We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
Zara Yaqoob was previously a Business Associate at Google and has worked as an Advocate for women in tech and entrepreneurship.
We explore the history of inventory systems, how to design them, and how SpatialOS revolutionises even this smallest design element.
Spilt Milk’s Creative Director, Andrew Smith, explores developing maps, territories and waypoints in Lazarus on SpatialOS
The SpatialOS GDK for Unity and FPS Starter Project have now launched and can be downloaded today.
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.
Improbable announces prioritising exposing all the services that SpatialOS provides, locally and in the cloud, through a public Platform API.
The biggest Battle Royale game needs the biggest design ideas too.
Improbable's Fabian Reinartz and Bartek Plotka discuss using the Prometheus monitoring system to manage a highly dynamic cloud infrastructure at a global scale.
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.
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