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Makin’ Carny.The Dev Log.

Mongril Labs · Created by Brett Clements. Built together.

In 1991, what seems a few lifetimes ago now, Milt Barlow, Phillip Tanner and I, along with a team of very talented actors and filmmakers, came together to give the world a Video Board Game called Nightmare & ATMOSFEAR.

It sold almost 4 million units and became a cult classic.

The game was licensed the world over by some of the most respected names in the industry. The late Tom Vernon (Trivial Pursuit). Michael Bucher (Spears UK) and very many others.

I left Australia in 95 for the LA to discover this thing called the Internet, and digital interactivity. That was the beginning of my journey to Carny Island.

When I first started drawing Carny in 2017, I was plugged in to a bottle of chemo starting a journey of a very different kind.

The colour and creatures I discovered through my art was one way I dealt with my very possible departure from this world.

But I am still here. Milt and I have joined forces again. The art is finished. Now we’re building the game. And we're doing things I could only imagine back then.

We’re Not in Kansas Anymore. Me Neither!

Brought the player into the game world this morning to give the little #ucker a reality check.

Pretty soon, we will be answering to investors, milestones, ROI and all the other criteria that measure success in the real world.

But AI doesn’t live in the real world.

And on most days, it feels like the AI companies don’t live in it either.

The tech is mind-blowing. The blue sky, galactic.

But right now, I’m on earth. This is reality.

And I’m in a good position.

4 machines. All Apple. One brand-new M5. Studio screens. Storage. High-speed internet and a $300 Codex account plus Claude Pro. Studio monitors.

I have a yard which grinds to a standstill when I push the pedal to the metal with any fast character movement.

And I still have 90% of elements outstanding.

And getting AI to forecast anything is impossible because it has no comprehension of time as we know it. It doesn't have to pay the rent.

I was taught to make television by Murphy’s law. What can go wrong will go wrong. I grew up in the 80s under the steel heel of hard, uncompromising men who had a daily TV show to get to air. Failure wasn’t an option when you were a Packer, Murdoch or Wonder World! reporter.

40 years of entrepreneurship also hardens you.

So I test and re-test—way ahead of ever having to.

I plan for the worst.

Load the system up.

Overload it.

Then redline it.

I’d rather do it now on my own money than somebody else’s.

I won’t bore you with all the stuff that needs to go right in a video game for it to work. But if there’s one stray character in the code, it ain’t pretty.

So this morning, we started the Reality Checks.

The first measurement points to drawing the scene: about 31 ms per frame, compared with under 3 ms for the measured collision/security work. That already exceeds the 16.7 ms budget for 60 fps.

The renderer is issuing roughly 4,800 draw calls in this view. Blah. Blah.

For Carny as I’ve described it, tens of thousands to a few hundred thousand lines of custom code is a plausible scale for the finished game. That’s a broad comparison, not an estimate derived from a complete Carny specification.

That excludes the engine, libraries and generated artwork data. Those can add millions of lines without representing work we need to write.

The main systems would be:

  • Movement, camera and interaction.
  • Grave excavation, inventory and body assembly.
  • Shrift, threats and game rules.
  • Animation, sound, lighting and weather.
  • Saves, interfaces and eventually phone/multiplayer connections.

Line count won’t tell us whether Carny is affordable or nearly finished.

A small rendering mistake can stall the whole yard; thousands of additional lines won’t necessarily fix it.

This pass:

  • Reduced tunnel draw calls from 4,831 to 2,353, preserving artwork resolution and triangles.
  • Improved drawing time from roughly 31 ms to 22 ms.
  • Restored visible Skritch and corrected discarded movement time.
  • Passed 12 crossing legs across three graves.
  • Verified the speech-to-music playback sequence.

The yard still misses the performance target. Remaining-art capacity and a sustained 20-minute walkthrough are unproven.

The video is rendered frame by frame. It shows the artwork and movement; it doesn’t prove the game can sustain them in real time. That’s why these reality checks matter.

So, now I’ve established the Scratch’s size relationship to the yard, I am returning to decorating it fully and then starting a new LAB to work on the camera angles of the Scratch digging a grave from above ground.

I’m not flogging AI. I’m saying use it—but use it with real-world wisdom and experience.

If left unchecked, AI will give you the world. As an atlas.

Read the full article and images →Earlier Dev Logs · gallery →
01 / What the game is

What Is Carny Island

Carny Island is a video game that will be released on PC, then iPad and ultimately as a Video Board Game, using mobile phones as playing pieces and video portals. A Halloween ‘event’ for up to 12 adults.

