The cost of creativity: balancing innovation with commercial success
We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
Squad developers Offworld Industries have helped us create a tactical-combat look for an Unreal Engine Shooter Game prototype.
At Improbable, we developed the widely-used, open source metrics project Thanos to enable reliable monitoring at a global scale. Here’s how we use it ourselves.
We’ve rebuilt the Inspector, our virtual world visualisation tool, to be more modular and customisable.
SpatialOS’ new online services will help you launch and operate your online game.
The SpatialOS Games Development Kit (GDK) for Unity is now in pre-alpha for mobile game experimentation.
If you’ve ever wanted to integrate SpatialOS with an engine other than Unity or Unreal, then our developer Charlie Micou has an experimental Godot integration and can tel
Former BioWare General Manager Aaryn Flynn is leading development in Edmonton, with a new London studio fronted by former DICE producer John Wasilczyk.
Improbable’s multiplayer game platform SpatialOS now works with the two leading games consoles.
Introducing support for KCP, an additional UDP-based network stack, in the SpatialOS 13.6 release. KCP provides a low-latency, secure network connection designed specifically for unreliable network conditions.
Improbable once again attended the University of Cambridge’s annual hackathon in 2019. We set a challenge to use a probabilistic programming language to write an AI for a game.