We are developing a next-gen game engine with a strong emphasis on game designers and their needs. And we do like to do things which are considered impossible, including, but not limited to: loading assets for rendering a scene with 100 different characters and their clothing in 30 sec over LTE, production post-mortem debugging, avoiding skin poke-through when morphing/skinning thin clothing, pirate-proof games, IDA-resistant bot fighting, and - ta da! - tickless simulations.
We’re developing a ground-breaking game engine, aimed first and foremost at Game Designers, so that they can make working first drafts (almost) without programming, and then give them to the artists to improve visually. In short, we are trying to make complex things simple: allow your creativity to BLOOM. In addition, our game engine design approach features the following advantages:
We are aiming to provide a highly-optimized game engine which allows the development of high-quality 3D games with hundreds of locations, thousands of characters, and thousands of quests, by really small teams. While we don’t say that you’ll be able to develop it all by yourself: a small dedicated team, even one without any programming experience at all, should be able to do it. Bring your ideas; BLOOM should be able to handle the rest for you.
We are going to provide a forever-free open-sourced Community Edition (licensed under GPL 2.0), providing a fully functional development environment and runtime. And answering the question "hey, how will your company survive then?", we are happy to tell that we'll also have an Enterprise Edition with features such as payments/monetization, multiplayer, patented model compression algorithms, and enterprise-level features such as scalability-redundancy-availability-monitoring-etc. In addition, we'll also provide hosting services (don't worry, it will be cheaper than current AWS tariffs).
If you’re coming from the Poser/DAZ universe, we will provide a smooth way to use your skills and asset libraries in your games. In particular, we are planning to support Poser-style scene building, an offline fully-ray-tracing rendering option, and, of course, import of Poser/DAZ assets (including DAZ characters from V3/M3 to G8F/G8M).
We will provide everything you need to jump-start your game and develop a rapid prototype. To do it, we are planning to provide several features, such as unique morphable clothing / vehicles / furniture /…, Scratch-like Visual Programming, elaborated Terrain/City/Crowd Generators, and importing terrains from OpenStreetMap.
While the amount of work is greatly reduced with our engine, developing a full-scale 3D game is usually still too much work for a single person. To help with that, we will host your project on our web site, where everybody can see it, and anyone can apply to work with you on it. From game designers to artists, from C++ Extension developers to voice actors. And you won’t need to care about setting up collaborative tools such as source control or task management - we’ll handle everything for you in our cloud.
If you want to crowdfund your game - we make it simple. We will provide an easy way to make graphics for your crowdfunding efforts (whether screenshots from your game or offline fully-raytraced-renders of specially setup scenes or micro-movies with your assets), landing pages for your crowdfunding ads, and integration with ad platforms.
We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click in your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest: from databases and stats to CMS so you can create your own website (with your game and payment collection included).
You will certainly want to promote your game almost for sure - and we will seamlessly integrate it with Twitch and Discord. And if you want to monetize your game - we’ll certainly help you, with *Store integration, ad integration (both ways), full stats, support for A/B split testing (that's without Apple re-approvals for your app), and so on.
We are proud to present a highly-optimized game engine which allows you to develop high-quality 3D RPGs with hundreds of locations, thousands of characters, and thousands of quests really quickly. No time spent on mundane things - ONLY your creativity is needed, the rest we’ll do for you. As for non-RPGs - yes, we’re going to support other genres later, stay tuned!
To speed development up, we provide several unique features, such as unique morphable clothing/ vehicles/ furniture/ …, Scratch-like Visual Coding for Game Designers, elaborated Generators (including Runtime Generators), and importing terrains from OpenStreetMap, from Vue Terrain, and from a few others.
With us, your Rapid Prototype becomes the Very First Draft (and not a throw-away), and it can be gradually improved in parallel by Game Designers, C++ ‘Extension Writers’, and Artists. In addition, we enforce clean Separation of Concerns between Game Designers and C++ Devs (no more C++ devs writing story-like logic, which in turn means much faster round-trips for gameplay), and we relieve Game Designers and Artists from caring about optimizations (we handle them automagically ourselves).
This includes Game-Oriented Source Control, ticket system, CI, and multi-platform testing - all fully integrated into our Designer. These extra services will handle mundane things for your team, so you will have more time to work on the really important/creative stuff.
Being 20+ years into the 21st Century, we feel it is finally time to make a game engine which is Internet-aware. This Includes impossibly-optimized on-demand asset loading (which allows play to start within 30 seconds after the user decides to try your game, as well as effectively enables web demos and full web versions), as well as Built-in authoritative-server multiplayer (we aim to make it observably better than that of CS/Source).