In Carny, you’re a 3’ grave robber, wearing a skeleton suit, and you have until the sun comes up to strip corpses of body parts and loot and build yourself a Frankenstein.

But Uncle Shrift is in the house; a closet cannibal who runs the morgue and funeral parlour and umpires the game from ‘superboards’ in the rafters of a crazy film set that is slowly being destroyed around you by rocket witches and wrecking balls.

This is a game so elaborate many fans of Nightmare said I would not compete it in my lifetime.
They didn’t factor on AI. And while all the art and ideas are my own, it is coded by two of the most powerful engines we have ever seen.

It is also a simple game; designed to be played on just a mouse.

01

Sugar

Donuts become energy. Energy makes action possible; depletion creates vulnerability and death.

02

Excavation

Each grave is a tactile sequence of touch, reveal, reward and consequence.

03

DOGMA

Dogma judges deliberate tool misuse through damage, excess and proportionality. JuJu remembers the player's sustained pattern without becoming a running score.

12adult players
9lives in a run
PHONEplaying piece + portal

New York time, KJFK weather, NOAA tides and the lunar calendar feed the theatre. The world outside the game changes the world inside it.

Enter the full game file Explore 73 authored artworks
02 / The philosophy

Systems before spectacle.

Carny Island makes death, danger and decay playable. Its humour can be grotesque and its theatre excessive, but the world must remain legible, cumulative and internally consistent.

Systems before spectacle

The joke, shock or flourish must emerge from rules the player can understand. Spectacle is strongest when it has mechanical consequence.

Irreverence with structure

Nothing is sacred by default, but provocation is deliberate. Carny rejects random chaos and empty shock.

Death as resource

Death and the dead are inputs to the island's economy, memory and play—not merely a failure screen.

Cumulative escalation

Actions leave residue. Pressure builds, damage persists and the world remembers patterns rather than erasing them for convenience.

Physical and digital belong together

The tabletop board and mobile phones form one game. Phones are playing pieces and video portals, so physical and screen-based play must obey the same world law.

Coherence over comfort

Continuity outranks novelty. The world may be hostile or absurd, but it cannot casually contradict its own laws.

The Bibles describe a rebellion built through systems: consequence without sermons, humour without nihilism and a handmade world whose machinery has a point of view.

03 / Beyond the graveyard

The institutions of Carny Island

Crookwood is not an isolated graveyard. It is the front counter of an economy, a religion, a media system and a very badly supervised entertainment empire.

Brett Clements' authored Shrift In Your Face gameplay plate, with Uncle Shrift framed by the Carny Island interface and tool tray.browser-safe web display derivative of authored Shrift gameplay plate · exact authored paths

Uncle Shrift

Shrift is Crookwood's host, antagonist and master of ceremonies: a functioning alcoholic whose mood moves from sober calculation at the New Moon to peak chaos at the Full Moon.

He cues theatrical weather and escalates danger at the top of the Chaos ladder. Rope creaks and ground shadows warn the player before his overhead threats arrive.

Shrift is a form of TheShapeShifter. On this website he operates the customer-service desk, answering questions from Carny Island's authorised record.

Still open

Phase 1 commentary format and final cottage treatment remain Brett decisions.

Open the full file
Bigwhan, Brett Clements' authored depiction of Mongril in his crate.

Mongril & The DogGones

Mongril, Ferret, Scrotum and Bastard are Shrift's dogs and the graveyard's living alarm. They moonlight as the rock band the DogGones, who provide the soundtrack for Carny Island. They are not introduced as a melee threat; they listen, judge and tell the rest of the island where you are.

Their escalation is audible and learnable: head-cock, growl, bark, howl, attack. Silence protects the player. Noise feeds shared pack distress and can eventually summon Shrift.

Mongril is one of Shrift's dogs and one of the DogGones. The legacy Bible gives him a magnificently unstable history: a Holy Man and former rocket scientist reincarnated as a dog, fortune teller, sword swallower and founder of Mongrilism. Black Dog is what Shrift drinks; Shrift is a closet cannibal whose drinking rises and falls with the phases of the moon. The dogs' other job is music: the DogGones provide Carny Island's soundtrack.

Still open

Dog count, patrol shape and which parts of Mongril's legacy biography enter Game 1 remain Brett decisions.

Open the full file
Brett Clements' authored POX News logo.web display derivative of authored PNG · exact authored paths

POX News

POX News reports Carny Island back to itself. It turns deaths, prices, scandals and new threats into an in-world broadcast instead of a detached menu of updates.

Johnny Prime anchors the news. Existing story anchors include the death of Marley The Bobster and heart prices going through the roof.

