Tech Demo for Pillow Castle's First Person Puzzler

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Update 5/18/2015: The game is still being worked on, albeit slowly!
Website at pillowcastlegames.com

Hey! We’re Pillow Castle Games from Pittsburgh, PA.

We’re a team of students from Carnegie Mellon University’s Entertainment Technology Center developing a new First Person Puzzle game built around Forced Perspective – here’s a demo of the technology at work.

“The Museum of Simulation Technology” is our playground we’re using to wrangle our brains around using your perception as a weapon. Think of it as a “proof of concept”.

All footage is unedited gameplay.

We’ll be posting more videos as development moves to full production. Subscribe to stay in the loop!

www.pillowcastlegames.com

pillowcastlegames@gmail.com

Amazing music created by these awesome people:

“Lounging a Hop” by sandordude
“Standby [Jazz Loop]” by Daniel Burer
“In a Strange Rapture” by SoundChris
“Café de Paris” by SoundChris
“Piano Concerto No.1” by Mozart
“Standby” by 15thDimension
“Moonlight Sonata” by Beethoven

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28 COMMENTS

  1. In old 2D games, it was common to have an Overworld where cities were depicted as being anywhere between the size of the player sprite, to the size of a house sprite, buildings would always be bigger on the inside and the like.
    This type of technique could be used to create seamless overworld transitions in a 3D environment, Anything from a house, a room, A city, a castle, palace, factory, Spaceships or even entire planets. Literally making them larger as you get closer to them and smaller as you get further away.

  2. I saw this video way back in 2014, and now in 2020, Superliminal is releasing and I couldn't be happier. Thank you so much for not giving up on this, Pillow Castle. I couldn't stop thinking about this video since, and now I finally get to experience it first hand.

  3. I'm glad I finally get to play this. I didn't know if I'd even be alive when this was finally released, or if the world would still exist, but six years later I'm finally going to play it.

  4. I remember watching this when it came out and a couple years later thinking "wth happened to that cool prototype?" Now I just watched a video about superliminal and it came out great. Really amazing work. The coding must have been a nightmare.

  5. It's great scrolling through the old comments and seeing the excitement everyone had for the game, and now finally getting to play it.

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