We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click on your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest - from databases and stats to running your server-side code and payments.
We’ll provide a server-side deployment option, which will enable lots of LiveOps features, such as full game stats (including gameplay stats), rolling out new features, and A/B split-testing - all this without waiting for Apple re-approval. We’re also working on CD=Continuous Development processes. And of course, we’ll provide integration with social platforms (Twitch and Discord for the time being), and with ad platforms (both ways), with ROI analysis, and so on.
We are going to provide a Community Edition - forever-free & open sourced under GPL 2.0, and an Enterprise Edition - adding goodies such as monetization & payments, improved patented compression algorithms, and enterprise-level features such as improved scalability, redundancy/availability, and real-time monitoring.
Unlike most game engines - we don’t overburden artists with technical considerations such as memory usage or poly count. Give us your art, we’ll handle the technology (yes, our tools can automagically turn lots of 3D assets into game-ready assets).
Not only 3D models, but also all kinds of VFX / shaders are welcome. And we can import most of GLSL and HLSL shaders too.
C++ devs can write Extensions to our RPG Engine - and sell them (and/or get credited in the game) on our Store too. And pretty much everything which is simulation-related can be an Extension - from pathfinding to AI, when NPCs can see each other.
You just provide us your art, and we export it according to user’s demands. From FBX to glTF, from 6IT Engine to Unity or UE.
Yes, we can import most of your existing models - and we’ll convert it to PBR ourselves. Yes, even shader-based ones (and yes, we know it sounds impossible - see more on impossible things below).
For certain things such as clothing, making them really game-friendly (including morphing and physics support) is traditionally tricky (in fact, very tricky). With our technology, it becomes as easy as pie. Take your existing 3D dress, make a few clicks - and see how it flies with the wind. (*) NB: physics effects depend on the game engine being exported to.
As long as you use our conversion and creation tools to produce art which is sold via our 6IT PBR Asset Store - use of them is 100% free for you
Our gamedevs need artists for their projects - and will post their requests on our work-for-hire board.
We are aiming to provide a highly-optimized game engine which allows the development of high-quality 3D games with hundreds of locations, thousands of characters, and thousands of quests, by really small teams. While we don’t say that you’ll be able to develop it all by yourself: a small dedicated team, even one without any programming experience at all, should be able to do it. Bring your ideas; BLOOM should be able to handle the rest for you.
We are going to provide a forever-free open-sourced Community Edition (licensed under GPL 2.0), providing a fully functional development environment and runtime. And answering the question "hey, how will your company survive then?", we are happy to tell that we'll also have an Enterprise Edition with features such as payments/monetization, multiplayer, patented model compression algorithms, and enterprise-level features such as scalability-redundancy-availability-monitoring-etc. In addition, we'll also provide hosting services (don't worry, it will be cheaper than current AWS tariffs).
If you’re coming from the Poser/DAZ universe, we will provide a smooth way to use your skills and asset libraries in your games. In particular, we are planning to support Poser-style scene building, an offline fully-ray-tracing rendering option, and, of course, import of Poser/DAZ assets (including DAZ characters from V3/M3 to G8F/G8M).
We will provide everything you need to jump-start your game and develop a rapid prototype. To do it, we are planning to provide several features, such as unique morphable clothing / vehicles / furniture /…, Scratch-like Visual Programming, elaborated Terrain/City/Crowd Generators, and importing terrains from OpenStreetMap.
While the amount of work is greatly reduced with our engine, developing a full-scale 3D game is usually still too much work for a single person. To help with that, we will host your project on our web site, where everybody can see it, and anyone can apply to work with you on it. From game designers to artists, from C++ Extension developers to voice actors. And you won’t need to care about setting up collaborative tools such as source control or task management - we’ll handle everything for you in our cloud.
If you want to crowdfund your game - we make it simple. We will provide an easy way to make graphics for your crowdfunding efforts (whether screenshots from your game or offline fully-raytraced-renders of specially setup scenes or micro-movies with your assets), landing pages for your crowdfunding ads, and integration with ad platforms.
We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click in your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest: from databases and stats to CMS so you can create your own website (with your game and payment collection included).
You will certainly want to promote your game almost for sure - and we will seamlessly integrate it with Twitch and Discord. And if you want to monetize your game - we’ll certainly help you, with *Store integration, ad integration (both ways), full stats, support for A/B split testing (that's without Apple re-approvals for your app), and so on.