The news system can carry world consequences, introduce killers and make the horror economy feel public, ridiculous and alive.

Still open

The current canon preserves the anchors and schemas while episode format and live delivery remain to be built.

Open the full file
Brett Clements' authored vector drawing of the Crookwood Chapel above a winding white path and orange and purple flowers.source SVG · exact authored paths

The Chapel

The Chapel is Crookwood's public ritual node: a Pandora destination, a working part of the death economy and a place where confession can alter JuJu.

The Bible connects the Chapel to confession, redemption, JuJu recovery and bargaining with Shrift. The exact current lifeline count is being reconciled rather than invented here.

Bodies and coffins pass through its ceremonies. Jesus speaks with an Australian accent, and the bodies are timed to explode on the second joint or glass of wine.

Still open

The archived V2 Chapel file says two lifelines per run; Brett later ruled one lifeline in two religious framings. The current contract needs his explicit final confirmation.

Open the full file
Brett Clements' authored vector drawing of the crooked grey Crookwood County Morgue with its blue sign and freezer door.source SVG · exact authored paths

The Morgue

Crookwood County Morgue is a plain government dead-intake building where bodies become inventory and fresh organs enter the necro-economy.

Four nine-drawer cadaver coolers hold bodies and organs. Blackouts can turn intake and extraction into torch-lit navigation.

Best-Before organs are the exceptional loot whose value decays. Pandora gateway stones are intended to route players here.

Still open

Interior interaction, extraction risk and exact gateway assignments remain unspecified in the archived V2 file.

Open the full file
Brett Clements' authored vector drawing of Muma Maria's Pizzeria with red and green lettering, a meal deal and a meat lovers window poster.source SVG · exact authored paths

Muma Maria's Pizzeria

Muma Maria's Pizzeria is a meat-loving shopfront that doubles as Crookwood's working crematorium.

Current high-authority build notes describe the Pizzeria as visible but non-playable. Its value is orientation, tone and the uneasy proximity of dinner to disposal.

The same ovens serve takeaway and cremation. The Bible calls the facility Mama Mia's PIZZA & Crematorium; Brett's current authored sign reads Muma Maria's Pizzeria. Both names are preserved until Brett rules on the final wording.

Still open

The name discrepancy and any Game 1 interaction remain open. The Bible places the working burn-and-takeaway facility in a future build.

Open the full file

Gweedo's

Gweedo's is a black-market shopping assault run from a shipping-container elevator: flashing prices, bells, sirens, bad bargains and absolutely no refunds.

Players can buy tools, weapons and body parts, sell organs, take credit and even pawn lives. Buying a weapon is not a crime; deliberate misuse is where Dogma begins to judge.

Gweedo is a pawnbroker and economic predator. His shop exists to tempt poor decisions, exploit desperation and make the necro-economy feel like a rigged carnival midway.

Still open

Final Game 1 inventory, prices, interface and exact debt tuning remain implementation work.

Open the full file
Brett Clements' authored purple GITCOIN artwork for Carny Island's economy.web display derivative of authored PNG · exact authored paths

Necronomics

Crookwood is not a crime scene. It is an industry: acquire the dead, process the dead, repurpose the dead and profit from the dead.

Time, biological viability, handling risk and market pressure turn bodies into decisions rather than a generic loot table.

The Morgue, Crematorium, Chapel, graveyard and Gweedo's form a single grotesque supply chain. Death is embedded in the island's economic order.

Still open

Viability tiers, market regimes and their final coupling to JuJu and Chaos remain specification work in the Bible.

Open the full file

The Law of the Jungle

Carny never stops the player. It remembers them. Its law creates consequence without sermons and punishment without moral finger-wagging.

Dogma has one hard breach: deliberate misuse of a tool. No object is sinful and possession is not a crime; the use, damage, excess and proportionality matter.

The law begins with free will. Carny responds when restraint was possible, excess was chosen and commitment was sustained.

Still open

Exact thresholds and timing windows remain implementation details; the governing principle is locked in the Bible.

Open the full file
Brett Clements' authored JuJu Index faces.web display derivative of authored PNG · exact authored paths

The JuJu Index

The JuJu Index is Carny's moral accounting state. It rises and falls, remembers behaviour and judges patterns rather than isolated incidents.

JuJu appears as a face that changes only at meaningful thresholds. It communicates temperature, not a running number, and can carry across lives.

You can live with bad JuJu. You may even enjoy it. What you cannot do is pretend the island failed to notice.

Still open

The final face states, thresholds and exact Chapel recovery values remain to be locked for Game 1.

