Iterant Games was founded by brothers Micah and Matthew with the belief that iteration is the key to successful development. We started work on our game focused on taking the tools and content pipelines found in AAA games and using them for efficiency and speed. By having a robust suite of tools we can stay small and keep our priority on the people making the game, all while creating quality art and engaging gameplay.
Wait! is a coroutine utility that lets you write basic timing coroutines without the fuss of IEnumerator or yield syntax. It gives you easy, declarative, syntax that that makes it obvious what is happening at a glance. With the help of More Effective Coroutines (MEC), you can also run Wait! coroutines anywhere in your code.
UI Toolkit Data Binding
One of our most powerful tools, this adds object data binding to Unity UI Toolkit both for the editor and game UI. You can bind any piece of your UI to any object data (both static and instanced) to have total control of how much of your UI updates when data changes.
This is a suite of UI Elements that work with our Data Binding system and are ready to drop into your game or custom editors right away. From simple input fields to dynamic health bars and a robust drag and drop system, we've got you covered with these elements!
Art and Animation Tools (Maya)
This open source toolset was built to handle the art and animation needs at the now dissolved V1 Interactive. It's been tested in production for over 5 years and provides agile rigging, animation, motion capture, asset exporting, and modeling tools.
Micah Zahm Art Lead
Micah is a technical artist with more than 10 years of experience in the games industry focusing on tools and content pipeline. He's worked at some of the largest companies in the industry, spending time at ArenaNet, Bungie, and Ubisoft. With a belief that tooling and content pipeline should be accessible to small studios he plans to continue releasing open source tools as we develop them. Here at Iterant Games he's in charge of all things art, from modeling and animation to putting environments together.
Matthew Zahm Engineering Lead
Matthew is a software engineer with more than 10 years of experience in the corporate world, largely in creating internal tools that drive productivity for a range of departments. He's been working in Unity as a hobby ever since Unity 3.0 and loves combining his professional tool making skills with his love for game development. Here at Iterant Games he's in charge of all things engineering from writing the grid and combat systems to wrapping every third party tool with superior UIs.