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.
3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.
An international line-up of indie developers was brought together by the IGDA Switzerland Chapter to discuss the topic of death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.
Web and App development UX is about removing friction, games UX is about meaningful friction. Pokémon GO's confusing UX/UI is applying meaningful friction and is feeding into the dense social experience of the game. Here's why.
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.