"Need to create"

main ornament
August 28, 2011

Finally after 8 months of a release silence, we will have a release! First one will go 30.8.2011 to the test build environment and the day after to the public build environment.

June 26, 2011

Before I went to E3, our team had only about 6 (or so) full-time developers. I was able to dedicate 30-50% of my time to the actual production work - programming Miner Wars. Upon return from E3, we had nearly doubled our staff. About 11 people in Czech office and a few more abroad. I had to make a quick decision – is my future that of a programmer or a leader?

June 20, 2011

Photos from my trip to US, sorted by date, showing my journey: San Diego, Mexico, Los Angeles, E3, Las Vegas, Nevada, Arizona, Grand Canyon, Phoenix, back to Los Angeles, Universal Studios Hollywood, Hollywood Blvd. (and that's basically it).

June 3, 2011

Recently I've decided to write a blog to serve as a diary for Miner Wars development, Keen Software House, and my personal life. (The last category is going to be empty most of the time, unfortunately--not because I'm a private person, but because I have no personal life.)

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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