Video Games & Films

These projects owe their existence to every talented person involved.

 
 
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Little Potato - 2017 - Short Film

Directed by Wes Hurley and Nathan M. Miller

Executive Producer and Composer – Robyn Miller

Producers - Mischa Jakupcak, Mel Eslyn

Elena and her young gay son escape Soviet-era oppression into a world of pirated American movies. But when life becomes dangerous, Elena decides to become a mail-order-bride to save her son.

SXSW - Grand Jury Award for Best Short Doc - 2017

The response to Wes and Nate's unique vision has been overwhelming. It keeps getting accolades and keeps getting awards. It deserves it!

 

Obduction - Video Game - 2017

Original Soundtrack - Robyn Miller

 
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Kill Cash Cow Kill - Short Film - 2015

Written and Directed by Mischa Jakupcak

Edited by Robyn Miller

When Clyde dives into his rollicking diatribe, we don't know if he's an a salesman, a businessman, or a washed up conman, as he offers unasked for advice to a mysterious friend.

Seattle International Film Festival - Official Selection - 2016

 

The Hero Pose - 2013

Executive Producer and Editor - Robyn Miller

Written and Directed by Mischa Jakupcak

Cast: Chaske Spencer and Nikki Hahn

In this short film, Mia, a precocious eight year, tries to connect with her father. The film was selected for a number of festivals and honored with a number of awards, including:

Special Jury Award - The Providence Children's Film Festival - 2014

Best Short - The Daring Independent Film Festival - 2013

Grand Prize Award - The Sioux Land Film Festival - 2014

 

The Immortal Augustus Gladstone - Feature Film - 2013

Written, Directed, Edited and Soundtrack by Robyn Miller

Producer: Mischa Jakupcak

Director of Photography: Matt Daniels.

Cast: Robyn Miller (as Augustus), Jimmy Chen, Tom Olson, Nicole Hiegh, Mischa Jakupcak

Official Trailer

Robyn blurs the lines between reality and myth in this feature film about Augustus Gladstone, a (fictionalized) vagrant who attempts to find meaning from an immortal existence. But as Augustus unravels, Robyn turns the cameras back toward the real film crew, who react as the story unfolds in front of them. The result: a film within a film – and a commentary about the sometimes dangerous "reality-tv" nature of documentary film.  

Official Selection - London Int. Festival of Science Fiction and Fantastic Film - 2014

Film Quest - Nominated - Best Feature Film - 2014

Best Film - Oregon International Film Festival - 2014

OFFICIAL WEBSITE

Immortal Augustus Gladstone – Proof of Concept – 2010

This was the equivalent of a rough sketch for the Augustus Gladstone project: a test to see if all the elements would come together to create something that would work. 

 


Establish Zoo Break LLC with Mischa Jakupcak – 2011

 

Riven, the Sequel to Myst - 1997

Game, Story and World Design, Visual Design, Soundtrack - Robyn Miller

"... The design of Riven's gameplay has a graceful elegance that reminds me of a masterfully constructed novel. But mostly, Riven is a thing of singular beauty -- a beauty that has eluded every other adventure game (with the possible exception of Myst) simply because game makers have never asked so much of their creations before. Riven pushes the envelope of what an adventure game can be, not with technical bells and whistles, but with aesthetic ambition."

SALON - November 6, 1997

RIVEN WIKIPEDIA

 

Myst - 1993

Game, Story and World Design, Visual Design, Soundtrack - Robyn Miller

This groundbreaking and award-winning game remained the best-selling game for almost a decade, from 1993 to 2002. It continues to sell on many platforms.

Myst introduced a new and sophisticated sense of space and movement to computer games, using highly advanced graphics and 3D animation to create seamless changes of scenery and an atmospheric progression that led some players to call the gaming experience mystical, even religious. Its immersive quality was a breakthrough in interaction design and video game history. In the 1990s, whole communities grew up around Myst’s puzzles. 

MoMA - 2013

Inducted into MoMA Department of Architecture and Design - 2013

Inducted into Science Fiction and Fantasy Hall of Fame - 2017

MYST WIKIPEDIA

Myst Proposal / Document - 1991

After designing Myst, we tried to explain the game as best we could in this short document in order to make the pitch to potential investors.

Click images to enlarge

 

Spelunx and the Caves of Mr. Suedo - 1991

Robyn - Design and Original Art

Spelunx was a children's world designed to be a component based "pay-as-you-play" experience... long before that kind of thing existed, and long before the web took off. We never got around to making extensions to the world for a couple of reasons, most important of which... we began working on Myst.

Our initial release of Spelunx was black and white (1 bit). After the release of Myst, Joshua Staub converted the game to color.

SPELUNX WIKIPEDIA

 

The Gray Summons - 1989

This is one of our work-in-progress copies of "The Gray Summons" proposal before we finally made the pitch to Activision. This was to be our first game for adults and, to Activision's credit, they weren't interested – as I remember it, it was an awful pitch. Historically speaking, the document is important because it voices some of the same things we attempted to achieve with Myst: Gray Summons was to be a place where "sensations are the player's only source of information," and, "where the player logically finds his way through a fantasy world, making decisions to act based on decisions garnered during his journey."  

NOTE: Redlines are Rand's during editing

 

Cosmic Osmo and the World's Beyond the Mackerel - 1989

Robyn - Design, Art and Animation

In this award-winning children's-game, the player wanders though a seemingly endless universe, hosted by Osmo, a whimsical alien who seems to show up everywhere. 

The product was released in two iterations: "Cosmic Osmo", was our first floppy disk release of the product, containing a truncated portion of the universe, limited sound and no music.

With the advent of CD-ROMs the world came into its own. We went back to work, extending the universe to a much expanded size.

We didn't sit down and plan anything in this world, instead we improvised our way through it and had a blast creating a nonsensical universe.  It was during this time, we began to realize just how much we'd enjoy doing a similar kind of world for "grown ups".

Among other awards and recognition on Osmo, Rand and Robyn were honored with the Derek van Alstyne Rising Star Award by MacUser magazine

 

The Manhole - 1988

Robyn - Design and Art

The Manhole was Robyn's near-accidental foray into computer games. It emerged out of his experiments with the art and scripting tools of HyperCard (an early hypermedia application program). With The Manhole's point-and-click interface and first person POV, this foundational children's world set the stage for a number of future products.


Establish Cyan, Inc. (Cyan Worlds) With Rand Miller – 1987