Improbable news and blog

The cost of creativity: balancing innovation with commercial success

10 November 2020

We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.

New multiplayer technologies are reducing the Total Cost of Ownership

9 October 2020

Multiplayer development is a complex and expensive business. In this presentation, delivered at Devcom in August, Manuel Karg explores how developers can embrace technological innovation to minimise the Total Cost of Ownership.

Keeping your multiplayer game design flexible

17 December 2019

SpatialOS enables developers to alter their game design easily, before and after launch.

Get started livestreams: four ways to iterate online games quickly, with Improbable Edmonton

23 September 2019

Aaryn Flynn and the team from Improbable Edmonton take us through how SpatialOS-enabled rapid iteration has helped speed up their development.

6 tips for getting started with the SpatialOS GDK for Unity

11 February 2019

Ready to get started with SpatialOS for Unity? Here are six tips to help you get your project off the ground.

Thinking spatially: using dynamic interest management to create revolutionary game designs.

17 January 2019

The new version of our SpatialOS Runtime allows developers to have more control over how server load is distributed - here, we explore the huge design ramifications.

Thinking spatially: inventory systems

20 July 2018

We explore the history of inventory systems, how to design them, and how SpatialOS revolutionises even this smallest design element.

From Prussia with love: A history of simulated war games

15 December 2017

We look at the last century of simulated war, and how SpatialOS could change it all.

Design toolkit: 5 core elements from survival games

21 November 2017

We take a look at the core gameplay elements and mechanics that Survival Games need to succeed.

Thinking spatially: persistent worlds

17 November 2017

Designing games for SpatialOS requires new ways of thinking. Here we explore the challenges of creating truly-persistent games.

Worldbuilding: what can map design tell us about game design?

10 November 2017

Improbable’s Ollie Balaam looks at cartography in games from Far Cry to Worlds Adrift.