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Let’s come back to The Unfinished Swan ( TUS). The demo was using the distressing music of Moby, so that someone thought it was the beginning of a horror game! In this stage the game had not yet been conceived. This second version will come later discarded. The demo showed two different implementations of the basic idea: one with white game world and black ink balls, and another with black game world and white ink balls. In 2009 they presented a short tech demo at IGF, Independent Game Festival in San Francisco, which came into the final stage in the category Students Showcase. They had a brilliant idea: let the players shooting black ink balls into a pure white screen to find out forms and details of the game world! The interaction of ink balls with the three-dimensional game world, pre-existing but invisible, was a difficult challenge for developers: how the ink should have spread with a fairly realistic effect and at the same time display the forms and details without create confusion and turn everything into an indistinct black screen? A major problem of aesthetic as well as technical! All started from a group of students attending the Interactive Media Division of the School of Cinematic Arts at the University of Southern California they formed the nucleus of what will be the Giant Sparrow team, from which stood out Ian Dallas, future creative director.
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