Today I’m writing with news about our Keen Software House structure and especially the Medieval Engineers team. We’ve made a few changes that are aimed at helping us reach our short-term and long-term goals, so we can deliver the amazing games our community deserves as efficiently as possible.
Earlier this month, I wrote a blog post explaining that in the last 1-2 years we have transitioned from an indie studio of 5 people to one of 50+. We’re growing fast and the growth continues. We’ve experienced some growing pains (like any expanding business does). We’re solving this by constantly improving our organizational and management processes, and by finding strong leaders for each project. We were working to find the right person to lead Medieval Engineers and help us scale up so we can continue to bring you quality, awesome, fun, polished games with big features.
Today I’m happy to say that we’ve found that person – Tim Toxopeus. I’ll tell you a little more about him later on in this post.
Team Structure
We’re definitely no longer a small indie studio of 5 guys. These days, we have over 50 people split into various teams (a few people are on more than one team). We’re publishing this organizational info because we never actually explained what our team looks like to our community - now everyone can have a clear picture of how development looks at KeenSWH:
This list doesn’t include 30 researchers working at GoodAI - a general artificial intelligence R&D company I started two years ago.
How is this different than before? We’ve always had dedicated teams of people working on SE + ME. The biggest difference now is that while I’m still the head of Keen Software House, it will be up to Petr and Tim to drive Space Engineers and Medieval Engineers forward. Improving our management structure means that we can scale up in a serious way - the studio can now be run by the game teams rather than by me directly. I can now focus more on the general vision of our games and projects (the big picture), like what can we do better, where we want be in 1 to 5 years, etc., while each game team and its leader devotes 100% of their attention to a single game.
New Medieval Engineers Leadership
You’ll hear a lot more from the Medieval Engineers team lead and producer, Tim Toxopeus, in the coming weeks. Known as Deepflame on our forums and Discord server, Tim is an experienced programmer and an avid player of both SE and ME. He had a cumulative playtime of 1000+ hours before he even applied to join Keen Software House. Bringing him to the Medieval Engineers team as lead producer is the next step in optimizing things in the game and at Keen Software House.
One of Tim’s first actions as team leader is to release a new stable (and default) branch on Steam with today’s Medieval Engineers update. In addition to returning area building to the game, we’ve made some fixes and quality of play improvements that will make gameplay generally more accessible and pleasant.
With the release of this stable branch, we have decided to temporarily pause weekly updates (though video updates will continue as usual). I want to stress that this period will be different from the feature freezes and bug fixing periods we did in the past. We want to do much, much more than just stabilize the game – we want to bring it back to life.
Without the pressure to release something new for players every week, we can direct all of our energy towards getting Medieval Engineers in a more intuitive state and fulfilling our original vision for the game. You can read more about my original vision for the game in my previous blog post, but essentially, we want to refocus on engineering and building in the game. We want to implement a more intuitive interface that teaches new players what they can do. Survival, multiplayer, and single player will become a priority once again. You can think of the current version of Medieval Engineers as a demo – just a taste of what’s to come.
We want players to keep in touch with what’s going on week-to-week in Medieval Engineers development, so weekly video updates will continue. They’ll be a little different than before, since we won’t be announcing new features every week. Instead, you’ll hear a lot more from Tim, programmers, artists, and testers about what’s going on in the game behind the scenes. So keep an eye out for upcoming Tuesday interviews, dev diaries, modding guides, and more!
Finally, we also want to implement a small reward in the game for those players who stuck with us through the early stages and this rocky period of development. If you have ideas about what that reward could look like (perhaps a custom model or hat in the game that would mark you as one of our earliest community members), let us know in the comments!
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Thanks for reading!
Marek Rosa
CEO and Founder, Keen Software House
CEO, CTO and Founder, GoodAI
Medieval Engineers on Facebook: https://www.facebook.com/MedievalEngineers
Medieval Engineers on Twitter: https://twitter.com/MedievalEng
Space Engineers on Facebook: https://www.facebook.com/SpaceEngineers
Space Engineers on Twitter: https://twitter.com/SpaceEngineersG
Earlier this month, I wrote a blog post explaining that in the last 1-2 years we have transitioned from an indie studio of 5 people to one of 50+. We’re growing fast and the growth continues. We’ve experienced some growing pains (like any expanding business does). We’re solving this by constantly improving our organizational and management processes, and by finding strong leaders for each project. We were working to find the right person to lead Medieval Engineers and help us scale up so we can continue to bring you quality, awesome, fun, polished games with big features.
