Your question — “If a Fake Sun drove thousands to their doom, how would you build the universe where that was possible?” — immediately hooked me. It’s not just poetic, it’s the kind of worldbuilding challenge that blurs the line between code and philosophy.
Hotel Admire sounds like the perfect collision of ideas I’ve been looking for — a project that doesn’t just want to make a game, but to make a statement about what games are. The concept of deliberate dissonance, where every artistic inconsistency and technical anomaly is narrative truth, deeply resonates with me.
I’m especially intrigued by the technical ambitions you mentioned — systems where:
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Physics and rendering rules shift dynamically,
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2D and 3D coexist as expressive tools rather than constraints,
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And “bugs” evolve into diegetic phenomena that deepen immersion.
Those are the kinds of problems that don’t just demand code — they demand philosophy, architecture, and creative subversion.
My background and interests align well with what you’re describing. I’m experienced with Unity (C#) and comfortable structuring scalable systems that can support dynamic rule sets, layered rendering pipelines, and emergent mechanics. More importantly, I thrive in experimental environments where collaboration and creative risk-taking drive innovation.
I’d love to discuss how I could help lay the technical and conceptual foundation of Hotel Admire — especially how to turn the “Fake Sun” from a lore detail into a mechanical and visual motif that defines the game’s universe.
You can reach me here or on Discord at crownnn1, but I already sent you a DM.
Let’s build something impossible.