We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
Improbable is pleased to welcome Natalia Strauch to our executive leadership team as Chief People Officer.
We’re always looking for talented engineers to join our Partner Engineering team. To find out what they do, why they do it, and why Improbable has just won a gamesindustry.biz Best Places to Work award, read on.
CEO & Founder of zeuz, Manuel Karg, digs deep into operational costs to discus how best to mitigate risk and prepare your game for success.
The SpatialOS Runtime mediates an online game’s various servers, clients and engine instances. Earlier this year, we rebuilt it completely.
Improbable’s delivery management team is responsible for ensuring our product has regular, timely releases. Martin Petherick talks us through what that involves.
Life on the Core Security team at a technology startup
At Improbable, we have a team dedicated to improving how we deliver software confidently, predictably and productively - Engineering Velocity.
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.
Peter Cornelius, previously a Game Producer at Paradox Interactive, reveals the ins and outs of his role as a Producer at Improbable.
Attending the Grace Hopper Conference as an industry professional: three tips for engaging with the community
Five of Improbable's team attended the world’s largest gathering of women technologists, Grace Hopper Celebration (GHC) and provide their advice for attending the conference.