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Random is bad. Until it’s fun.

Go full Rogue, or go home. That’s always been my take on procedural content generation in games. Naturally then the recent slew of games that call upon the holy name of roguelike, when they’re actually just randomizing some small amount of variables in an otherwise largely designed game, enrages and annoys.

Surfing the cutting edge of awesome

It has to be a good sign when, two years in, in the middle of battling the deathless evils of HTML and CSS, you still occasionally stop to admire just how awesome your company logo is. It means you’ve at least done something right down the line, because them deathless evils? Evil.