Our Studio

Captivated by the continuing advancements of virtual reality, Polyarc's founders found it impossible to ignore such energizing and momentous creative possibilities.

A picture of the Polyarc team.

About us

Polyarc, located in Seattle, was founded in 2015 to explore the energizing and momentous creative possibilities of virtual and augmented reality, and to champion a culture where deep collaboration, creative expression, and high player value are at the forefront of every innovation.

Polyarc self-published Moss in 2018 which ranks as one of the top-rated VR games of all time and has received more than 120 global industry awards and nominations. Its critically acclaimed 2022 sequel, Moss: Book II, has won multiple major industry awards including The Game Awards’ Best VR/AR Game and the VR Awards’ VR Game of the Year. And its multiplayer real-time battler, Glassbreakers: Champions of Moss, completed its Open Beta earlier this year which was well received by fans around the world.

Polyarc’s team is made up of talented developers with deep experience working on well-known, AAA franchises such as Destiny, Halo, Red Dead Redemption, and Guild Wars; as well as work supporting Xbox, PlayStation, PC, and mobile platforms.

Our Values

Values only matter to the extent that they are reflected in the company culture. This means that values are relevant when they factor into important decisions such as who we hire, the feedback we give one another, and the way we develop our games. The values here are not intended to be dogmatic, rather an actual reflection and distillation of the fundamental beliefs we hold at Polyarc. Upholding these values should help us make sure Polyarc is a place worth spending our time working and that we are making games worth playing.

Creative Expression

Inside the studio, we all make video games because we care about them. We make decisions about our products, teams, and the company as a whole, that support giving everyone a voice in the games we make. Iterating and refining our ideas with our peers in this environment will produce our best work. We also admire and support creative expression in the many ways it manifests outside of the office, knowing that these outlets recharge and generate new creative energy that people bring with them to work. When all developers involved are making personally meaningful contributions to a project, the effort and care will show through in the final result.


We believe our best work is going to be the product of many varied and unique voices. We want to design and develop games that are greater than the sum of their developers. This means we need to have a culture of collaboration, open candor about progress and results, as well as productive conflict resolution when differences inevitably arise. This means we want to lower barriers between disciplines and encourage crossing those boundaries. This also means we need a culture of transparency so that everyone working together has reasonable opportunity to contribute to ideas and make their decisions with full context.


Many of us are interested in multiple facets of the game development process. One of the primary values we can offer people here is to encourage them to explore these facets with the help of peers who are experts in those areas. Working here should be an opportunity to be inspired and informed by those peers, broaden a skillset of interest, and to see that work reflected in a shipped product. For many, it is also inspiring to teach others and to build team strength by lifting up team members. In the long run this focus on sharing knowledge will make all of us better and more well-rounded game developers.


At the most fundamental level this means absorbing accountability for the quality and craftsmanship of the work being done. This can manifest as taking initiative to get an important effort started, or really buckling down to fix a lingering issue, or proposing cuts for the sake of project scope. We believe that accountability includes keeping development sustainable, and that no one is asked to burn themselves out for the sake of the project. True encouragement of accountability is also encouragement of leadership. We believe this accountability fosters a deeper sense of empowerment and accomplishment in our people and is the way to work effectively in an environment of rapid creation and perpetual challenges.

Player Value

Ultimately, we are making games for our players. While it is important to reflect those games off our own desires and interests, in the end the thing that matters is how we make our players feel. Our hopes and desires might serve as the initial starting point, but it is player experience that acts as our compass. This means we need to empathize with their perspective, respect their emotions, respect their time, and respect their interest in us and what we do. We might set off on a path thinking we are making a certain experience, but player feedback will give us clarity and resolve toward the final goal. In the end the feedback we receive from our audience will be the true measure of our success.

Our team

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John Carter - Videogame X Webflow Template
CEO & Founder

John Carter

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Matt Cannon - Videogame X Webflow Template
VP of Development

Matt Cannon

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Sophie Moore - Videogame X Webflow Template
VP of Game Design

Sophie Moore

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