Manifold Garden

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Developer: William Chyr Studio | Released: 2019 | Genre: Puzzle, First Person

Do you know the feeling in a FPS or a first person puzzle game when you suddenly walk into an exceptional open space with enormous structures disappearing into the horizon, and you stop for a moment to take in the awe inspiring vista? This game not only takes that to another level, it does it virtually all the time.

The game reminded me of both Antichamber and Fez, both games I also completed. Antichamber mostly because of the graphical style, and Fez because of placing cubes at the end of levels for great effect. But the game was definitely its own. It supposedly took William Chyr 7 years to make it, and it’s understandable. Apart from the tech itself, just creating those infinite levels must have been a daunting task.

The game was a mixture of solving local puzzles and navigating infinite levels that wrap into themselves like a lithograph by Escher, repeating its structures as you fall through it. The direction of gravity changes when walking up to a wall and pressing space. Now the entire level tilts around, turning walls into floors. Falling not only doesn’t kill you, it’s often necessary to navigate the enormous levels since you can’t jump.

See that ledge over there? Drop down for a while until the level repeats itself, then steer towards the ledge as it approaches again and land. The sound of wind and a fear of heights still makes it feel dangerous.

My Time with IO Interactive

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Did you know I was once employed in IO Interactive, the creators of the Hitman series of games?

It was Ole Mogensen who got in contact with me in the end of October 2014 and offered a time limited job as a consultant. Ole is the older brother of Thomas Mogensen, whom had been part of my C64 music group Vibrants as Drax. So it was definitely a network thing. Ole was a producer at IO Interactive, and here the animators wanted to organize a database with animation assets.

Work in the video games business with people I knew? Definitely interested!

The company was located opposite Islands Brygge, not far from Dybbølsbro, which was pretty much right in the center of Copenhagen. Commuting would take less than an hour for me. I was unemployed at the time and had recently had quite a few uncomfortable job interviews, but I had a good feeling about this one. The guys I spoke with seemed much closer to me in spirit. One one them was the animation lead, Kenn. He was from America and thus the job interview had to be in English. My job would be to gather information about animation assets from the animators and put it in a Jira database.

I started in November 2014. The building was a tall and modern building with four floors and an big, open central shaft. It reminded me of Scala, a shopping center in Copenhagen that has been demolished years ago by now. I was shown around and greeted people. Almost all of them were nerdy to a certain degree. They also came from all around the world, not just Europe. That also meant that most of the talking at IO Interactive was in English. Apart from Ole, I didn’t know most of these guys.