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.

Community spotlight: Confer-O-Matic

13 August 2020

We caught up with David Ryšánek, one of the creators of Confer-O-Matic, a platform for massive events in an open 3D world.

Continuous Integration at Improbable

6 March 2020

A team’s journey to effect a company-wide set of changes to make continuous integration (CI) not just better but great.

Community spotlight: Why Fight by Build on Barren

17 October 2019

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.

Feature Modules in SpatialOS and designing Project Nobody.

14 November 2018

Independent Norwegian developer, Trond Fasteraune, talks about the feature modules he’s been creating for his prototype small-scale MMO on SpatialOS.

Simple techniques against cheating using SpatialOS

4 October 2018

Norwegian independent developer, Trond Fasteraune, explains how he’s using SpatialOS to prevent cheating on his prototype small-scale MMO.

A Mini-MMO manifesto

26 September 2018

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 on: maps, territories and waypoints in Lazarus

21 June 2018

Spilt Milk’s Creative Director, Andrew Smith, explores developing maps, territories and waypoints in Lazarus on SpatialOS

Klang Games on: designing the politics of virtual worlds

1 June 2017

Berlin-based studio Klang Games discusses designing the politics of Seed's virtual world with Professor Lawrence Lessig

Spilt Milk on: the secrets of SpatialOS audio design

16 May 2017

Andy Grier and Tom Johnson from Spilt Milk Studios discuss creating the audio for Lazarus' persistent universe.

Spilt Milk Studio on: solving issues of scale in Lazarus

7 April 2017

Andrew Smith, Spilt Milk’s Creative Director, explores solving issues of scale in Lazarus using Improbable's SpatialOS