Director’s commentary
Making of
How the game was built, one topic at a time, with the real code. The engine is open source under the MIT licence.
- One wrong digit in a DATA lineWhy a single mistyped number could sink a whole type-in program, and how Disk 1 models READ, DATA and a seven-year-old's typos so that Mum can fix them.
- Digging for Angelfire and GeoCitiesLooking for a 1999 Angelfire site and a 2001 GeoCities page in the web's archives, what the game shows while they're missing, and the one real thing on them: the hit counter.
- Seven ages on one skeletonHow the game plans to show me at seven ages, from three to 42: proportions as head-to-body ratios, one shared skeleton, faces swapped by UV offset, and placeholder people until the photo-based Meshy models exist.
- A CRT in TSLThe monitor on the Disk 1 desk: curved glass, scanlines, an aperture grille and phosphor glow, written once in TSL for WebGPU and WebGL 2, with a live minigame canvas on the tube.
- Felt tip on cereal boxHow Disk 2 gets its homemade look: a shared toon material with a warm rim, felt-tip outlines found from depth and normals, and procedural paper grain, all in TSL.
- Turning the carpet into the seaThe engine machinery behind Disk 3's big moment: looks built from uniforms, tweened rather than rebuilt, so a cosy living room can become the Caribbean without a cut.
- Thumbs as a joystickTurning thumb taps into a joystick waggle for Disk 4's 100-metre sprint: cadence physics, the alternation rule, shake mode on iOS, the ruler cheat, and a leaderboard that marks it.
- Running Flash in 2026Can a Flash game from 2001 still run in a browser today? With Ruffle, yes. Where the original files are, and the period-style rebuild standing in for them until they turn up.
- Faster in chunksThe 2005–06 hotel search behind Disk 8: results streamed into the page without a reload, a .NET backend asking the supplier on several threads, and the two puzzles that teach it.
- Hotspots you can Tab toHow a point-and-click game in WebGL stays playable by keyboard and screen reader: real buttons projected over the 3D scene, tap and long-press input, a polite live region, reduced motion, and a Read instead link from the first frame.
- Holding 60 fps on a phoneQuality tiers from a GPU estimate, a governor that steps down when frames run slow, a render loop that idles at 30 fps and stops when hidden, budgets that fail the build, and fog doing the work of a whole street.
- 59 props from MeshyThe pipeline behind every object in the game: one style preamble, a concept image, Meshy-7 image-to-3D, and an optimiser that turns 59 generated models into 4.7 MB a phone can download. Plus how the hero prop gets eaten.
- No audio filesEvery tune, sound effect and background bed in the game is synthesised in the browser as it plays: a tracker-style sequencer, recipes for every sound, ambience beds, ducking under narration, and unlocking on the first tap.