MIND THE GAP
Experimental art collective Kokoromi makes the most of virtual geometry
Superhypercube might be one of the vanguard of games leading Sony’s PlayStation VR charge, but it’s actually been in existence for seven years in one form or another. Originally conceived for 2008’s Gamma3D – a game design event curated by Superhypercube creator and art collective Kokoromi as part of the Montreal International Game Summit – the game requires you to rotate complex shapes so that they can fit through a series of openings.
The brief for participants was to create games that explored whether or not stereoscopy could be meaningful to a game’s design, long before 3DTVs struggled to find purchase. The collective answer to those experiments was ‘no’.
But Kokoromi pushed its own design concept further with the introduction of rudimentary head tracking, and in the combination of the two elements found that it had alighted on something special. When the prospect of affordable, powerful home VR gained momentum, Kokoromi immediately saw the technology as a perfect fit for its game.
Dropping stereoscopic glasses in favour of Sony’s HMD has unshackled the collective from its original greyscale aesthetic, something Kokoromi has made the most of with an explosion of neon colour. The look of the game was heavily inspired by early computer art, classic sci-fi, and the minimalist, abstract Light And Space art movement that originated in ’60s California.
The original version of the game was engineered by Fez programmer Renaud Bédard, a result of an ongoing collaborative relationship between Polytron and Kokoromi. That connection has led to Polytron becoming the publisher of the updated version of Superhypercube, which will launch alongside PSVR. We’ll take a closer look in E290.