Digital_art_live_01_2017

(coco) #1

(^) have to fix something in order to make it work
and... I can't go too many details but inside it
looks like water just drained out of the whole
thing. So it might be fish in it there, might be all
kinds of stuff inside of that, but it's another
favourite object.
DAL: This water tower should be a listed
building, because artists from miles around will
come to sketch and paint and photograph it
because... Stephen King and ZED. They’ll come
to this water tower for inspiration!
CC: It is impressive. It's like the tallest structure
in the area, so you can see it from every place,
it’s made of old brick and gigantic.
DAL: You mentioned puzzles just now. What are
some of your personal favourites?
CC: Well, some of them have to do with just
essentially getting things in the right order. But
for the most part it’s like pulling the right set of
levers in order to get something that affects the
world. You will have a number of that style of
puzzle. You're going to be fixing things. There's
this large robot head and you want to connect
one side of it to the other side and you go inside
the head — that's one of my more favourite
ones. There are a number of other ones that
involve fixing a giant pump... it all has to do with
connections and the story itself. So all the
puzzles are basically trying to fix something.
Reconnecting parts is very central to the game
DAL: I think a very central theme or object that
you see is around cogs, which reminds me a
little bit of steampunk?
CC: Yes, and cogs seem to be a consistent
element in the game. They also tend to be
something I have my dreams a lot. When I was
a kid I used to take apart watches. My dad used
to bring these watches home and I would “see
what I can do” to fix it — which wasn't much. I
have a friend in Portland who actually makes
actual insects and he puts them together with
watch pieces and gears and things like that. He
and I were talking about some of our dreams,
and in the very large dreams that I had along
those lines there tend to be gear shapes. It's
such a great shape, there’s so much variety to a
gear and twisting the gear. You can add all
kinds of different teeth into it to make it look
interesting. Maybe it's just some sort of
interpretation of how everything is structured in
the entire universe, just a large machine...
DAL: You’ve probably cracked the meaning of
life. If we took a microscope and when beyond
the atom it's all ‘gears’ of some sort...
CC: The whole universe runs on that, we should
be worshipping the Clockmaker! /Laughter/
DAL: Now I know that the Bioshock: Infinite
writer Joe Fielder is involved in the project tell us
about how he's involved?
CC: He’s through Seth Armani, our producer and
our self-described slave master. He's always
cracking whip over us, all the time, and keeps us
in check. He's based out of Boston and has a lot
of connections in the Boston area for games. So
we got a chance to talk to Joe at one of these
meet ups recently. We found that we have a lot
of things in common about look and feel, and
our opinions about certain things and we just hit
it off really well. He's going to take the essential
story online framework that I've developed and
add more motivation and in suchlike, depth, to

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