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Carny
Island: News
By
Brett Clements
via
Media Man Group
Carny
Island
Brett
Clements
Carny
Island: File 02 / The human in the machine: Brett
Clements
Carny
Island YouTube
carny.island:
LinkedIn Newsletter: A Maniac & Two Machines
Carny
Island: LinkTree

Brett
Clements is an Australian artist, writer, filmmaker,
and game designer best known as the creator of the
cult hybrid video board game franchise Nightmare /
ATMOSFEAR (which sold over 4 million units).
Carny Island Overview
Concept: Carny Island is a hybrid video board
game and digital experience that mixes physical tabletop
play with mobile phones used as interactive entertainment
portals.
Gameplay: Players scavenge graves for body
parts and loot to build their own Frankenstein-style
creation while trying to survive characters like Uncle
Shrift.
Production Team: Developed alongside the team
at Mongril Labs, with AI tools supporting coding,
testing, and production, and a reunion with former
Roadshow Entertainment president Milt Barlow for global
licensing.
Engine/Media: Built using development transitions
into Godot, documented via regular dev logs and updates
on the Carny Island Official Website and Carny Island
YouTube Channel.
Background & Career
Media & Television: A multi-decade veteran
across Australian television, network advertising,
and journalism, having worked on projects like Simon
Townsend's Wonder World! and A Couple 'A Cowboys.
Other Projects: Involved in producing and directing
various digital, real-estate, and documentary ventures,
including the guerrilla-shot docu-series SQUAD.
Online Profiles: You can follow his ongoing
production logs via Brett Clements' Portfolio or his
LinkedIn Newsletter

Linked
In: Newsletter
Making
Carny Island ##2
June
29, 2026
Im
Not Building a Game with AI. Im Building a Studio.
Straight up.
I
hear all the concerns about AI. The warnings. The
predictions that well carpet the Earth, oceans
and even space with data centres to build a super-intelligence
that replaces us all.
Maybe.
I
dont know.
History
has taught me that the future is rarely as bad as
we fear, and never quite as good as we imagine.
What
I do know is this.
Without
AI, Carny Island would never exist.
Not
because AI invented it.
Because
it gave me a way to build it.
For
ten years Ive been drawing Carny Island.
Every
rule.
Every
location.
Every
character.
Every
mechanic.
Thousands
of illustrations. Every one of them drawn by hand
in Adobe Fresco as vector artwork.
I
spent days drawing a patch of grass until it felt
right.
Then
I imported it into the game
and
drew it all again.
Thats
game development.
The
commercial reality is brutal.
Nobody
funds an idea anymore.
They
fund a vertical slice.
A
polished section of the game that proves you can actually
build the whole thing.
No
slice.
No
deal.
I
was quoted around $150,000 and ten months to build
one.
I
havent got $150,000.
So
instead of making a slice
Im
making the whole pie.
Uncle
Shrift's
Carny Island Video Board Game Updates
Carny Island is a Video Board Game which uses mobile
phones as playing pieces and portals combined with
a specially designed app. Based on art and ideas 10
years in the making, it also features optional 3D
printing of playing surfaces and 'squares' to make
up giant boards. Clements is designing the experience
for the ultimate Halloween party.
Carny
Island. Crookwood. Single player mode is targeting
release on iPhone as soon as possible, around mid-November
2026.
An
iPad version will follow soon after, then a Chinese
version.
Kickstarter
is planned for April 2027 to fund local networking
challenges and an Android version, leading to the
Video Board Game launch for Halloween 2027.
No
Rock Stars
By
Brett Clements
carny.island
July
3, 2026
...there's
this mortician who's a closet cannibal and a 3-foot
grave robber...
Did
I tell you I'm building a games studio.
Yeah,
right.
What's
that?
Most
people imagine a few programmers fuelled by pizza,
energy drinks and beanbags.
The
reality is closer to building a city.
The
biggest games studio on Earth is Rockstar Games.
Right
now, around 7,500 people spread across eleven studios
are trying to finish a single game: Grand Theft Auto
VI. It has taken more than a decade. The budget is
believed to have climbed beyond a billion dollars.
The project has survived one of the biggest hacks
in entertainment history, multiple delays, crunch
allegations, union disputes and the threat of industrial
action.
GTA
VI The Most Expensive, Most Troubled, Most
Anticipated Game Ever Made
Thirteen
years between mainline releases. November 19, 2026,
is the target.
Whether
it holds is still not certainbecause right now,
the people making it are threatening to strike.
