"Need to create"

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December 15, 2015

Today I’m writing to offer a brief peek into the GoodAI R&D roadmap to AGI (general artificial intelligence), a document we plan to release to the public in the coming weeks. It outlines our vision and methodology for developing universal artificial intelligence. The roadmap will focus on our plans for the next few months.

November 12, 2015

Today is an important day in Space Engineers history. I am very happy to present the biggest and most challenging addition we have ever made: Planets!
Space Engineers now has the largest, fully destructible, volumetric and persistent planets in the universe!

October 23, 2015

Dear Engineers, today we are celebrating the 2nd anniversary of Space Engineers. It has been two years since the release of the game co-developed by the community and shaped by its fans. To this day, more than 150,000 community creations have been shared and more than 100 weekly updates issued.

August 18, 2015

Our Space Engineers and Medieval Engineers teams have been working hard to develop new features over the past few months, and recently it became clear that in order to keep the gameplay at a high level, we need to slow down the pace of adding new features and focus more on improvements. To say it another way, we’ve been pushing towards new features in a highly motivated, almost crazy way and it’s time for a stabilization period.

July 21, 2015

GoodAI is gearing up for our first whole-team conference about general artificial intelligence in Berlin, Germany from July 22-25. We’re sending a full bus of team members, about 25 people, to represent GoodAI.

July 15, 2015

Today I’ve prepared a special blog post to tell you a little more about how we do things here at GoodAI. Our way of working is all about esprit de corps, or what’s often just called “morale” in English – it’s about believing in a purpose and staying motivated to move forward towards a common goal. Esprit de corps means being a cohesive whole, refusing to surrender, having each other’s backs, and getting where we need to be.

July 7, 2015

Today I’m thrilled to publicly announce GoodAI, a Keen Software House sister company developing general artificial intelligence. In this post, I will tell you more about our current stage of general artificial intelligence research at GoodAI, where we hope to go from here, and especially about our plans to improve our games by integrating them with our AI technology.

June 24, 2015

Today I’m happy to report that we’re taking the next step in our plans to expand the Keen Software House teams. We’re growing very rapidly and planning to grow even more – at the moment we have about 30 people working on the games team and roughly 20 on the AI team. We just signed the contracts to open a second office in Brno, and it has been up and running for about one week.

Biography

I have always been driven by the need to create — games, AI agents, ideas. That’s why I started Keen Software House: to create games that only existed in my head. After Space Engineers took off, I founded GoodAI to develop AGI, to help humanity and understand the universe.

These days I’m focused on Space Engineers 2, the VRAGE3 engine, AI People, and autonomous agents in general — powering NPCs in our games, or swarms of autonomous and intelligent drones.

It’s all part of my long-term plan: to make civilization stronger, greater, and more resilient.

Our home base is a 17th-century Oranžérie in Prague — but we’re a remote-first, global team of 100+ programmers, artists, designers, and engineers.

I am proudly European , and in the last few years, I’ve come to love South Africa and its people.

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