"Need to create"

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September 17, 2013

In this blog-post I will describe the solutions we considered and tried in Space Engineers regarding artificial gravity, I will reveal the one we finally chose and explain how close to realism it is.

August 7, 2013

I want to show you the process of story writing, mission designing, voice-over recording / post-processing, game-play polishing and testing during the development of Miner Wars 2081.

May 24, 2013

It’s been a long time since I’ve written a blog post, so you might be wondering what we’ve been up to all this time. Well, we were finishing Miner Wars 2081, which took up most of the team’s focus and energy, along with the post-release bug-fixing period. Then, we worked on the design document for our new project, which, luckily, is now 100% complete, freeing up my time to work on whatever I want, including reflection and future improvements.

September 6, 2012

Two years ago I promised a special "hall of fame" sector for top contributors to Miner Wars. Finally here it is: check the actual test build! It's there as a death-match sector named "Hall of fame".

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.

Blog Archive

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