Building incredible multiplayer games since 2012.

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Postcards from the Funpocalypse

When I’m not commercial crab fishing on the Bering Sea, I spend my time here on the mainland working on the UI for World Zombination. Though the focus of my job is to ensure players understand how to get from point A to point Z, I also […]

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Free HUGS!

In my last post, I discussed why Proletariat chose to use Haxe and Unity together to build World Zombination. Now, I’d like to introduce you to the Haxe library we built that allows you to write Unity code: HUGS. We’re making it freely available on GitHub so […]

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A Culture of Iteration

The best games come from iteration, but how can we build that into our process and culture? This is something we have worked hard to create at Proletariat and we push every day to foster this culture. Here are three important steps to creating a culture of iteration […]

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Building the Medic

Explaining exactly what I do as a game artist can be a little difficult. Conversations with my family about exactly what I’m doing with my life often go something like this: Them: “So… you draw the little men right?” Me: “Yes, that’s the first step, but I […]

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Choosing a development stack for World Zombination

This is the first in a series of technical posts about our development choices and process at Proletariat. TL; DR: If you want to write code once and run it on multiple platforms, check out Haxe. We’ll also be releasing many of our internal tools and source […]

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