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Gaming for Attention

Trade shows provide immense opportunity for marketers. In fact, according to Statista, trade shows are the most profitable B2B media industry in recent years, accounting for more than $12.65 billion in business in 2015 alone. And those aren’t ad dollars spent uselessly either. Right around 50 percent of trade show goers plan to buy a…

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The Classroom of the Future: Games in Education

The world has changed and with it the jobs that students are likely to get and the skills required to be successful at them. Unfortunately, modern teaching methods have fallen behind. Schools no longer provide students with the type of training and practice that they’ll need to be successful in the modern workplace. Thankfully, there’s…

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It’s Time to Leave Passive Advertising Behind

It’s no secret that millennials are more tech-savvy than previous generations. So it should come as no surprise that advertising methods that worked well before the age of the internet are now in stiff competition with their digital counterparts.   Passive Advertising Alone Isn’t Enough Anymore Once upon a time, passive marketing through T.V., print,…

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Changing the Marketing Game

In today’s world, gamers come in all shapes and sizes. From the 4-year-old girls playing Minecraft to the millions of professional, working adults who wind down with Skyrim, Call of Duty, Overwatch, Madden or even just Candy Crush, the gamers of 2017 are a diverse group. In fact, according to Statista, gamers are pretty evenly spread…

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Don’t Sneeze. Allergens is also Hectic.

The winners of Hectic Games Jam #8 were announced today… aaaaand that makes two for two! Allergens was victorious, and now we don’t know what to do with all these Xboxes. Thanks to this victory, we get to take GLTCH and Allergens down to PAX next month! Northern Sydney TAFE had some unused booth space that they were…

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Autorun is Hectic.

Autorun was declared the winner of Hectic Games Jam #7. Thanks Xbox for the Xbox, and thanks Hugo for forcing our attendance. A couple of weeks ago, we competed in our first public game jam as a team ever. We were nervous, we were excited, but most of all, we had no idea what to…

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It’s The Final Devblog: Week 26

GLTCH is live! It’s actually live. This labour of love has taken exactly half a year to hit the Play Store (yes, we started the devblog in our first week) and the refresh button could not have been pressed more times as we waited for the final submission to go live. It’s free, so download it…

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GLTCH Devblog: Week 25

Nico is not a man to back down from a challenge. Each of GLTCH’s 32 iteration levels were designed and implemented within a week, with some time to spare. It’s been good to see the content we shut out over a month ago make a return. We were prepared for a sneaky stash of bugs…

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GLTCH Devblog: Week 24

We’re now less than a fortnight away from GLTCH’s Play Store debut, so it would only make sense to overthrow how fragment and enemy spawning works, right? Why not? You can tell the crunch time pressure is being applied when you have to seriously weigh up the benefits of changing something major, and although we…

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