Factsheet

Developer:
Supr Experience
Based in Saint Petersburg, Russia

Release date:
first quarter 2019

Platforms:
PC / Linux

Website:
supr.itch.io/sacred-geometry

Regular Price:

DemoFree
Releasetbd

Description

The Basics of Sacred Geometry is a game about interactive 3D graphics and Unreal Engine 4 made by using engine content and engine tools only. No have own 3D-graphics models, audio, no textures and there is no way to work with other software. The main idea for the project is to make a kind of introduction to interactive 3D graphics for beginners. But it isn't an interactive tutorial. You play as a beginner in the Sacred Geometry. Explore mysterious chapters, scroll the magic wheel and read the sacred texts from engine's documentation.

History

The idea grew out of my long-standing want to make a game with the visualized raycast (Tracing). This became the subject of Chapter 5 of Sacred Geometry. Also, I was inspired by the Unreal Engine 4. So you can see some elements, that usually displayed only in the editor. The sacred texts in the game are taken from the UE4 documentation and editor's help.

Features

  • The first 7 chapters are available now in the demo version.
  • The full release will contain up to 20 chapters and a large sandbox-level.

Videos

Trailer YouTube


Images

download all screenshots & photos as .zip (93MB)
sg_divineRay_07.png
sg_classicOfChanges_01.png
sg_osculation_09.png
sg_divineRay_05.png
sg_transition_02.png
sg_transition_08.png
sg_classicOfChanges_03.png
sg_holyLight_01.png
sg_transition_06.png
sg_osculation_12.png
sg_osculation_05.png
sg_form_04.png
sg_divineRay_03.png
sg_form_02.png

download logo files as .zip (116KB)
logo
logo

Wildlife Museum
a part of Data Mutations Project supr.itch.io.

The Tender Cut
a game inspired by Luis Bunuel's movie "Un Chien Andalou" nothanks.itch.io.

Games Not Games exhibition
info: telegra.ph.


About Supr Experience


My name is Yuliya or Supr, I'm making short playful experiences. I am developing The Basics Of Sacred Geometry alone and don’t plan to make a team. The areas of my interest are: real-time 3D graphics, procedural generation, procedural rhetoric, Unreal Engine art. I'm a member of Russian art-games collective IBORG http://iborg.ru. I co-curated a number of art-game exhibitions in Russia: !game≠game (2015); Games Not Games (2017).



The Basics of Sacred Geometry Credits

Yuliya Kozhemyako (Supr)
artist, game developer


presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks