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 we launch Scavengers, we look at how Improbable has evolved Improbable Multiplayer Services, an ecosystem of technology, services and solutions designed to help ambitious developers and studios create the next generation of games as a service.
What do you think of when you read the word ‘defence’? Whatever comes to mind, you may be surprised to find out what exactly our defence division does and why working at Improbable is almost certainly unlike anything you’d expect.
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.
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.
A team’s journey to effect a company-wide set of changes to make continuous integration (CI) not just better but great.
The SpatialOS Runtime mediates an online game’s various servers, clients and engine instances. Earlier this year, we rebuilt it completely.
At Improbable, we developed the widely-used, open source metrics project Thanos to enable reliable monitoring at a global scale. Here’s how we use it ourselves.
The SpatialOS Games Development Kit (GDK) for Unity is now in pre-alpha for mobile game experimentation.