We're Metanet Software (Mare Sheppard and Raigan Burns), and we have been making games since 2001.
We just launched N++ on Steam, completing the twelve-year journey that began with the free Flash version of N back in 2004. This is a retrospective.
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.
The right words can motivate anyone about your game - but are we all speaking the same language? The response to No Man's Sky is the latest warning that a lot of what we mean when we talk about procedural generation is getting lost in translation.
In this blog post I look at what components make an open-world collectible good.
Runes are a distinctive alphabet that appears often in fantasy settings. I discuss my path to learning about them, what they are and how to use them.
In this article, game designer Sande Chen previews upcoming wearable technology and how it may transform the way we live our lives.
A quick look at how the Doom level, The Necropolis, uses lighting and composition to create flow.
When kids go back to school, how should game devs deal with the slump? Here are several ways to re-engage existing players and bring new ones to your game.
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.
The need to access information instantly, and have quick response time from businesses, has led to the growth of chat bots in the digital sphere. Marketers and community managers are deeming it to be the future of interaction. Is it?
No Man's Sky casts the player as a lone explorer, flung into a vast universe of untold riches and possibilities...but, that doesn't mean you're playing as a hero.
In this article I will be going over multiple photogrammetry techniques that I stumbled upon, experimented with, and used in order to create the textures for the castle. I will be going over many solution to delight a texture, and create a tile-able one.