Some musings on conventional industry wisdom, spurred on by the process of preparing features for the chopping block for the sake of making our release timelines.
Read MoreAn analysis of why we chose to revamp our art style most of the way through development, and why we went in the direction we did.
Read MoreHow we used math to expedite and standardize a game-wide artistic style change
Read MoreCathy shares her professional resolutions for 2020.
Read MoreThe things we learned after surviving our first year of showing our game on the national convention circuit
Read MoreHow I learned to stop worrying and love matrices
Read MorePart two of our retrospective on our multi-touch tutorials, where we recount some of our successes.
Read MorePart one of two, where we examine some of the obstacles we ran into for the particular challenge of trying to teach players a brand-new multi-touch interface.
Read MoreA simple question of gravity leads us to examine why “realistic” settings aren’t necessarily the ones that lead to the most engaging gameplay
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