Today I’m happy to say that we’ve found that person – Tim Toxopeus. I’ll tell you a little more about him later on in this post.
Team Structure
We’re definitely no longer a small indie studio of 5 guys. These days, we have over 50 people split into various teams (a few people are on more than one team). We’re publishing this organizational info because we never actually explained what our team looks like to our community - now everyone can have a clear picture of how development looks at KeenSWH:
- Space Engineers – 14 people (led by Petr Minarik, who’s been with KeenSWH since the beginning)
- Medieval Engineers – 10 people (programmers, artists, testers) - led by Tim Toxopeus
- Music – 1 composer (Karel Antonin)
- Sound – 2 sound designers (one of them - Lukas Tvrdon - has been with us since the beginning and worked on Miner Wars, Space Engineers and Medieval Engineers)
- VRAGE engine – 4 programmers - led by Jan Nekvapil, a young and very talented programmer
- VRAGE-RENDER engine – 3 programmers (led by Jan Hlousek, a newer member of the team with years of experience in game development and render techniques)
- Backend – 2 people
- Space Engineers Xbox – 1 programmer + one external development company with significant experience porting PC games to consoles
- Testers – 5 people
- Game Design – 2 game designers (led by Tomas Rampas, one of the original Space Engineers designers)
- HR – 1 person
- Finance – 2 people
- PR – 3 people
- Business development – 1 person
- Office Management – 1 person
- Other projects – 10 people
This list doesn’t include 30 researchers working at GoodAI - a general artificial intelligence R&D company I started two years ago.
How is this different than before? We’ve always had dedicated teams of people working on SE + ME. The biggest difference now is that while I’m still the head of Keen Software House, it will be up to Petr and Tim to drive Space Engineers and Medieval Engineers forward. Improving our management structure means that we can scale up in a serious way - the studio can now be run by the game teams rather than by me directly. I can now focus more on the general vision of our games and projects (the big picture), like what can we do better, where we want be in 1 to 5 years, etc., while each game team and its leader devotes 100% of their attention to a single game.
New Medieval Engineers Leadership
You’ll hear a lot more from the Medieval Engineers team lead and producer, Tim Toxopeus, in the coming weeks. Known as Deepflame on our forums and Discord server, Tim is an experienced programmer and an avid player of both SE and ME. He had a cumulative playtime of 1000+ hours before he even applied to join Keen Software House. Bringing him to the Medieval Engineers team as lead producer is the next step in optimizing things in the game and at Keen Software House.
All hail King Tim, 3rd from the right |
One of Tim’s first actions as team leader is to release a new stable (and default) branch on Steam with today’s Medieval Engineers update. In addition to returning area building to the game, we’ve made some fixes and quality of play improvements that will make gameplay generally more accessible and pleasant.
With the release of this stable branch, we have decided to temporarily pause weekly updates (though video updates will continue as usual). I want to stress that this period will be different from the feature freezes and bug fixing periods we did in the past. We want to do much, much more than just stabilize the game – we want to bring it back to life.
Without the pressure to release something new for players every week, we can direct all of our energy towards getting Medieval Engineers in a more intuitive state and fulfilling our original vision for the game. You can read more about my original vision for the game in my previous blog post, but essentially, we want to refocus on engineering and building in the game. We want to implement a more intuitive interface that teaches new players what they can do. Survival, multiplayer, and single player will become a priority once again. You can think of the current version of Medieval Engineers as a demo – just a taste of what’s to come.
We want players to keep in touch with what’s going on week-to-week in Medieval Engineers development, so weekly video updates will continue. They’ll be a little different than before, since we won’t be announcing new features every week. Instead, you’ll hear a lot more from Tim, programmers, artists, and testers about what’s going on in the game behind the scenes. So keep an eye out for upcoming Tuesday interviews, dev diaries, modding guides, and more!
Finally, we also want to implement a small reward in the game for those players who stuck with us through the early stages and this rocky period of development. If you have ideas about what that reward could look like (perhaps a custom model or hat in the game that would mark you as one of our earliest community members), let us know in the comments!
----
Thanks for reading!
Marek Rosa
CEO and Founder, Keen Software House
CEO, CTO and Founder, GoodAI
Medieval Engineers on Facebook: https://www.facebook.com/MedievalEngineers
Medieval Engineers on Twitter: https://twitter.com/MedievalEng
Space Engineers on Facebook: https://www.facebook.com/SpaceEngineers
Space Engineers on Twitter: https://twitter.com/SpaceEngineersG