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November 18, 2019
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Press Releases
  Former BioWare General Manager Aaryn Flynn Joins Improbable as General Manager, North America
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09/19/2018
 


[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

Edmonton, September 19, 2018: UK games tech startup Improbable announced today that Aaryn Flynn, former General Manager of BioWare and a key player in the development of the hugely critically and commercially successful Dragon Age and Mass Effect video game franchises, has joined the growing Improbable team as General Manager of its games business in North America.

Flynn will be based in Edmonton, Alberta, and is building a new Improbable office in Edmonton’s downtown district.

This office already features leading talent from the games industry, and will be developing tools, technology and demos and representative game content designed to highlight the unique power of Improbable’s SpatialOS platform for game development.

By building on SpatialOS, developers can use standard tools and game engines to build new gaming experiences. It allows a swarm of hundreds of game engines, running in the cloud, to cooperate together to simulate a world much larger, richer and with more players than any single engine or server could. SpatialOS is currently in a free open beta – any game developer interested in using SpatialOS to create new realities can try the platform via https://improbable.io/games.

Also joining the Edmonton office as Senior Development Lead is Neil Thompson, whose development career spans Psygnosis, Sony Liverpool, Bizarre Creations and most recently BioWare. Other developers already joining the office bring experience of game and tool development across leading franchises at a range of studios, across PC, console and mobile platforms.

The new office will build tools that will be available to developers using SpatialOS, to make it easier to develop using SpatialOS across a wide range of game types. The team will also be making demos and representative game content to help developers to understand and explore the unique benefits and possibilities of SpatialOS.

Aaryn Flynn said: “To make games you need tools: the developer with the best tools will always have an advantage, because they will be able to get closer to their vision quicker, and iterate more quickly to turn that vision into a successful game. I believe that SpatialOS is going to transform how people make and play games, and with this new office we want to help that to happen. We’ve chosen Edmonton because of Alberta’s experienced development talent, and the new developers produced by several excellent schools in the province. We have some plans for our next steps, and we’re looking forward to talking more about them as we grow.”

Herman Narula, CEO of Improbable, said: “Aaryn has an incredible pedigree in game development, and Edmonton is a great place to establish this new North American office. Making tools and game content is the next logical step for Improbable, as more developers go beyond the limits of dedicated server architecture into a word of unprecedented scale, complexity and persistence in game design. This is a new world for game development, and I can’t think of a better guide than Aaryn and his team.”

About Aaryn Flynn

Aaryn Flynn is a games industry veteran associated with many of the most successful games and franchises produced by BioWare, which he joined after leaving university and where he worked for 17 years. Initially working on games such as Neverwinter Nights, Star Wars: Knights of the Old Republic and Jade Empire, Flynn became Director of Programming on Mass Effect 2 and Dragon Age: Origins and took on the role of General Manager of BioWare during the production of games including Mass Effect 3, Dragon Age 2 and Dragon Age: Inquisition.

About Improbable

Headquartered in London, Improbable is a company dedicated to providing technology for game makers to enable powerful virtual worlds and simulations designed to help solve previously intractable problems. In gaming and entertainment, this enables game makers to create richer, more immersive and persistent virtual worlds.