We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
Konstantinos Dimopoulos argues that huge, complex and persistent simulations mean that truly-immersive urban environments are just around the corner.
Improbable is pleased to announce the release of SpatialOS version 11.1.0. This is available now for immediate use with Unity and Unreal.
In this post we explore Quest which is not just a SpatialOS-powered Unity game that runs on mobile, but it is also an “io game”
Introducing Wizards and Pirates - two tutorials for getting started with SpatialOS as quickly and intuitively as possible.
Nicolas Holzapfel is a designer who also heads up Improbable’s Design team and he's a fan of interactive narrative games.
Rebecca Fallon is a Product Manager at Improbable. Previously she has been an academic, writer and anthropologist.
The latest version of SpatialOS is available now. Version 11 brings improvements, particularly to the way workers interact with the SpatialOS runtime.
Improbable CEO Herman Narula talking about Worlds Adrift, sharding, and the future roadmap for SpatialOS and Bossa.
Chong-U Lim received his PhD from MIT and worked for Playfish, EA and Kuju before joining Improbable as a Customer Engineer.
We gave a band of newly-recruited engineers just two weeks to build an RTS in Unity and SpatialOS. How did they do?