The
Scale Is Genuinely Incomprehensible
Rockstar
India leads with 1,615 specialists, surpassing even
the legendary Rockstar North in Edinburgh, which has
1,285. Rockstar Lincoln contributes 910, New York
750. The remaining divisionsToronto, San Diego,
Leeds, London, New England and Dundeesupport
various aspects of development.
For
context, a typical AAA game uses 200400 people.
Rockstar has deployed a small army across a dozen
time zones, passing work around the clock like a factory
that never sleeps.
The
budget has almost certainly crossed $1 billion, making
it the most expensive video game ever made. The full
number, including marketing and long-term costs, is
likely $1.5 to $2 billion or more. Exact figures will
probably never be confirmed publicly. GTA V cost roughly
$265 million in 2013. GTA VI is at least six times
more expensive.
Rockstar
North UK tax filings revealed staff costs alone exceeded
£2.14 billionaround $2.7 to $3 billionbetween
2019 and 2025. That's just salaries. At one studio.
Over six years.
The
Hack That Changed Everything
On
September 18, 2022, a new user on GTAForums called
"teapotuberhacker" posted download links
to over 90 files from the next Grand Theft Auto game.
The leak spread across the internet in a single day,
with news outlets calling it one of the biggest leaks
in video game history.
A
British jury later convicted Arion Kurtaja member
of the Lapsus$ hacking gangfor the breach. The
judge ruled Kurtaj should be placed in a secure hospital
until mental health professionals decided he no longer
posed a risk. Doctors had deemed Kurtaj, who is severely
autistic, unfit to stand trial.
The
teenager who caused potentially hundreds of millions
in damage and years of workflow disruption to the
world's most secretive game studio is now in a hospital.
In March 2026, reports emerged that Kurtaj had allegedly
been smuggled a phone into hospital and was asking
whether GTA VI's source code had leaked yetapparently
believing someone was still holding it.
The
Crunch That Never Ended
For
Red Dead Redemption 2the game before this oneRockstar
was notorious for brutal crunch: over 60- to 80-hour
work weeks, mandatory overtime, pressure to show up
on weekends, and constant iteration that meant trashing
previous work. Multiple accounts described it as standard
practice, not the exception.
Rockstar
promised it would change.
It
didn't.
Three
members of the Rockstar Games Workers Union, speaking
anonymously for fear of reprisal, accused the studio
of crunch being built directly into employment contracts.
"Crunch
is prevalent enough that the company built into our
contracts, as standard, an opt-out of the Working
Time Regulations that stops your employer being able
to ask you to do more than about 10 hours extra each
week," said one employee.
Read
that again.
The
opt-out of legal overtime protection is the default.
Workers
have to actively fight to reclaim their right not
to be worked into the ground.
Workers
also described a bonus system used as a control mechanism.
"When
the bonus is particularly good it can be a windfall,
but often the bonus is disappointing and one can end
up being paid considerably less than expected for
the year."
There
are gender pay-gap allegations.
There
are accusations of pay transparency being deliberately
obscured.
The
Firings and the Fight
In
October 2025, Rockstar fired more than 30 staff at
its Edinburgh headquarters for what the company called
"gross misconduct", claiming employees had
discussed confidential information in a public forum.
The
union says they were sacked for union activity. The
case went to an employment tribunal. Rockstar lost
a legal battle, meaning fired unionised workers can
continue to bring blacklisting claims against the
studio. The final tribunal is set to conclude in mid-October
2026one month before GTA VI releases.
Now,
right now, as the game enters final crunch, developers
are threatening to go on strike. If they strike during
this critical crunch period, GTA VI could be delayed
again or launch with bugs and glitches, ruining the
rollout of this industry behemoth.
The
Delays
GTA
VI was announced in February 2022 and originally scheduled
for late 2025. It was pushed first to May 26, 2026,
then to the current date of November 19, 2026. Strauss
Zelnick, CEO of Take-Two, cited "limited circumstances
where more time was required to polish a title."
Two
delays.
Five
years since announcement.
Thirteen
years since the last game.
After
the second delay, a Rockstar North employee said morale
was "at rock bottom." Take-Two's stock price
briefly dropped almost 10%.
What
It's Supposed to Make
GTA
VI is projected to generate $7.6 billion in revenue
in its first two months alone. Analysts think it could
sell 20 million copies in a single day. Pre-orders
went live on June 25, and the physical edition sold
out on Amazon within an hour.
The
entire modern games industry has essentially restructured
around this one release. Other publishers moved their
release dates.
Rockstar
isn't failing.
It's
attempting something almost nobody else on Earth can.
The
biggest entertainment production ever assembled.
And
it's doing it at precisely the moment the games industry
is eating itself alive.
