We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
As Scavengers launches, Josh Holmes, CEO and co-founder of Midwinter Entertainment, tells how his studio built the ambitious PvEvP shooter in partnership with Improbable, a union that evolved beyond SpatialOS to create Improbable Multiplayer Services (IMS).
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.
SpatialOS enables developers to alter their game design easily, before and after launch.
Aaryn Flynn and the team from Improbable Edmonton take us through how SpatialOS-enabled rapid iteration has helped speed up their development.
Ready to get started with SpatialOS for Unity? Here are six tips to help you get your project off the ground.
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.
We explore the history of inventory systems, how to design them, and how SpatialOS revolutionises even this smallest design element.
We look at the last century of simulated war, and how SpatialOS could change it all.
We take a look at the core gameplay elements and mechanics that Survival Games need to succeed.
Designing games for SpatialOS requires new ways of thinking. Here we explore the challenges of creating truly-persistent games.