Developer interview: No Stone Unturned

Gareth Owens – a onetime film-and-TV writer who cut his teeth with studios from Aardman to Pinewood before founding Wise Monkey Entertainment – has spent the last few years turning a lifelong love of British whodunits and absurdist comedy into something delightfully strange: No Stone Unturned, a comedy‑noir detective RPG game that casts an amnesiac squirrel, Detective Cox, as its hard‑boiled protagonist and stitches together murder mysteries, bespoke mini‑games, and theatrical puppetry‑inflected performance into a single, mischievous package. The game wears its influences proudly – Columbo and Jonathan Creek meet surreal animal farce – but it’s also unmistakably Owens’: part escape‑room puzzle design, part cinematic storytelling, and all pointed, playful weirdness aimed at making players laugh while they peel back a much larger mystery beneath the village’s quaint surface. Continue reading “Developer interview: No Stone Unturned”

Developer interview: Trip the Light: Let’s Dance

Patrick Ascolese, founder of Seattle‑based Dark Arts Software, turned a wedding‑floor epiphany and years of award‑winning game and XR experience into Trip the Light, a Meta Quest Early Access VR partner‑dance game that teaches salsa, swing, and tango through guided lessons and a patient, AI‑driven virtual partner (Vironica) modeled on a real collaborator; designed for accessibility on consumer Quest hardware without foot trackers, the title uses synthesized chest‑direction tracking, mixed‑reality passthrough, and community‑led development via Kickstarter and Early Access so players can both learn to dance and help shape the game – now, here’s our conversation with Ascolese. Continue reading “Developer interview: Trip the Light: Let’s Dance”

Developer interview: Haymaker

When Haymaker burst into Early Access on Meta Quest this past November, Console Studios’ debut VR brawler made a splash with its uncompromising, physics-first approach to melee combat – a system designed to make every fistfight feel visceral, unpredictable, and earned. Built by founder James Console and his Kansas City–based outfit, the title eschews canned animations in favor of active ragdoll physics and gesture-driven strikes, inviting players to punch, kick, and grapple their way through gritty encounters where environment and timing matter as much as technique. In this wide-ranging interview, Console digs into the inspirations behind Haymaker’s core mechanics, the challenges of crafting intuitive input mappings, how Early Access feedback is shaping combat and AI, and what recent additions like dodge-to-counter and expanded kicks say about the game’s evolving identity. Continue reading “Developer interview: Haymaker”

Developer interview: Life Below

Life Below is a refreshing twist on the city‑building genre set beneath the waves: players shape thriving coral reefs, revive collapsing ecosystems, and grow a living seascape while following a heartfelt narrative by Rhianna Pratchett. In this interview, Game Director Lise Hagen Lie discusses Megapop’s design choices and the team’s approach to blending ecology, gameplay, and myth. Continue reading “Developer interview: Life Below”

Developer interview: Golden Gloves VR

Golden Gloves VR is a virtual-reality boxing platform built to replicate real training and competition in a headset. In this interview we speak with Aaron Sloan, founder of Engine Room VR and creator of Golden Gloves VR, about building an authentic boxing experience from a non‑traditional tech background, and with Sage Rosario, a competitive boxer, about using the game as a training tool. The conversation covers design choices that preserve real boxing technique, how the game balances accessibility and competitiveness, and how VR fits into an athlete’s routine. Continue reading “Developer interview: Golden Gloves VR”