Matthew
Ball's State of Video Gaming 2026 is 164 pages of
uncomfortable reading. It has become required reading
for publishers, investors and anyone serious about
understanding where games are heading.
Global
video game revenue reached almost US$196 billion last
year.
A
record.
Then
you turn the page.
Forty-four
thousand jobs disappeared.
Studios
closed.
Projects
worth hundreds of millions of dollars were abandoned.
Investment
collapsed.
Players
began spending more of their time on TikTok, sports
betting, AI and every other platform fighting for
the same twenty-four hours in the day.
The
games industry has never made more money.
The
business of making games has rarely looked more fragile.
Ball's
conclusion is brutally simple.
There
isn't one games industry anymore.
There
are many.
At
one end are companies capable of making billion-dollar
bets.
At
the other are thousands of independent developers
trying to survive while more than 18,000 new games
arrive on Steam every year.
The
numbers are staggering.
In
2025, app stores saw 5,244 new releases in a single
24-hour snapshot. Apple's App Store listed 2.42 million
apps and games in 2025, while Google Play had 1.58
million available.
On
Google Play alone, approximately 10,000 fresh applications
launch every week around 1,000 apps daily,
40,000 monthly. In September 2024 alone, approximately
29,000 new mobile apps were released through Google
Play.
That's
roughly 500,000 new apps and games per year across
both major stores combined. Of those, games represent
the single largest category about 13.8% of
all listings meaning somewhere between 50,000
and 100,000 new mobile games launch every year.
New
mobile app and game releases nearly doubled between
Q1 2024 and Q1 2026. AI-assisted development is the
obvious accelerant. The flood is getting faster.
The
Brutal Survival Reality
The
average app loses 70% of its users within the first
30 days of installation.
Games
generate nearly half of all app revenue on less than
one-third of total downloads roughly 75-80%
of all consumer spending on Google Play, despite games
representing only about 13.8% of the platform's total
apps.
Which
means the money is extraordinarily concentrated. Thousands
of games launch every month. The same handful of titles
Candy Crush, Royal Match, PUBG Mobile, Roblox,
Coin Master absorb the overwhelming majority
of spending. The rest are background noise.
Stricter
2025 developer policies mean only high-retention,
4.5-star-rated apps survive the discovery algorithm.
You don't just need to be good. You need to be immediately,
measurably, algorithmically good or you disappear
before anyone finds you.
The
One Line That Says Everything
Downloads
grew only 0.8% year over year in 2025, while app revenue
rose 10.6%.
The
market isn't growing. The same players are just spending
more. New entrants are fighting over scraps while
the incumbents compound. And the number of new games
released keeps accelerating driven by AI tools
lowering the barrier to creation which makes
discovery exponentially harder for everyone without
a marketing machine or existing audience.
50,000+
new mobile games a year. Five games hold the spending.
That's
where I come in.
Clearly
fucking deluded.
I
don't have 7,500 people.
I
don't have investors.
I
certainly don't have a billion dollars.
What
I do have is one extraordinarily supportive wife.
Two iPads running Adobe Fresco. An M5 MacBook Pro.
A Mac Studio. Ten years of hand-drawn artwork. More
than 500 pages defining every rule, every character
and every mechanic of Carny Island.
And
a world that occasionally makes AI stop and wonder
what the hell it's looking at. My name would have
to be on a lot of red flags and a couple of banners
by now.
Which
brings me to the studio I'm actually building.
There's
Uncle Shrift.
He's
the local mortician.
He's
also a closet cannibal.
He
eats people before he buries them, which is disappointing
if you're a grave robber.
Then
there's The Villain.
Three
feet of trouble.
He
sneaks into Crookwood Cemetery under the cover of
darkness and steals body parts before sunrise.
The
cemetery itself is built from timber, chicken wire,
sandstone and papier-mâché. The trees
change colour with the New York seasons. The wind
follows New York's weather. The graves creak. The
dead don't always stay dead. And every single part
of that world has to be designed, illustrated, animated
and coded before anyone gets to play it.
So
yes.
I
am.
Clearly.
Deluded.
But
I have a mate called Fable.
It's
not the Microsoft game.

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.
Brett's
previous games include Oz Quiz, BRIT QUIZ, DARE, The
Truth Hurts and Rap Rat. He created The Gatekeeper
and brought Baron Samedi, Anne De Chantraine, Elizabeth
Bathory and the Soul Rangers to life under Nightmare/ATMOSFEAR
before leaving Cowboys.
Brett
does not treat film as decoration around a game. He
uses framing, editing, performance, suspense, direct
address and genre memory as parts of the rules. Carny
Island draws on gangster films, slashers, funeral
theatre, cartoons, live sport, news broadcasts, rock
performance and audience participation, then fuses
them into one playable show.
