Muse: The game is the result of the collective efforts of people who have spent decades talking about what games can be and can’t be.
It’s a celebration of art and creativity that’s not only about games, but about the ways that the creative and technical arts can be both part of a larger conversation about the digital future.
Muse is the brainchild of the three-person team of artists and developers that work on the game.
It is the culmination of a decade of working on projects like the new film, The Darkest Dungeon, and a year spent building a community of artists, designers, and game makers, and it’s a game that’s going to surprise a lot of people.
Muse, which we’re calling The Muse Project, is an art game about art, about the way that technology can bring us closer to a more meaningful and rich world.
The idea for Muse came out of a meeting I had with one of the artists behind the new documentary The Darker Depths.
The film’s makers were working on a feature-length documentary about an art collective in the early 1990s.
The filmmaker had been to New York City and had heard about a group of artists that were working to recreate the city’s underground art scene.
“They told me about this group called Muse,” says the artist who’s behind the film, who asked to remain anonymous.
“It was this very ambitious project that they were talking about.
And I was really excited by the idea of doing a documentary on a collective, the kind of project that’s really rare in this era.”
So Muse was born.
“Muse” was actually a play on the words “Mud,” which were used in the documentary.
“There was this one guy who was just going to be like, ‘What are these people doing?'” says the film’s director, Matthew Johnson.
“And he went, ‘I’m going to make a movie about them and that’s the project.’
And I thought, ‘No way, no way.
Over the course of the next three years, Johnson and his team would sit around the office and brainstorm ideas for the project, all of which eventually landed on The Muse project. “
That project was The Darken Depths.
Over the course of the next three years, Johnson and his team would sit around the office and brainstorm ideas for the project, all of which eventually landed on The Muse project.
The project began with Johnson and the team taking a step back and thinking about the film we were making.
The goal was to tell a story about a collection of artists whose work is incredibly significant and whose work, like a collection, can’t simply be catalogued in a catalogue.
“That’s one of those things that really matters when you’re making a movie, is to be able to have a real, physical space to create. “
We have this massive problem right now in terms of art that’s inaccessible, and I think that is really an unfortunate consequence of the digital revolution,” Johnson explains.
Johnson wanted the museum to be a place where people could learn about a certain type of artist, or artist group, or kind of place. “
The idea was to build a collection that was accessible and had that kind of richness and this kind of connection to what people are making in the world.”
Johnson wanted the museum to be a place where people could learn about a certain type of artist, or artist group, or kind of place.
“You could go and find the work of a particular artist, go to that artist’s exhibition and see that work, and then go to the gallery and see a piece by a particular group of people that’s also on that show,” he says.
“What you would find there was a connection to that person, a kind of a connection that could make you feel like you were there.”
The first version of Muse was released to Kickstarter backers earlier this year.
The team is now working on an updated version that includes a few more art-related additions, like interactive elements, a feature that will allow players to play the game with their phones, and improved graphics that help players better navigate the museum.
The original version of the game that was released in 2015 featured four main story sections, each focusing on one artist or group of artworks.
This time around, each of those sections has been expanded with additional art-based content.
“One of the main goals was to make sure that we had this breadth of content that could be enjoyed by anyone,” Johnson says.
The Muse team also spent the first two months of development working on the art style.
The studio has always had an affinity for the style of the past, and this was no exception.
“In our studio there are two main artists that I’ve been really interested in for years,” Johnson tells me.
“I love the style, but I’ve also loved this idea that the artist can have a whole other aesthetic that’s different than just the one that we’re used to.
So we wanted to go into this and say, ‘Hey, we want to make you see a different aesthetic, because that’s something that we