Category Archives: PikkoServer

We <3 Epic Games.

We have since this summer been customizing our back-end technology for Epic Game’s popular Unreal Engine.

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A love story.

Doesn’t everyone love a story with a happy ending? Where the boy gets the girl, where love conquers all and everybody lives happily ever after? The tale about the man and the machine is not one of those stories. There … Continue reading →

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At GDC/Gamescom.

 Hordes of ill fitting suits. Men staring into the distant. Pale, sweating and their unspoken mantra is resonating in the rooms. Sell Sell Sell. – This used to be my world when I worked for Nokia Music  at conferences such … Continue reading →

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Erlang in game development.

Game development has through the years most often been done using object-oriented languages, i.e. C++ and Java. It has worked well and continues to do so still, but there is a lot of untapped potential in using functional languages in … Continue reading →

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How the tools came to be.

I did a presentation of MuchDifferent at Netlight Edge 2011 in Stockholm on September 3. There was a lot of interesting talks about what the future of software looks like in terms of AI, business decisions and useful visualizations to … Continue reading →

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