More from the archives. This prototype, circa 2013(?) eventually became a game called Lumen (unreleased).
I'd rather be in outer space πΈ

pixel skylines
The Bowery Presents
2025 on Tumblr: Trends That Defined the Year

NASA
Sweet Seals For You, Always
trying on a metaphor
Show & Tell
Sade Olutola
Today's Document
Lint Roller? I Barely Know Her

Jar Jar Binks Fan Club
Cosmic Funnies
we're not kids anymore.
Not today Justin
Claire Keane
KIROKAZE

blake kathryn

Andulka
seen from Russia

seen from Portugal

seen from Russia
seen from TΓΌrkiye

seen from United States

seen from Malaysia
seen from United States

seen from Argentina

seen from Spain
seen from Ecuador
seen from Bangladesh
seen from Malaysia

seen from Mexico

seen from Jamaica

seen from Russia
seen from Pakistan
seen from Brazil

seen from Russia
seen from Saudi Arabia
seen from United States
@aefreedman
More from the archives. This prototype, circa 2013(?) eventually became a game called Lumen (unreleased).

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
Unnamed adventure-puzzle prototype
Old old old screenshot of what eventually became Sunburn!.
A piece of one of our most notorious assignments from the Game Center MFA way back, involving making an infographic for FTL. I wonder where the full infographic is tucked away.
Wow! Screenshots of the first videogame I made, Story of Square.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
Another archival discovery. Screenshot of a wave-pool-like audio visualizer prototype I made a few years back.
It's the notorious Field-1 gif!
Zero.Mark: The Lost Screenshots, Part 2
More archeological discoveries.
Don't worry, the Sunburn! iOS 11 update is coming.
Zero.Mark: The Lost Screenshots, Part 1
Found these while digging around. These should be from 2014.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
New update dropping soon.
More screenshots of early prototypes of Lost Memories Dot Net, this time from inside the Unity3D editor. These screenshots are from February, 2017.
*None of the images in the screenshots are ours and are the property of their repsective owners.
Some screenshots from super super early prototypes of Lost Memories Dot Net. Taken during the first few weeks, and about six months before release.
*None of the images in the screenshots are ours and are the property of their repsective owners.
Very clear playtest feedback.
More info on Kimmy
Screenshot from the custom dialogue editor I built for Kimmy.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
Thanks, @MIFestival!
The Many-at-Once Method
I'm currently working on multiple projects of varying scale, with a mix of work-for-hire, commission, personal work, and work with collaborators. All of the work is games, and in most cases I'm the sole developer in addition to whatever other responsiblities appear (and there's never a shortage).
The most difficult thing about working this way isn't finding the time to work on everything, but having the mental space to constantly switch contexts and pick up where I left off.
In this situation I find that I tend to attempt sharing design solutions between projects where it's possible -- for example while working on a card game, adding card mechanics to another game feels like a great solution. Basically, I've already spent the energy trying to understand the nuances of that design problem, so maybe I can just transmute this other design problem into the one I've already explored.
I think this can create interesting solutions to problems, as if you're applying oblique thinking, but there's always the risk that you're simply trying to take a shortcut and you end up in a place that isn't any better than where you started.
I wonder how much innovative design is a result of people trying to take these mental shortcuts. Is the only difference between inspired design and lazy design the result, and not the process?