Even though it’s hard work and it has its drawbacks, I am able to actively work as CEO/CTO for both of my companies: Keen Software House (KSH) and GoodAI. This means a lot of reading, studying, designing, prototyping, planning, discussing with colleagues and other experts, traveling, and making day-to-day decisions about the most important thing to work on at any moment.
Just look at what my teams accomplished together in 2015. We…
2015 started out strong at Keen Software House with the Medieval Engineers announcement. Since the release our team has grown significantly to meet our rising development needs, and in one year we moved to new and bigger offices – twice! The Medieval Engineers release also led us to create the Engineers sales pack (Space Engineers + Medieval Engineers).
Not long after the Medieval Engineers release, we learned that we were awarded Czech Game of the Year in the technical contribution category. Presented by Czech Games, Medieval Engineers’ realistic physics, structural integrity, and the options it provides to players for building realistic-looking medieval castles and catapults really impressed the jury.
You’ve probably heard a lot about our biggest feature yet in Space Engineers – Planets – released in November. It was our most-anticipated feature ever, and even though it wasn’t in our original development plans, we were so glad to take on the challenge and deliver what the community wanted! Equally important is the fact that there’s no game in this universe that offers the range of gigantic features we’ve implemented in ours – large planets, a dynamic and destructible environment, seamless traveling, structural integrity, and engineering complex structures (from ships to planetary bases, medieval fortifications), and more. It feels good to be first!
We closed out 2015 with some more great news that confirmed we have the best community of any game studio. We won the Indie of the Year award for 2015! The award is based on community votes, and we couldn’t have done it without your support. Thank you!
During 2015, GoodAI grew from a team of 10 to 30 researchers – and we’re still hiring! Alongside announcing GoodAI as a company in July, we also released Brain Simulator – our in-house platform for designing AI architectures – for free to the public under an open source, non-commercial license.
We also reached our first milestones in 2015, including Pong/Breakout, Maze Game, and a subpart of our attention module. However, these milestones are just warm-up tasks for us – they’re not related to our new unified brain architecture, which we’re starting completely from scratch.
We put together a clear R&D roadmap for GoodAI and developed a simple framework for studying AGI abilities and requirements. We reorganized the team to be more efficient and defined clearer roles so everyone can contribute to our shared goal.
Speaking of reorganizing the team, in 2015 I became GoodAI CTO – the lead role in making decisions about designing and inventing our technology from the ground up, working shoulder to shoulder with my dedicated and talented team. This is in addition to my duties as CEO, where I direct the company vision and lead the business side of GoodAI.
I also took on a greater role of AI advocate + AI safety advocate. I’ve learned it’s possible to be invested in both fast AI development and safety, and made it a goal to become a spokesperson for it.
Some GoodAI 2015 media coverage:
MIT Tech Review: http://bit.ly/1NbiPJI
The Next Web: http://bit.ly/1mghiZm
Center for Data Innovation: http://bit.ly/1SkHFJN
HN Slovakia: http://bit.ly/1QUPF4U
HN Czech Republic: http://bit.ly/1JdHvBU
I traveled to the U.S. (twice!), Canada, Asia (China, Hong Kong, Japan, and South Korea), Finland, the UK, Austria, Germany, and more! The primary reason I took these trips was to educate myself further and to learn from other experts in gaming and AI. It was also a good opportunity to do some business development and networking, but these are secondary priorities for me.
In case you missed them, take a look at a few of the presentations I gave over the year, both in Prague and abroad:
We accomplished all of our achievements through dedication and working to overcome challenges together. At the end of the day we were recognized (at home and internationally) and gained the respect of others in games and AI. We stuck to our mission, focused, and responded to the need to create.
2015 was a good year!
This year is going to be the most challenging year of my life…
I need to ensure that KSH transitions from a one-hit indie studio to a reputable gaming house, not dependent on luck or few people to succeed, but able to consistently deliver creative, successful, high-quality titles.
I need to make sure that Space Engineers gets polished, bug-fixed, and finished in the way it deserves, while my original vision for the game stays constant. Along with all my other duties, I need to get my hands dirty with play testing and designing game elements.
I need to ensure that Medieval Engineers gets the attention it needs (and deserves), and that all planned and important features get implemented – I am getting back to game design.
I also need to design a few new games…stay tuned!
I need to keep designing and programming our new unified brain architecture and School for AI, making the critical decisions and working hard in tandem with my team. I’m so proud of how much we’ve accomplished in the first two weeks of 2016 and can’t wait to see where we go together over the next year. While I can’t promise what abilities our AGI will be able to demonstrate by the end of 2016, I believe it will be as many as possible. We may also launch an AGI contest as part of our School for AI. Keep an eye out for more info on this!
This year will prove if my vision and architecture ideas for developing AGI are right or wrong 🙂
Thanks for following us this last year, and stay tuned for much, much more in 2016!
CEO, CTO & Founder
Keen Software House, GoodAI
For further updates, keep reading my blog: http://blog.marekrosa.org/ or find me on Twitter: @marek_rosa
Follow Space Engineers and Medieval Engineers on social media:
Space Engineers on Facebook: https://www.facebook.com/SpaceEngineers
Space Engineers on Twitter: https://twitter.com/SpaceEngineersG
Medieval Engineers on Facebook: https://www.facebook.com/MedievalEngineers
Medieval Engineers on Twitter: https://twitter.com/MedievalEng