Building incredible multiplayer games since 2012.


Mike Soltoff


Heyooo—Mike the UI guy here again for another installment of “How I Make Stuff,” brought to you by 1369 coffee and the peanut butter sandwich I just ate. Today’s topic is: Icons. What are they? Who are they? Where do they come from? What do they want? Inquiring minds want to know. […]

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How to Squash and Stretch a Zombie: World Zombination Edition

Walt Disney introduced the twelve principles of animation back in the 1930s. Many animators (including myself) abide by those principles even today. One that is very near and dear to my heart is called “squash and stretch.” Squash and stretch is a great way to breathe life […]

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Cutting Room Floor: Business Zombie

We’re starting a new series here on the Proletariat blog! Cutting Room Floor will feature inside looks at some of the things that we thought of for World Zombination, but didn’t quite make it into the game. First up: Business Zombie. Business Zombie was the first World […]

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Seth Sivak

Real Talk: Games Are Hard To Make

At Proletariat, we have done our best to be as transparent and open as possible with our community about the development of World Zombination. That is why I want to spend a little time explaining why our next major release (which we’ve been calling 2.0) has taken […]

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Luke Petre

Goodbye munit

“Wise programmers pay attention to making their test suites fast, so they can be run often without interrupting concentration.” – Eric S. Raymond[1] Recently we refactored our entire unit testing suite; replacing the munit cross-platform testing library with our new haxe-nodeunit library. Over the last few months […]

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