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 caught up with David Ryšánek, one of the creators of Confer-O-Matic, a platform for massive events in an open 3D world.
A team’s journey to effect a company-wide set of changes to make continuous integration (CI) not just better but great.
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.
Independent Norwegian developer, Trond Fasteraune, talks about the feature modules he’s been creating for his prototype small-scale MMO on SpatialOS.
Norwegian independent developer, Trond Fasteraune, explains how he’s using SpatialOS to prevent cheating on his prototype small-scale MMO.
Trond Fasteraun, an independent developer from Norway, explains what he hope to achieve through his experimentation with a prototype small-scale MMO on SpatialOS.
Spilt Milk’s Creative Director, Andrew Smith, explores developing maps, territories and waypoints in Lazarus on SpatialOS
Berlin-based studio Klang Games discusses designing the politics of Seed's virtual world with Professor Lawrence Lessig
Andy Grier and Tom Johnson from Spilt Milk Studios discuss creating the audio for Lazarus' persistent universe.
Andrew Smith, Spilt Milk’s Creative Director, explores solving issues of scale in Lazarus using Improbable's SpatialOS