In their last year at Johannesburg’s University of Witwatersrand‘s game design program, Cukia “Sugar” Kimani and Ben Myres began working on their thesis project. Kimani had created a rough prototype in which the character could change its shape as well as its Rothko-esque environment, and Myres joined as a level designer. It was supposed to just be something for their portfolio — but then they met former Naughty Dog lead character technical director Judd Simantov. He told them they should turn it into a commercial game.
So they did.

Unlock premium content and VIP community perks with GB M A X!
Join now to enjoy our free and premium membership perks.