Narrative Mechanics: Our Approach to Design

After trying many different approaches, we found that this process worked for us and helped us to make informed decisions for our mechanics. 

Three things we learned from MIGW17

In October, the Myriad team travelled over to the mainland to experience the wonder that is Melbourne International Games Week (MIGW).

Ingredients

Master Ch(i)ef

A little information about me: I am rubbish at making anything remotely close to art. The second my hand grips a pen and I touch that pen to paper my mind goes completely blank. I’ll scribble nonsense until I am so ashamed that I feel like sacrificing my hand to the God of Arts as a… Read more »

Interstellar Smackdown 3

Space Jam!

Come on and slam, if you wanna jam. Welcome to the Space Jam! As some of you might know, we love game jams – they’re an amazing opportunity to learn new things, work with others, and consume a lot of sugar / caffeine (without too many regrets).

How to use the Unity SceneManager

In this blog post, I’ll present an alternative method to the all-powerful single scene. Techniques such as synchronous and asynchronous scene loading, transition effects, and additive scenes are all possible with Unity’s SceneManager. Surprisingly, complex scene management scripts are not required for implementing any of this functionality. Additive scenes are also very adaptive and can… Read more »

major-project-concept2

Reality Checks

We have been working on our main project for a while now, and during that time there have been several large changes of scope for the game.

major-project-concept1

Small Beginnings

Hi there – we’re a small team of five based out of Hobart, Tasmania. We met through the Tasmanian Game Development Society, after attending events and participating in game jams.