FRACT is a musical exploration game. You arrive in a forgotten place and explore the unfamiliar landscape to discover the secrets of an abandoned world that was once built on sound. As you start to make sense of this strange new environment, you work to rebuild its machinery by solving puzzles and bring the world back to life by shaping sound and creating music in the game.

FRACT features a beautiful open world to explore and decipher with music-based puzzles, stunning visuals, and an amazing score that evolves as you play. As you progress through the game, you unlock tools to make your own music in the FRACT studio, where you can also export and share your creations with others.

FRACT was originally developed as a student prototype while I was studying game design at the University of Montreal. I continued working on it while looking for a job in the games industry, and submitted it on a whim to the Independent Games Festival. Much to my surprise, it was chosen to be part of the Student Showcase and went on to win the IGF Award for Best Student Game in 2011. I decided that I wanted to develop FRACT into a commercial release, so brought my wife Quynh Nguyen on board to make it happen, along with our programmer Henk Boom and our musical collaborator Alex Taam (Mogi Grumbles). We were also fortunate enough to get support later in development from Indie Fund, which helped us get to the finish line. FRACT OSC was released in April of 2014, earning several awards and nominations, and was critically well received.

The team was quite small, made up of my wife Quynh, our programmer Henk, Alex our composer and myself. As such, my role as game director was far reaching and included: creative direction, puzzle design, world design & flow. I also was responsible for all of the art assets in the game, from design, modelling, animation, texture, integration and lighting. On the sound side of things I developed nearly all of the ~1500 sound effects and the way in which the musical progression and systems would interact.

FRACT OSC also has a very novel and well realized approach to interface, which required extensive development and refinement of interface types, visual systems and even aesthetic language methods in the game. I was even lucky enough to develop a few of my own typefaces that we used in the game.

Members of small teams wear a lot of hats, and my role on FRACT OSC was no exception. I was responsible for

  • creative direction
  • puzzle design
  • world design
  • flow
  • sound design
  • art direction
  • modelling
  • animation
  • UI design
  • type design

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