VR

17 posts

The Design Secrets That Turn Screen Time Into Real-Life Skills

Not all screen time is equal. Some drains kids, some distracts them— but a rare kind actually build real-life skills they’ll use for life. The difference isn’t just what kids watch or play, it’s how those experiences are designed. In Part 1 of this series, we explored the future of […]

How are Parents Shaping Screen Time

From Distraction to Growth: How are Parents Shaping Screen Time

When we talk about VR and social emotional learning (SEL), the focus is usually on classrooms. But the real story is happening at home with parents shaping screen time. In our last article, we explored how SEL and VR are reshaping the future of education— and why learning life skills […]

The future of learning life skills is virtual.

The Future of Learning Life Skills Is Virtual

The future of education is being rewritten. Social emotional learning (SEL) and virtual reality (VR), once seen as extras, are quickly becoming essentials. Together, they’re not just transforming classrooms; they’re reshaping how kids are learning life skills like resilience, empathy, and teamwork. Play has always been the foundation of growth. […]

play builds real skills

The Truth is Play Builds Real Skills That Last

Play is not downtime. Play builds real skills. Every laugh, rule negotiated, and “try again” moment shapes who kids become. Yet play is often dismissed as optional — a break from “real” learning. But research shows that play builds real skills. Play is where emotional intelligence takes root. And for […]

Emotional Intelligence in Gaming: The Essential Skill

Emotional Intelligence in Gaming: The Essential Skill

Emotional intelligence, not grades, predicts success. Every September, families focus on classrooms, routines, and test scores. However, research shows academic achievement alone is not enough. Emotional intelligence is the real superpower kids need — and games are the lab where they practice it. In this article, we explore why emotional […]

Muffin Fight 2.0 uses learning through play to build kids’ social-emotional skills and turn screen time into connection time.

Chaos to Connection: The Story Behind Muffin Fight 2.0

After nearly ten years of building games, we’re evolving Muffin Fight into something new: a VR game focused on learning through play. Muffin Fight 2.0 helps kids build real-world social-emotional skills while having fun. It turns screen time into connection time. This direction grew out of our work in the […]

Cross-Platform Play Concept Video for MRDRBRS

Cross-Platform Play in VR: A New Level of Access

As we design MRDRBRS, our goal is to create a game that connects with a wide range of players. We are doing this through thoughtful and intentional design. The future of VR gaming is about breaking barriers—between devices, platforms, and players. For us, cross-platform play isn’t just a technical feature. […]

audience engagement in gaming

Audience Engagement: How MRDRBRS Leads the Way in Gaming

In the evolving landscape of gaming, audience engagement in gaming has become just as crucial as gameplay itself. This shift is transforming how games are experienced by audiences worldwide. Fans watch, cheer, and interact from the “sidelines”, and they are shaping modern game design. With the rise of streaming platforms […]

3 Lessons in Building Social Multiplayer for VR

Social multiplayer for VR gaming isn’t just a feature; it’s how today’s gamers connect. From Muffin Fight to MRDRBRS, we’ve seen firsthand how multiplayer design brings players together and even pulls spectators into the fun. Here’s what we’ve learned about creating engaging social experiences in VR, with insights on spectator […]

Pitching to Game Publishers: How It Differs from Investor Pitches

As we continue refining our approach in the game development industry, we’ve learned that pitching to game publishers is a completely different game compared to pitching to investors. Last week at the Alberta Game Series, as part of Bow Valley College’s Indie Ignition Accelerator program, we—along with four other studios—had […]