Embark Studios is a Stockholm-based games studio, on a mission to blur the line between playing and making. Makers of
@ARCRaidersGame
and
@reachthefinals
.
Embark is celebrating 3 years! So what have we accomplished? We’ve grown to more than 250 game makers, we’ve got big plans for the future, and a few projects we are just itching to share. To celebrate, we thought we’d share a glimpse of *another* unannounced game in the works. 🎂
Time for an update on where we are, what we're working on, and where we're heading. Take a look at this latest post from our CEO & Founder Patrick. (1/4)
Meet Wasabi. A machine-taught AI-agent that learned to walk and react to its surroundings on its own — completely transforming our view on game animation in the process.
Phil Spencer (
@Xboxp3
) just popped by our studio for a sneak peek of some of the things we're working on! We're huge fans of all the great stuff the team at
@Xbox
are bringing to the table atm ♥️🎮
We ❤️Blender, and aim to use it for all our 3D and environment art. What's more, we've just become a gold sponsor of the Blender Development Fund, and plan to share some of our own tools. Hit the link to hear from some of our artists why Blender is great.
📢 Listen up! Embark is looking for playtesters! It’s really valuable for us to see how people who aren’t part of our development teams interact with our games, and get honest outside feedback. If it sounds like fun, sign up here:
A year ago today, Embark was founded. We're already close to 90 people at the studio now, and are working on several projects that we can't wait to tell you more about! 🎂🍾🎉
We just renewed our gold-level sponsorship of the
@Blender
Development Fund. To celebrate the occasion, our own
@3DBysted
has taken some time to describe why we think Blender is great for game development. (1/3).
Last week a group of media tech and engineering students from
@liu_universitet
swung by our studio. We talked about automating content creation, how we give "life" to creatures, and of course did some sneaky playtesting 👀
Here's our very latest environment test in
#UE4
. The assets in this desert biome are the result of our week-long photogrammetry trip to Tenerife (1/3).
Announcing our third project — a creative playground you can play with your friends. If you love creative sandboxes and are comfortable with early software, you should check it out and become an early community member. Read more here 👇
Tune into Meet the Makers on
@Spotify
. In this pod, you get to know the makers of our games and journey into the land of game development. The first few episodes are all about
@reachthefinals
.
Teaching burgers how to walk is one of the many machine learning opportunities we are exploring at Embark Studios. Read more about how we apply research in our latest post from
@magnord
.
This one is for all you tech- and environment artists out there. A rundown from
@DarkoPracic
of how we developed a fully automated photogrammetry tool that turns high-res scan data into finished in-game assets with the click of a button.
Our latest developer newsletter is out! We go through
@quilkindev
, the open-source game server proxy we're working on, cool projects from the rustiverse, early support for raytracing, and other, sweet rust-gpu updates, and more! Read and subscribe here:
As well as our approach to game creation, and how we think proceduralism and machine learning will lead to a big shift in how to create and scale game content. (4/4)
With the release of rust-gpu 0.3, all shaders for our internal engine are now written in Rust 🦀
Read more about our open source work in our developer newsletter:
At Embark we're applying new technology and better tools to make it easier to create and scale game content. In our latest post, our co-founder Rob Runesson goes into detail on how we're rethinking the way we build games. (1/4)
We're excited to share how we've been using
@rustlang
for 3D rendering at
@EmbarkStudios
, and finally reveal a tiny glimpse of our creative platform! 🤩🦀
Oh, and my toy rendering engine `kajiya` is now open source! 👀 Details in the article! 🔬
Together with
@GoogleCloud
, we're introducing
@QuilkinDev
, an open-source UDP proxy for game servers. Check out this post from our own
@luna_duclos
on what Quilkin is and does.
We ❤️ open source. Check out our latest projects and learn how you can get involved at .
Plus, stay tuned for more upcoming projects in Rust, Blender and machine learning!
For our second photogrammetry trip, a few us went to the rugged and beautiful landscapes of Iceland. We took 150,000 photos for 1072 scanned assets so that we can continue to expand our game world. Check out the behind-the-scenes footage here.
On Monday (Nov 30) at 17:00,
@3DBysted
will join
@PabloVazquez_
on the
@BlenderToday
show to introduce Embark more closely and go into more detail on how we use Blender in our work. (3/3)
Or the way we build hard-surface assets, with a toolset that automatically creates game ready assets from simple input geometry, turning what used to take weeks into something that takes a couple of days. (3/4)
This is the tweet.
