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Exhibition of prototype games by the «Ogrzky» prototyping group

Longread translated automatically

Imagine a succulent apple, the kind you just want to pop into your mouth, savor, and marvel at its taste. Except, for your five minutes of pleasure, several poor, hairy children of Central Asian descent died. A developer at a major game studio—a wasted child from Central Asia, who perished on apple orchards.

We prefer to eat the apple ourselves, leaving the end-user with a «digital fragment.» You won’t get pleasure from that—you can only taste the flavor and understand the experiment’s concept. The low priority placed on the outcome opens up opportunities for unusual development process forms, which we demonstrated at the virtual exhibition in Roblox.

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Hosting an Exhibition in Roblox

Candy Crash

The arrangement of the studios follows five stages of acceptance, which shape the journey of becoming a designer.

The first stage—Denial—corresponds to the Candy Crush game, referencing a Match-3 mobile game.

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Disillusionment with the industry is setting in for the developer. The market is flooded with primitive games, much like a room full of candy.

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New_Project_12

In a fit of pique, the developer rejects his projects. We suggest you vent your anger in a shooter game featuring gunfights with abandoned game models.

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Old and forgotten assets from game design students and faculty serve as adversaries for the main character.

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The space provokes the visitor, surrounding them from all sides with aggressive assets and vibrant colors.

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The Dog

Negotiation—it’s an attempt to come to terms with fate. But not with your own teammates.

The third hall provokes a monologue within the developer, forcing silence in the presence of others, much like Gerasim from the game The Dog.

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During the development process, we essentially did not communicate with each other. Changes were never agreed upon—we remained silent, much like Gerasim.

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The dimmed lighting sets an atmosphere for contemplating the questions posed by the game.

Why did Gerasim shoot his Muma?

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DO NOT look around

Depression strikes the main character of the game DO NOT look around — Anatoly Semyonovich.

Like any developer, he feels disgust toward his own concepts.

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Exhibition of prototype games by the «Ogrzky» prototyping group
Project created at 22.06.2023