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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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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 ...

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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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Building All The Delicate Duplicates

Welcome to the development blog for All The Delicate Duplicates (formerly known as Pluto) a forthcoming Transmedia work by Mez Breeze and Andy Campbell. All The Delicate Duplicates [or #DelicateDuplicates as it’s known in the online hashtaggery scene] has at its core a gameworld which blurs fantasy and scientific realism. Be sure to check out the project’s main ...