![the museum of simulation technology demo download the museum of simulation technology demo download](https://gamefabrique.ru/screenshots2/pc/museum-of-simulation-technology-02.big.jpg)
It became an unhealthy cycle where I felt lost. I felt like I was working all the time and also not making enough progress. I was a solo dev for a while, and for me it was pretty tough for me to maintain a healthy work life balance. Shih: There are a lot of different reasons that lead to burnout. It’s useful because having people around to keep you grounded and let you borrow books that you never return. If you ask a question, somebody will point you in the right direction.
THE MUSEUM OF SIMULATION TECHNOLOGY DEMO DOWNLOAD PROFESSIONAL
I also work out of an indie game co-working space called Indies Workshop, which has a bunch of friendly and professional game developers. Shih: I live in Seattle right now, which has one of the largest and most vibrant indie communities! At least that’s what they tell me.Īt the moment, my teammates are my biggest support. GamesBeat: What’s the indie community like where you are? The process of breaking it and understanding why you were stupid helps make the game better. Sometimes, you create a thing that works without truly understanding why - and then you break it. We often had to go back and search for that initial feeling to make sure we didn’t lose it. On the other hand, the core of the game hasn’t changed all that much. On one hand, the game has gone through an unsustainable amount of narrative, art, and puzzle changes. Shih: Two feelings are always brought up with this question. GamesBeat: How has the game changed since you started the project? Some specific design challenges that we’re struggling with are: How do you keep things both grounded and surreal at the same time to give puzzles and environments a humorous edge? How do you create a game narrative in a puzzle game based in a surreal world while keeping stakes but also having a sense of casualness so any plot-related elements don’t seem heavy-handed? Why are video games so hard to create? To me, the fundamental problem is always, “Why is my game bad and how do I make it good?” If the design is bad, then having those other things don’t really help that much. If the design is great, then everything else - finding teammates, finding funding, finishing the game, marketing, etc, are so much easier. Shih: To me, the biggest challenges are always the design challenges. GamesBeat: What are the kind of challenges you’ve encountered? That’s not a great summary, but it’s really hard to explain why something is interesting without making it worse - I still need to work on that. Shih: On the surface, the story is about a weird museum. GamesBeat: Can you tell me more about the story? I spent the last couple of years realizing that this is in fact, very, very hard. To tell the truth, I just wanted to make something as cool as Portal or Antichamber. Shih: They say the best inspirations are drawn from other mediums. If it couldn’t even make an interesting game out of this, I doubt I would have succeed at other opportunities too. I just thought this game was interesting enough that it should be made. I knew I wanted to work in video games but I never really consciously decided to be an indie developer.
![the museum of simulation technology demo download the museum of simulation technology demo download](https://i0.wp.com/oxfordmedicalsimulation.com/wp-content/uploads/2021/04/avel-chuklanov-DUmFLtMeAbQ-unsplash-scaled.jpg)
Afterwards, I worked on and off while taking part-time programming jobs to see if I could make this project into a full-time pursuit. MoST started out as a super short programming project in college that I further developed during grad school. GamesBeat: What’s your background, and why you did you make Museum of Simulation Technology?Īlbert Shih: I have a very unsubstantial background.
![the museum of simulation technology demo download the museum of simulation technology demo download](https://i.ytimg.com/vi/7WcIfVIGDXE/maxresdefault.jpg)
It feels like the museum exists in a dream, one where everyday objects now have a bizarre utility that wouldn’t exist in waking life. It’s a simple concept, but it simmers with surreal intrigue. Moving toward it literally makes it bigger, and then you can pick it up and slot it into the wall and stroll through as usual. Its puzzles revolve around forced perspective. Pillow Castle Games‘ Museum of Simulation Technology adds its reality-bending exhibits to the list. The Milk Gallery is a virtual gallery that operated as an “alternative art space” and featured new exhibits every month. Tom Kitchen’s Emporium is a moody study of grief, featuring everyday artifacts put on display like found objects. GamesBeat Summit 2022 returns with its largest event for leaders in gaming on April 26-28th. Reserve your spot here!Ī couple of games have experimented with creating museum spaces: Cardboard Computer’s Limits & Demonstrations is a miniature gallery set in the Southern gothic universe of the point-and-click adventure Kentucky Route Zero.