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.


Mdia
Man
Interview
Brett
Clements

CageRace
Newsletter (LinkedIn)
By
Brett Clements
CageRace
(often styled as Cage Race) is an emerging extreme
swimming competition format, described as the "World
Series of Extreme Swimming." It's an athlete-led
initiative, primarily in Australia, that reimagines
competitive swimming for TV/screen appeal with high-energy,
close-contact racing in narrow water strips (like
pools or channels). cagerace.com
Key
Features
Format:
Races involve multiple rounds (not traditional "laps")
in a confined space for intense, head-to-head action.
Events include men vs. women matchups, with a focus
on spectacle, supersuits, and dramatic finishes. The
only core rule emphasizes raw competition in wild/close-contact
water. cagerace.comEvents: Test races and pilots have
run on the Gold Coast (a popular swimming hotspot
in Australia).
Cage
Race II TORRENT (February 2026) featured Olympians
and explored new independent race formats to boost
audience engagement for the sport. swimswam.com
Plans
for a broader "World Series," grassroots
events, and even Masters categories (30+ with qualifying
times).
Style:
Built for visuals "hot laps," dramatic
aerial shots, mid-air catches, and propulsion analysis
(e.g., via tech like eo SwimBETTER). It's positioned
as swimming "for the screen" rather than
just the pool, with potential for TV series elements.
youtube.com
Team
& Vision: Co-created by race director Ed Anderson.
Involves
Olympians (e.g., dual Olympian David Morgan as co-commentator),
swimmers, and production crews. They're developing
AI-designed "SuperSuits," seeking sponsors,
and encouraging local events. cagerace.comHow to Get
InvolvedVisit cagerace.com for rules, supersuits info,
videos, news, and registration (for competing, supporting,
sponsoring, or hosting a local CageRace).
Theyre
building it grassroots-style: anyone can help stage
events in narrow water strips, even backyard pools.
Its
still developing (with Indiegogo-style crowdfunding
vibes and teasers circulating), but its gaining
traction among swimmers and extreme sports fans in
Australia, especially on the Gold Coast. If youre
into swimming, motorsport-style racing energy, or
new action sports, its worth checking out their
site or Instagram/YouTube teasers for the high-flying,
intense footage.
CageRace
Newsletter (LinkedIn)
The
WWE of Swimming
By
Brett Clements
April
29, 2026
Theres a strange imbalance in global sport.
One
athlete breaks a world record and earns around $10,000.
Another
steps into a ring and earns $10 million a year.
Both
train relentlessly. Both perform under pressure.
Only
one is built for the screen.
Cam
McEvoy is one of the fastest swimmers in history.
Olympic
gold across multiple Games. A 50m freestyle world
record 20.88.
At
the meet where that record was set, the reward was
standard prize money. No bonus for the record.
Across
an entire Olympic career, medal bonuses in Australia
accumulate to low six figures.
Thats
not outrage.
Thats
a structural clue.
Because
in another arena, the model is different.
WWE
doesnt sell competition.
It
sells engagement.
Roman
Reigns operates in the $1215 million range annually.
Brock Lesnar commands eight figures. Dwayne Johnson
can generate $1020 million for a single appearance.
Not
because its competitive.
Because
its compelling.
WWE
understood something traditional sport still resists:
People
dont just watch performance.?They watch meaning.
Rivalries.
Consequences. Characters. Weekly rhythm.
Swimming
already has the hardest part solved.
The
athletes are real. The performance is real. The outcomes
are measurable.
What
it lacks is translation.
CAGERACE
CageRace.com is the platform.
A
screen-first swimming property built for audiences,
not stopwatches.
FORMULA
H2O
Formula H2O is the system that powers it.
A
repeatable competition format designed for broadcast.
It
defines how races run, how rules are applied, and
how moments become story.
At
the centre
Ed
Anderson. On the deck.
Not
in a booth.
Poolside.
Inside the action.
Commentator
and referee.
He
doesnt wait for decisions.
He
makes them, explains them, and frames them in real
time.
A
loose arm that results in a head clip. Penalty. Sledging
on the 'walkback'. Let it slide.
Its
seen. Purple Card. Called. Interpreted immediately.
The
audience doesnt wait for a ruling.
They
experience it.
And
when something sits on the edge
it
doesnt disappear.
It
escalates.
48
to 72 hours later, the footage from 14 x 360 degree
underwater cameras and drones, edited.
Review.
Tribunal. Debate.
The
decision becomes content.
