Ian MacLarty

Find your favorite room amid the chaos of The Catacombs of Solaris

A strategy to use when exploring ruins in Dungeons & Dragons is to hug the wall. Have the beefiest party member (preferably a halfling barbarian) lead the way—not necessary, but a warrior knows how to survive. When presented with the option to turn either left or right, pick the latter. Always. The

See through Ned Kelly’s eyes in this videogame

Ned Kelly is prime videogame material. A man who commanded a gang, set-up a hideout in the Australian bush, and donned iconic homemade steel armor in his final showdown with the police. The bushranger and his tale lends itself to being fastened to the hallmarks of any violent, open-world game. In fa

Where painting and videogames collide

If someone refuses to paint, all you need to do to fix that is strap tubes of the stuff to the soles of their shoes and send a couple of angry dobermans after them. Don’t question why you’d ever be so desperate to get someone to paint that you’d resort to this admittedly drastic method. This is how

Videogame generates worlds based on your webcam, horror ensues

We drive into the future using only our rearview mirror. — Marshall McLuhan Ian MacLarty’s Reflections inspired one of those “whoa the future is here” moments in me. I remember years ago, I felt like I was in the goddamn Jetsons the first time I ever Skyped with a person half way across the world. I

This strange virtual world is a peek inside its designer’s mind

Editor’s note: An earlier version of this article misrepresented MacLarty’s motivations. It has been revised following a discussion with him. Videogame designer Ian MacLarty recently took part in a game jam, as part of the Freeplay festival in Australia, that was themed upon diversity, multiplicity