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