INNOGAMES STORIES

The leadership challenges of today

Another team member resigned. The second one in the last three months… How can this be? Many managers are puzzled by similar situations and are confronted with this question in their daily business. High turnover is one of the most critical factors that cripple companies from reaching their full potential. Experience shows that this does […]

Boggy – The friendly QA Robot

When it comes to people working together to build great games, the right tools can make all the difference. We are using many tools on a daily basis. Two of these tools are JIRA, for task and issue tracking in our projects, and Slack for easy and fast communication across the whole organization. And while […]

Automate your code reviews – SonarQube and Bitbucket integration for PRs

SonarQube is one of the various tools that can help in writing cleaner and safer software. The advantages of having SonarQube integrated with Bitbucket can be enormous. One of the many benefits is the possibility to agree to a set of coding standards and best practices and have an automated tool checking for violations of those rules and best practices. Also very helpful is the possibility to see these violations directly in the Pull Requests. This makes it easy to spot duplicated code, dead code, code smells, security vulnerabilities, and countless other helpful tips depending on the programming language of the project.

Prototyping at InnoGames

When I talk to people about prototyping, it’s usually consensus that it’s useful and not done often or thoroughly enough. Another topic is: How to approach this properly? It is important to point out first that prototyping does not guarantee a successful product. Prototyping is essentially a cost optimization technique: A rejected prototype is a […]

Recipes for better Code Reviews

Introduction Code Review is the process of examining written code with the purpose of highlighting mistakes and possible improvements. Usually, when we start working on a ticket we create a new branch. After the ticket was implemented and verified, we create pull requests to let our team members know that we completed our ticket and give them […]

Unity`s “Performance by Default” under the hood

Introduction Around two years ago Unity published the first version of their new tech-stack regarding “Performance by default”. The big thing everybody was talking about was their new Entity-Component-System (ECS) that enabled super fast CPU-based simulations like the Boid demo and the Mega-City. The key aspects to reach this high performance are: Cache friendly memory […]

Terrain Shader in Unity

A lot of games these days are offering huge game worlds for the players to explore. Besides beautifully textured buildings, plants and creatures that inhabit your world, it is often the ground that will fill up most of the space of your scene. So, getting the visuals and performance right is important and a bit […]