Kid A Mnesia Exhibition was developed over two years by Namethemachine and Arbitrarily Good Productions with Yorke, Donwood and Radiohead's producer
Nigel Godrich. The staff included the artist and creative director Sean Evans, the theatre set designer Christine Jones and the producer Matthew Davis, the head of Namethemachine. The environment and characters were developed using tools such as
Maya, and the levels were created with
Unreal Engine. The team had the guiding principle of exhibiting no new work. According to a blog post by Yorke and Donwood, everything in the exhibition came from material made while Radiohead were recording
Kid A and
Amnesiac. Characters in the museum were based on the themes and characters in Radiohead's music and artwork, including the stickmen, bears and
minotaurs. The team followed a brief of "exploded songs", taking the separated
stems and "laying them out". Godrich contributed
sound design and remixed the music in
surround sound, so players hear different elements as they move around in 3D space. Evans said the museum was influenced by labyrinths and the fictional
Library of Babel, "a place that instilled a feeling of being lost without feeling hopeless". It was designed for players to take multiple routes, with no dead ends, and strong colour schemes and lighting to help the player become familiar with different spaces. The initial spaces were designed to feel physically possible; once the player enters the central pyramid, the spaces feel "more void-like, more impossible", with a shifting number of walls and surfaces. The Rotunda was based on the
Rundetaarn in Copenhagen, and the Landscape Gallery was based on a room in the
Musée de l'Orangerie in Paris. == Release ==