Building incredible multiplayer games since 2012.

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Seth Sivak

Scientific Method and Game Design

Last night I gave a talk at the Boston Post Mortem meetup covering a topic that I think is very important to how Proletariat designs and builds games. The core of the talk walks through three examples of specific features that we built during the development, beta, […]

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Dan Ogles

hxInflate – New Open Source Haxe Serialization Library

  I’m pleased to announce our newest open-source library, hxInflate. This is a Haxe library for serializing and unserializing objects, for the purpose of storing them on disk or in a database. Haxe comes with its own Serializer and Unserializer classes, which are adequate for many tasks. […]

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Sterling Reames

Squidfingers 2.0 (free animation rig)

We’ve been hard at work on all the new units (eight of them!) coming in the impending 3.4 update of World Zombination, and with that release quickly approaching, we thought the best way to celebrate would be to release the newly updated character rig we used to […]

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Dan Ogles

Making Zombies Run (Fast) in Haxe

As we’ve talked about before, we use the Haxe programming language at Proletariat. This allows us to write the same code and translate it to multiple languages: C# in Unity and Javascript for our Node.js servers. One question I often hear from developers when I talk about this […]

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How Proletariat Handles Support

Last week, our community director Gordon talked about how we handle World Zombination’s Feedback Loop. Players frequently reach out to let us know what they like about the game and to suggest improvements, and we take all of this into account as we continue to make the […]

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