Posts

WEB TECHNOLOGIES TO OPTIMIZE THE GAME DEVELOPMENT PROCESS
He is no web specialist but yet Mikael Kalms, our CTO and co-founder, has managed to build a nice-looking tool that helps us build better games.But what has happened with web technologies during the last decade to make this possible? And how can web...
- way of working
- tech
- vlog

AVOIDING DEVELOPMENT STRESS
In this tech talk, our CTO and co-founder Mikael Kalms, talks about his personal experience of feeling like he is always lagging behind and never performs well enough. But Mikael also presents a solution: the approach that works for him and the same...
- way of working
- tech
- vlog

MODERN JENKINS FOR UNREAL ENGINE
Game engines provide a lot of things out of the box - but CI systems are typically not one of them. I have always found this annoying. Setting up a satisfactory CI solution for game projects tend to take a lot of effort. We have used Jenkins as the...
- blog
- tech

HOW WE DO RELEASES, AND WHY
Our very first video talk! Meet out very own movie star Mikael Kalms (CTO & co-founder) and learn more about how we do releases, and why. Did you know that we release once every week, with the game playable at all times? This approach is one of...
- way of working
- tech
- vlog

DECOUPLING UI FROM GAME STATE FOR FUN AND PROFIT
UI is one area in Unreal games that result in a surprisingly large number of crashes and synchronization bugs. We have begun exploring how to reduce those problems.BACKGROUNDTo make things concrete, here is a typical health bar widget from an Unreal-based...
- blog
- tech