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 Fight is a cross-platform massively multiplayer combat game. We caught up with the developers, Build on Barren, to find out more about it.
In April of this year, our CEO Herman Narula was asked to present a TED talk, discussing virtual worlds and the transformative power of video games.
Get started livestreams: how SpatialOS helps you launch online games easily, safely and successfully.
In our latest Livestream, our online services team talked about the major challenges to launching an online game and how SpatialOS works to mitigate them.
UK-based networking experts will continue to work with studios building and optimising multiplayer games
Aaryn Flynn and the team from Improbable Edmonton take us through how SpatialOS-enabled rapid iteration has helped speed up their development.
Antares Open World is so ambitious as to defy easy description. We caught up with its solo developer, Jan Ohlmann, to find out what exactly the game is.
Seattle-area studio fronted by former 343 Industries leadership to join Improbable’s worldwide internal development studios making groundbreaking online games
In our latest Livestream, we talked with Peter Burzynski of Midwinter about flexible design and offloading - watch it here.
Did you miss our first Livestream? Don’t worry - the recording is now available on our YouTube channel.
Our massive-scale monitoring tool Thanos is moving to the Cloud Native Computing Foundation (CNCF). Read on to see why Improbable is donating it.