The
ruling becomes a turning point.
Alongside
him a female co-commentator.
Not
duplicating his role. Expanding it.
Where
Ed defines the rules she brings the human dimension.
Pressure.
Psychology. Consequence.
Together:
Authority
and perspective.
One
continuous conversation the audience can follow.
Traditional
sport splits this apart.
Referee.
Commentator. Analyst.
Different
voices. Different timings.
CageRace
collapses it.
One
system. One narrative thread.
Wrestling
figured this out years ago.
The
announcer didnt just describe the action.
He
explained the world.
Thats
the shift.
THE
REAL PLAY
Swimming doesnt need to become wrestling.
It
needs to become watchable at scale.
Right
now, one of the most physically demanding sports on
earth is being packaged like a spreadsheet.
And
spreadsheets dont scale.
Stories
do.
THE
QUESTION
What happens when a race isnt just a result
but
an episode?
What
happens when a ruling isnt just a decision
but
a turning point?
CageRace.com?Powered
by Formula H2O.
The
athletes dont need to change.
The
product does.
CageRace
Newsletter (LinkedIn)
Athletes'
Ownership Of Content
By
Brett Clements
May
6, 2026
How
we will change a boring sport and make CageRacers
$$$$.
Give
a man a fish and you feed him for a day; teach a man
to fish and you feed him for a lifetime.
We
shot TORRENT in the pouring rain on an iPhone.
But
the shift isnt just in production.
It's
in Ownership.
Part
of our model is teaching our competitors how to use
these devices to generate professional user-generated
content not AI slop, but real, authored material.
We
use AI, but we use it deliberately.
For
artist impressions
For storyboards
To visualise what were not allowed to film
Nine
owns the broadcast rights to the official events.
Thats fine. Most people arent paying $25
at the gate to watch athletes they dont know
swim laps anyway.
So
we build our own world.
We
use tools like Midjourney to create stadiums full
of people because right now, were not
allowed to film them.
We
use AI to build living portfolios for our athletes
updated poolside, voice-to-text, in real time:
Training
diaries
Personal reflections
Photos
Video
All
owned by the athlete.
Because
heres the truth:
Water
is a medium AI cannot replicate. Its 800 times
denser than air. Put elite athletes into it and you
get something raw, unpredictable, and human.
Live
sport is one of the last environments AI cannot fake.
It
can understand emotion. It will never feel it.
And
if you can capture that and build a model around
it that sustains itself through sponsorship, crowd
funding, and the emerging brands as studios
approach you dont need a free-to-air
network to legitimise it.
Life
finds a way.
The
old social media pathway where 13, 14, 15-year-old
athletes could build an audience is closing,
legally and structurally.
So
CageRace built its own ecosystem.
A
year ago, that wouldnt have been possible.
I
know I spent 20 years and a million dollars
building something similar with Showcache.
AI
has accelerated that thinking. It hasnt replaced
it.
It
saw the structure. It extended it.
Because
code isnt the breakthrough. Thinking is.
CageRace.com
is opening to advertising but only for athletes.
Monetising editorial is a slippery slope. We take
20% to keep the system running and to deploy the sales'
teams. Then there's licensing the format internationally.
To make money for the swimmers. Thats the cagerace.com
model.
How
are we going to deliver? We are delivering. With new
platforms like OTT.
Have
a look at CageRace.com on a smart TV. It is a start.
By a start-up. Self-funded. Building from the ground
up.
Then
ask yourself:
Is
this more interesting than watching five days of Test
cricket?

Swimming
As A Contact Sport
By
Brett Clements
April
24, 2026
A
very famous, legendary and awesome Australian coach
asked me can swimmers "pull another competitor's
foot" in this new "Cage" thing.
Could
they fight in the pool?
Another
athlete who's registered tells us he likes a blue.
Even reckons he could do OK if he could get away with
it. "Can I?"
CageRacing
rules state you cannot "hold, grab or pull"
to impede/slow the forward momentum of a Competitor.
CageRacers will wear helmets similar to waterpolo
players with ear protection, 'comms' and chipped for
tracking for the drones; there are 14 x 360 degree
8K cameras underwater, rolling for the 20-minutes
it takes to complete the 10 x 50m sprints and any
'challenges' like pull-ups between rounds.
Two
cameras on two Commentators who are also referees.
The whole race will be cut and screened to the competitors
the following day which is when any "argy bargy"
will be scrutinised and penalised by the Tribunal.
Can
you get away with it? The only rule is break-em.
CageRace
Newsletter (LinkedIn)
By
Brett Clements
CageRace
Newsletter (LinkedIn)

Media
Man Group

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