Here are your six nominees for
#TheGameAwards
Game of the Year
Vote now:
And find out the winner LIVE on Thursday, December 9 when the show streams everywhere!
.
@UnrealEngine
came over to Stockholm to speak to our art director Andrew Svanberg Hamilton, about the inspiration behind his real-time cinematic short Memories of Australia.
Check out the interview here:
Our pals at
@GoogleCloudNord
had a chat with our own
@luna_duclos
about how we're building powerful backend tools that give developers the freedom to innovate and deliver a solid high-performance experience for players. 👇
See how Embark Studios creates game development tools that enhance creativity and accelerate innovation.
Embark Studios on LinkedIn and
@EmbarkStudios
on Twitter →
And in this last post about how we work with photogrammetry, our environment artist
@Pixelgoat
details how we go from having a bunch of photos to creating in-game assets (2/3).
In our second post about photogrammetry, our environment artist Pontus Ryman details how we work with photogrammetry in practice, with tips on how to plan and organize a good trip. Enjoy!
This one is for all you backend engineers! We recently built our cloud-based multiplayer playtesting infrastructure, almost entirely based on open-source software. Read more here:
At this year’s
@Nexon_DevConf
, game makers at Embark hosted sessions on physically-based animation, procedural content creation in hard surface modeling, and photogrammetry. Check them out here:
Today saw the arrival of the 139 meter Golden Bridge, for the massive Slussen renovation project, just outside our studio. The bridge has traveled for 70 days, all the 20,333 kilometers from China to Stockholm.
Today we at Embark, alongside millions of Swedes, are celebrating Shrove Tuesday by eating semla. A semla, if you didn't know, is the king of pastries. Speaking of kings, legend has it that King Adolf Fredrick of Sweden died abruptly in 1771 after eating 14 semlas.
We’re focusing on removing as many manual tasks from our own workflows as possible. Like with this one-click tool that fully automates our photogrammetry workflow. (2/4)
We’re thrilled to see so many of you toying around with our example-based texture synthesis API. In our latest Medium post,
@anastasiaopara
lets you in on why we think methods like these can be part of reshaping how we create game content.
We've been proud attendees, speakers, and sponsors at several RustFest events, and now we're proud to be supporting the new open RustFest organization! 🚀
With seven wonderful RustFests under our belt the time has come to raise our pledge for the
@rustlang
community to the next level: meet the RustFest's new home, an open organization to help event organizers—worldwide!
A few of us headed over to Prague for
#UnrealFest
. If you're there and see any of these faces, say hi! You can also holler at
@moppius
&
@h3r2tic
here on Twitter.
I forgot that there is a whole bunch of positions in
#gamedev
that we looking to fill at
@EmbarkStudios
.
Here is the complete list
Open and inclusive work culture, lots of vacation, supportive, exciting and new tools... The list goes on 😀
#gamedevjobs
Tune in to
@BlenderToday
if you want to listen to
@3DBystedt
introduce Embark and let you into how we use Blender in game production. At 17:00 CET, link here 👇
We want Quilkin to provide any game studio with the sort of network capabilities that, until now, have only been available to large studios with resources to build their own tech. We'd love to hear your feedback, and welcome anyone to contribute!
Hi! Do you want to be an early community member of our multiplayer, online world of creative-chaos? It is a place for you to talk to friendly creatures, throw together fantastical scenes, build cozy imaginary treehouses, add simple game elements, and more.
Our developer newsletter is back!
This edition focuses on how you can contribute to open source 🎉
It also includes info about joining our new developer community on Discord!
📢 Another speaker for our Blender meetup on Feb 3rd!
Our own
@_maxivz
will give a talk about moving to Blender from other 3D software and share lessons learned from our studio's switch to the software earlier this year.
Join the waitlist:
📢 Our first speaker announcement!
First up is
@3DBystedt
from Goodbye Kansas, who will speak about creating realtime hair in Blender!
Over half the seats are now claimed, so make sure you register for the meetup now ⬇️
Edition 4 of our developer newsletter is out, featuring 2 new videos to watch, a new open source project, and information about tech internships!
Read it now: