"Need to create"

main ornament
May 24, 2016

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.

April 24, 2023

  SUMMARY: VRAGE3 Introduction Physics Engine Investigations, Shadows Experiments Testing Armor Deformation & Block Fracturing Water Physics Investigating Tiling Methods, Voxel Destruction  Tool Suite Planned We are hiring! Guest post by Jan Hloušek, VRAGE Engine Lead Programmer at Keen Software House Hello, Engineers!   In Keen Software House, my team started development of the new...

November 16, 2023

This is a revised version of my article for Level magazine in May 2023. The next decade is set to witness a revolutionary transformation in the gaming industry, driven by advancements in AI and neural interface technology.  This article unfolds a five-stage evolution of gaming, each building upon the previous innovations and technological breakthroughs, significantly reshaping the...

June 26, 2024

This blog post builds upon the ideas presented in the Society for Resilient Civilization (res/civ) Manifesto. Rooted in technological optimism, the proposed Society is set to address the complexity of building long-term societal resilience, and explore effective strategies and tools in the age of AI. In this post we outline one of the many possible ways to...

November 24, 2011

Last weekend we had Game Developers Session 2011 here in Prague. My company Keen Software House was the general partner of the conference. We were showing Miner Wars, people enjoyed it and they were surprised by Miner Wars 2.5D (which we haven't officially announced yet) - and they seemed to be really interested in it. It seems to be a good concept!

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.

April 17, 2015

Hello, I am Ondrej Petrzilka, for those who don't know me I am the lead developer for Space and Medieval Engineers. I joined Keen Software House in 2011 as a game programmer for Miner Wars 2081 and since then I have worked on various projects in the studio mostly on the development of Space Engineers. In this blog post I would like to put some light on our current and future plans with Space Engineers. Currently we’re working on three big things: planets, scenarios and new multiplayer.

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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