FRACT OSC 10 Year Retrospective Playthrough and Director's Commentary

Опубликовано: 13 Июль 2026
на канале: PHOSFIEND SYSTEMS
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GET THE 10 YEAR ANNIVERSARY MERCH https://society6.com/phosfiend/all
GET THE GAME ON STEAM https://store.steampowered.com/app/24...
GET THE ALBUM ON BANDCAMP https://mogigrumbles.bandcamp.com/alb...
STREAM THE ALBUM ON:
■ apple   / fract-osc-original-game-soundtrack  
■ tidal https://tidal.com/browse/album/216330135
■ spotify https://open.spotify.com/album/41kcCx...

Join Richard Flanagan, the creative director of Phosfiend Systems as he plays through the entirety of FRACT OSC while sharing behind the scenes insights into the making and story of this landmark indie videogame.

Other projects Phosfiend Systems has contributed to:
■ Panoramical https://store.steampowered.com/app/28...
■ The Beginner's Guide https://store.steampowered.com/app/30...
■ N++ https://store.steampowered.com/app/23...
■ Fulcrum https://www.richardeflanagan.com/fulcrum
■ Jett: The Far Shore and Given Time https://store.steampowered.com/app/17...
■ Finity https://apps.apple.com/us/app/finity/...

A great many Chapters:
0:00 Intro
5:39 World core and initial thoughts on interface
9:12 My daughter's heartbeat
12:20 Thoughts on player choice
19:00 Bass Generator 1 & bass puzzle principles
25:15 World design through synth logic
28:25 Chorus synth toy & alternate pathing
31:57 Bass Generator 3
37:40 Musicality of the puzzle design
42:40 World's best first person reticule and AR holograms
45:15 Bass Generator 2
53:30 Quietness and Dynamic range
55:40 Bass Generator 4
1:01:30 Bass final machine design
1:04:15 Fast travel 'Gondola' and world tempo control
1:06:50 Pad lichen and alternate paths
1:10:00 Getting stuck on geometry
1:12:15 Nostalgic inspiration & philosophies
1:14:25 Lead tree grove
1:18:00 Pad Dam 1 & spatial relationships
1:25:00 Pad Dam 2
1:31:45 Spillway structure design
1:34:00 Pad Dam 3 & skeuomorphic design ideas
1:38:40 Pad Sequencer 3 exploits
1:41:25 Pad Dam 4 & leap of faith design
1:49:40 Weather, Day/night cycle and character controller
1:55:00 Pad final machine
1:57:00 Sound engine, the synth network & a sound-up approach to design
2:06:30 Lead Temple 1 & lead puzzle design
2:14:00 IndieFund & thoughts on puzzle design
2:18:37 Lead Temple 2
2:20:00 Thoughts on puzzle design continued
2:25:20 puredata, sound engine & synth voice allocation
2:33:30 Synthesis approaches (subtractive vs wavetable)
2:38:20 Lead Temple 3
2:45:05 Chaotic crystal growth
2:47:00 Ambition, constraints and building within a box
2:50:00 Humbled by Lead Temple 4
3:09:15 Unity scene management strategies & custom LODs
3:11:00 Low-poly art direction & visual communication in FRACT
3:15:40 Lead final machine
3:18:45 Sound and environmental art shout outs and thank yous
3:21:35 The final approach
3:23:10 The final machine & global reflections
3:31:20 Questions: VR Support?
3:35:00 Questions: 3D and MultiChannel audio?
3:37:20 Questions: Is FRACT OSC a Liminal Space Game?
3:40:10 Questions: When did the game come together?
3:44:15 Questions: FRACT OSC on Consoles?
3:45:30 Questions: Would we make another game like this?
3:47:30 Projects after FRACT OSC
3:49:15 Fulcrum, JETT & Finity
3:52:50 The final sequencer
3:58:50 Extending FRACT's ideas and tech
4:01:30 Was FRACT OSC a commercial success?
4:05:40 Back in the studio
4:08:15 Core synth layouts and instrument design
4:11:20 Core Lead synth design
4:13:32 Core Bass Synth design
4:15:33 Core Pad synth design
4:17:20 C minor pentatonic
4:20:30 Advanced synth design & inspiration
4:23:45 Kira's unique filter design
4:34:00 Master sequencer and DAW inspiration
4:40:00 THANK YOU
4:42:44 Bonus: Debug mode
4:47:00 Bonus: Debug Trailer dolly
4:53:00 Bonus: Cutting room floor tests that had potential
4:57:30 Final words