Open the full file
Carny Island Top 40 / 20 tracks

TheDogGones

Carny Island Soundtrack

The DogGones Top 40. The Hits Keep Comin'.

The DogGones provide the soundtrack for Carny Island.

01
Now playingCrookwood on CarnyTop of the grave2:43 · soulful ballad / gothic country rock
Crookwood on Carny cover artwork on the Carny Island soundtrack.
Crookwood on Carny — Suno cover / Crookwood on Carny
Lyrics / Crookwood on Carny

I got this feeling...This terrible, terrible feeling TotoWe're not in Kansas anymore....

No shit.

Welcome to Crookwood on Carny islandEverybody is just dyin' to get in hereCrookwood on CarnyEverybody here is running from somethingSomething that they can never hide

Crookwood on CarnyIt's not hell - but you can see it from hereCrookwood on CarnyAin't no lions and tigers and bearsOh me - Oh my

Devils on my shouldersThorns in my shoesHere without you3' nothinIn a skeleton suit

Oh me Oh MyIf you're easily offendedYou're gonna be horrified

Crookwood on CarnyWhere Nothin is sacredNothin' taboo

So fire that joint,Crack that JackRaise hellAnd let's go wake some dead

04 / The story

Carny Island is not a point-and-shoot game. It explores the operating ideas of traditional entertainment genres and fuses them into a single playable performance.

Most games begin with technology and search for an idea. Carny Island began with a worldview, then waited a decade for production to become possible.

01

The world existed before the code

The drawings, Bibles, characters, rules and machinery came first. The code arrived later.

02

Death is not a reload screen

The player has nine lives. Every death changes the pressure. The island does not ask whether you can avoid the end; it asks what story you create before it.

03

The cemetery is a machine

Crookwood is timber, chicken wire, painted flats, engineered graves, live weather, moving shadows and a lethal pendulum. Scenery is never just scenery.

04

Build the studio by building objects

One grave. One floor. One beam. One character. Each element is authored, tested, approved and allowed to join the world.

05 / The build ledger

Make the invisible work visible.

Every figure declares its scope. Cost is a conventional-production scenario, never a pretend invoice.

69authored Graveboxes
15SVG surfaces in each
182independent floor sheets
4,063lines in the declared C# subsystem
39/39real-input checks green
$63,000–$150,000conventional production scenario

12 dedicated C# builder, visual and test files for Graveboxes, floor, beams and wall.

A conventional specialist team spending 3–5 weeks across technical art, Unity engineering and QA at a blended A$175–A$250 per hour.

06 / Making of × gameplay

The stage is not scenery.

It is a machine that teaches the player how to be afraid, how to read space and when to move.

Brett Clements' authored Carny Island artwork: The Rocket Witch.
WHEN?
The Friggin' Pendulum of Fickle Fate

Navigation changes from where to when.

The pendulum is a three-dimensional danger field. Graves, trenches, paths, flats and headstones exist in relation to that moving volume. The player learns rhythm instead of memorising a corridor.

The crooked trick

A robbed grave can become a bunker: the Villain is three feet tall and the trench is four feet deep.

07 / Carny principles
01

AI is the colleague, not the inventor

The imagination, philosophy, rules and artwork remain Brett's.

02

Build objects, not promises

Every element earns its place through evidence and use.

03

Physics authors the architecture

In Crookwood, the pendulum's danger envelope tells the stage where it can exist.

04

The rendered line is the authored line

No silent retracing, smoothing or raster substitution.

05

The installed app is the truth

Build counts are evidence. Brett's eyes and hands are the final gate.

08 / The human in the machine
Artist · Writer · Director · Game inventor

Brett Clements

The carbon side of carbon-meets-silicon: the game inventor who knows what story, performance and cinema are for.

Brett Clements has spent more than forty years turning stories into pictures, productions and playable systems. He began as a teenage newspaper journalist, became a filmmaker on Simon Townsend's Wonder World!, built television and tourism campaigns, and co-founded A Couple 'A Cowboys.

He created, designed and directed Nightmare and ATMOSFEAR, the pioneering video board-game phenomenon that sold more than four million units across 32 territories and 12 languages. Carny Island continues that lifelong collision of theatre, games, film and audience participation.

Mongril Labs is the team building Carny Island. Brett Clements created the world and its artwork; together we are turning that vision into a game, with AI supporting coding, testing and production.

40+years making stories
4M+Nightmare / ATMOSFEAR games sold
32international territories
12languages
Brett Clements' authored Carny Island artwork: Kart Cockpit POV.
Kart cockpit / authored Carny Island artwork