The cost of creativity: balancing innovation with commercial success

10 November 2020

We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.

Why work in production at Improbable?

23 July 2018

Zara Yaqoob was previously a Business Associate at Google and has worked as an Advocate for women in tech and entrepreneurship.

Thinking spatially: inventory systems

20 July 2018

We explore the history of inventory systems, how to design them, and how SpatialOS revolutionises even this smallest design element.

Spilt Milk on: maps, territories and waypoints in Lazarus

21 June 2018

Spilt Milk’s Creative Director, Andrew Smith, explores developing maps, territories and waypoints in Lazarus on SpatialOS

The SpatialOS Unity GDK: ECS-powered multiplayer

19 June 2018

The SpatialOS GDK for Unity and FPS Starter Project have now launched and can be downloaded today.

The SpatialOS Unreal GDK: a deeper look

15 June 2018

In this blog we delve deeper into why we chose to change our focus from SDKs to GDKs, as well as a brief overview of how it works, our goals going forward and an update on our progress.

Enabling user-created tools, workflows, and services through our API-first approach.

12 June 2018

Improbable announces prioritising exposing all the services that SpatialOS provides, locally and in the cloud, through a public Platform API.

Everything you need to know: Mavericks by Automaton (Updated).

7 June 2018

The biggest Battle Royale game needs the biggest design ideas too.

Introducing Thanos: Prometheus at scale

18 May 2018

Improbable's Fabian Reinartz and Bartek Plotka discuss using the Prometheus monitoring system to manage a highly dynamic cloud infrastructure at a global scale.

Introducing Game Development Kits and Improbable’s open ecosystem

10 May 2018

At Improbable we’re introducing new solutions that make creating SpatialOS games with Unity and Unreal easier, while ensuring that developers don’t have to reinvent functionality that’s already in these engines.

Breaking into our own Vault of Secrets

20 April 2018

Keeley Erhardt previously worked as a Graduate Research Assistant at MIT, and is now a Software Engineer on SpatialOS, here she discusses breaking into Improbable's Vault