Exploit: Zero Day - Headless Swarm, the first season

The Majesty of Colors Remastered - Coming early 2017

Author archives: Melissa Avery-Weir

Exploit: Zero Day Updates: Accessibility, Navigation, and Prettiness

While we continue to write the next segment of "Headless Swarm", we've been fixing bugs and making small enhancements to the overall Exploit: Zero Day game.

This weekend, we released an accessibility improvement: text links in EZD now have underlines. It's a small change, but having a second ...

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Exploit: Zero Day "Headless Swarm" Coming December 1

Exploit: Zero Day "Headless Swarm" Coming December 1

Our web-based cyberthriller puzzle game Exploit: Zero Day lets you play as a hacktivist, uncovering and battling against oppression and exploitation. It's been in closed alpha for a while, but soon it will be available without waiting in line thanks to our prelude season of paid story: "Headless Swarm ...

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Remastered "The Majesty of Colors" Coming Soon

Remastered "The Majesty of Colors" Coming Soon

In 2008, Gregory created "(I Fell in Love With) The Majesty of Colors", a game about love, loss, and balloons where you embody a sinuous creature from beneath the ocean who discovers the beauty and hazards of the surface world.

Today we're excited to announce that we're bringing ...

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DevOps in Game Dev: Project Planning

DevOps in Game Dev: Project Planning

This is the fourth part in a series on applying devops principles and practices to game development. The first post in the series is here, and the entire series can be found under the devops in game dev tag.

In our post on retrospectives, we wrote about taking note of lessons learned (good and bad) after emergencies or breakpoints in your project—after you deliver a feature, or at the end of a sprint or some unit of time. But how do you know what a good breakpoint is? How do you actually incorporate what you've learned in a retrospective into your future work?

Through effective project planning.

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