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.

An evolving ecosystem for operating and developing GaaS – launching autumn 2021

28 April 2021

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.

Working at Improbable: what we talk about when we talk about ‘defence’

11 March 2021

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.

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.

The nexus of distributed systems engineering and game development

2 October 2020

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.

Game operation costs: the unpredictable beast?

22 September 2020

CEO & Founder of zeuz, Manuel Karg, digs deep into operational costs to discus how best to mitigate risk and prepare your game for success.

SpatialOS for Unreal 2020.1

17 March 2020

We are delighted to announce SpatialOS for Unreal 2020.1

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.

Why did we rebuild the SpatialOS Runtime?

16 July 2019

The SpatialOS Runtime mediates an online game’s various servers, clients and engine instances. Earlier this year, we rebuilt it completely.

Metric monitoring architecture at Improbable using Thanos

26 April 2019

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.

SpatialOS is coming to mobile

16 March 2019

The SpatialOS Games Development Kit (GDK) for Unity is now in pre-alpha for mobile game experimentation.