

Darknet at Oculus Connect
I just got back from Oculus Connect, and I can report that Oculus did an incredible job with their first conference. There was new...
Not “Just A Mobile Game”
When Oculus was acquired by Facebook, I liked to joke that I was “making a Facebook game”. Since announcing that Darknet will be a launch...


Taking Stock
In the past week, I ran a booth at PAX for the first time, received a ton of feedback from my first wave of beta testers, and announced...
Launching on Gear VR
Moments ago, Samsung announced Gear VR, a mobile VR headset built in collaboration with Oculus, which uses a Galaxy Note 4 for its screen...


Darknet at PAX Prime
I've spent the past week either preparing for PAX or actually exhibiting at PAX, so it's been busy! This is my first real booth, and...

Making the Tutorial
Like everyone else, I hate tutorials. The mere word conjures visions of long, lecturing paragraphs and big, orange “CLICK HERE!” arrows....
Narrative and the MDA Framework
I often identify as a mechanics-focused designer. Most of my previous games have been abstract, and my relationship with narrative is...
Hiding Secrets
“The purpose of gameplay is to hide secrets.” I started hearing that phrase thrown around last year, after it was posted on the Arcane...

Darknet, Unity, and the Asset Store
Darknet is built in Unity, like everything else nowadays. Unity seems to be the dominant engine among indies by an enormous margin....

Puzzle Generation
The most important element in Darknet’s gameplay is the hacking puzzle. The puzzles aren’t the only things you have to think about...