
Media Molecule
For PlayStation 4
鈥淲E鈥橰E going to make a hedge-aroo? Sounds good!鈥 With that, John Beech is off. Wielding two PlayStation motion controllers with great precision, he tugs and teases a brown blob on screen into a hedgehog shape. The wand-like controllers are used to pull tufty prickles from its back. Four more blobs become kangaroo legs that are stretched, toned and prodded into place.
Beech is a designer at Media Molecule, a game studio in Guildford, UK. The company is known for its quirky, creative games and the demo of its new release Dreams at Rezzed, a video-game event in London, is more improv workshop than tech showcase. 鈥淏e prepared to be imaginative,鈥 we are told before Beech bounds on stage. He asks the crowd what he should make and runs with it.
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With a few more casual flicks and clicks, he animates his hedge-aroo鈥檚 head and legs to make it dance. He then makes an underground station, complete with train, disco ball and confetti. He adjusts the colours and angles of the lighting. Opening up a multitrack music editor, he chops out the middle section of a jaunty tune and sets it playing in his hedge-aroo鈥檚 underground disco. Dreams is a masterclass in how much can be done with so little.
Yet people have been confused about what exactly Dreams is since it was announced several years ago. Is it a video game or a powerful design tool that lets you craft your own music, films, games and more from scratch? Both, kind of. 鈥淚t鈥檚 a fantastic creative engine disguised as a game,鈥 says Beech.

Since Dreams launched on 16 April in 鈥渆arly access鈥 mode, in which keen players buy an unfinished version and Media Molecule uses their feedback to tweak the final release, things have become clearer. So far, around 58,000 player creations have been shared online. But that鈥檚 just the start: over several years, millions of examples are expected to follow.
In the full release later this year, Dreams will be packaged with a more recognisable game 鈥 an adventure with quests, milestones and levels. Many players will probably just play that, says Beech. But what is clear is that those who do dive in will bring a lot of very weird and wonderful things to the surface.
Browsing through what players have made and uploaded already is like scrolling through society鈥檚 subconscious. 鈥淚t鈥檚 a bit like YouTube for games,鈥 says Beech. 鈥淵ou鈥檝e no idea what you鈥檙e going to get.鈥
Player-made contributions have been a big part of Media Molecule鈥檚 output for some time. Its LittleBigPlanet game series was marketed with the tag line 鈥淧lay, create, share鈥. In many ways, Dreams is a natural progression, but taken to an extreme. Where LittleBigPlanet invited players to design their own levels for an existing game using pre-made props, Dreams pretty much invites you to do anything. Players can take the images in their head and bring them to life.
The usual stuff crops up, of course: spooky woods, kooky houses, robots, unicorns. Then there鈥檚 a giant T. rex stomping on skyscrapers and a cactus that wants a hug. One person has made stunningly detailed fried eggs. Another has recreated the surface of Jupiter鈥檚 moon Europa.
There is also an animated story about a pea trying to cook itself, narrated by the protagonist. Then there鈥檚 an amazing reproduction of a scene from Dead Space 鈥 a 2008 survival horror video game made by a team of hundreds. This recreation has been made by just one player 鈥 Quinn Barnett. It is more or less accurate apart from the giant yellow banana amid the mutant apocalypse.
People have also uploaded dozens of original games, from first-person shooters to racing games to platformers. Beech is thrilled: 鈥淥h, wow, it鈥檚 such a mix, it鈥檚 unbelievable.鈥 One that caught his eye introduces you to different designs of Roman column. 鈥淭here is a test at the end, but it鈥檚 done in a really fun way,鈥 he says. He now thinks that teachers should use Dreams in their lessons.
Beech even used Dreams to plan his wedding. He made a replica of the venue and his girlfriend walked around it in virtual reality and pointed to where she thought they should put the balloons and flowers. 鈥淓veryone from work who came to my wedding was familiar with the venue because they鈥檇 seen it on my screen,鈥 he says.
My first go with Dreams is a little overwhelming. The motion controls are easy but there are so many options at every turn that I freeze, wondering what to do. Beech admits that it is a steep learning curve, but he鈥檚 convinced reaching the top will be worth it.
鈥Dreams is very intuitive and slick,鈥 says Barnett. He鈥檚 dabbled in game-making before but says he can already do more in Dreams than with other design tools. He remade Dead Space to get to grips with Dreams and now wants to use it to make original games. 鈥淚 expect this will demystify game development for a lot of people,鈥 he says. 鈥淚t鈥檚 a gateway for creative people who might have been daunted by conventional programming and 3D graphics systems.鈥
That鈥檚 what Beech hopes, too. He got his job at Media Molecule by creating levels in LittleBigPlanet that became popular with other players. Migraines had made it hard for him to take exams and he left school with few qualifications, working as a builder for 11 years.
When he started playing LittleBigPlanet at 26, he drew on his job to build things in the game. 鈥淚鈥檇 see what other people had done and thought I could do it better,鈥 he says.
One day he was nearly killed at work when he was buried at the bottom of a trench. He came home covered in mud and started playing the game to relax and he found messages from other players telling him he should get a job at Media Molecule. 鈥淚t suddenly clicked and I thought, now that鈥檚 a good idea,鈥 he says.
鈥淚 went up there wearing a backpack with my PlayStation in it and they told me I could start the following week,鈥 he says. That was 10 years ago. For the last eight he has been working on Dreams.
To make Dreams possible, Media Molecule has had to reinvent how games are made. Most games construct their worlds out of millions of interconnected polygons, which give everything you see its shape. These are then given more detail by covering them with what are known in the game design industry as textures. It鈥檚 a little like making structures out of millions of odd-shaped boxes and then wallpapering over them.
鈥淧eople who dive in will bring weird things to the surface. It鈥檚 already like trawling through society鈥檚 subconscious鈥
Working with polygons and textures is hard, though. 鈥淚n most games you have very skilled artists who have learned how to optimise this,鈥 says Beech. 鈥淲e can鈥檛 give that to someone and expect them to be able to do it.鈥
So Dreams does without polygons and uses what the studio calls 鈥渇lecks鈥 instead 鈥 virtual objects that can be given both shape and detail, like the brown blob that sprouts hedgehog spines. 鈥淚 don鈥檛 think anyone has done it before,鈥 says Beech. 鈥淲e can have almost infinite detail.鈥
The result is an amazing creation tool that combines the power of professional-grade design software with the handling of a video game. 鈥淪omeone asked me 鈥 do you think it鈥檚 going to put game artists out of a job?鈥 says Beech. 鈥淚 don鈥檛. I think it鈥檚 going to create the next generation.鈥