We are proud to present a highly-optimized game engine which allows you to develop high-quality 3D RPGs with hundreds of locations, thousands of characters, and thousands of quests really quickly. No time spent on mundane things - ONLY your creativity is needed, the rest we’ll do for you. As for non-RPGs - yes, we’re going to support other genres later, stay tuned!
To speed development up, we provide several unique features, such as unique morphable clothing/ vehicles/ furniture/ …, Scratch-like Visual Coding for Game Designers, elaborated Generators (including Runtime Generators), and importing terrains from OpenStreetMap, from Vue Terrain, and from a few others.
With us, your Rapid Prototype becomes the Very First Draft (and not a throw-away), and it can be gradually improved in parallel by Game Designers, C++ ‘Extension Writers’, and Artists. In addition, we enforce clean Separation of Concerns between Game Designers and C++ Devs (no more C++ devs writing story-like logic, which in turn means much faster round-trips for gameplay), and we relieve Game Designers and Artists from caring about optimizations (we handle them automagically ourselves).
This includes Game-Oriented Source Control, ticket system, CI, and multi-platform testing - all fully integrated into our Designer. These extra services will handle mundane things for your team, so you will have more time to work on the really important/creative stuff.
Being 20+ years into the 21st Century, we feel it is finally time to make a game engine which is Internet-aware. This Includes impossibly-optimized on-demand asset loading (which allows play to start within 30 seconds after the user decides to try your game, as well as effectively enables web demos and full web versions), as well as Built-in authoritative-server multiplayer (we aim to make it observably better than that of CS/Source).
We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click on your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest - from databases and stats to running your server-side code and payments.
We’ll provide a server-side deployment option, which will enable lots of LiveOps features, such as full game stats (including gameplay stats), rolling out new features, and A/B split-testing - all this without waiting for Apple re-approval. We’re also working on CD=Continuous Development processes. And of course, we’ll provide integration with social platforms (Twitch and Discord for the time being), and with ad platforms (both ways), with ROI analysis, and so on.
We are going to provide a Community Edition - forever-free & open sourced under GPL 2.0, and an Enterprise Edition - adding goodies such as monetization & payments, improved patented compression algorithms, and enterprise-level features such as improved scalability, redundancy/availability, and real-time monitoring.
Unlike most game engines, we don’t overburden artists with technical considerations such as memory usage or poly count. Give us your art, we’ll handle the technology (yes, our tools can automagically turn lots of 3D assets into game-ready assets).
Not only 3D models, but also all kinds of VFX / shaders are welcome. And we can import most of GLSL and HLSL shaders too.
C++ devs can write Extensions to our RPG Engine - and sell them (and/or get credited in the game) on our Store too. And pretty much everything which is simulation-related can be an Extension - from pathfinding to AI, when NPCs can see each other.
You just provide us your art, and we export it according to user’s demands. From FBX to glTF, from 6IT Engine to Unity or UE.
Yes, we can import most of your existing models - and we’ll convert it to PBR ourselves. Yes, even shader-based ones (and yes, we know it sounds impossible - see more on impossible things below).
For certain things such as clothing, making them really game-friendly (including morphing and physics support) is traditionally tricky (in fact, very tricky). With our technology, it becomes as easy as pie. Take your existing 3D dress, make a few clicks - and see how it flies with the wind. (*) NB: physics effects depend on the game engine being exported to.
As long as you use our conversion and creation tools to produce art which is sold via our 6IT PBR Asset Store - use of them is 100% free for you
Our gamedevs need artists for their projects - and will post their requests on our work-for-hire board.
We’re passionate about what we’re doing - and, as the name of our company suggests, we are proud of doing things which are considered impossible.
Members of our team did a thing or three in the realm of programming,
including, but not limited to.
The book "Beautiful C++" can be seen as the C++ Core Guidelines from the gamedev's perspective. Endorsed by no less than Bjarne Himself.
This is a multi-volume book by one of our Founding Fathers (or should we say “Founding Mother”? ;-) ). Endorsed by people from Zynga, Blue Byte, Plarium, and by Glenn Fiedler.
This article was published back in 2010, when mutex-ridden app-level massive multithreading was rampant. Now, things are turning back in this direction, aren't they?
P1385 A proposal to add linear algebra support to the C++ standard library, as a precursor to standardising geometry types like point, vector and matrix.
An article describing how we managed to write the fastest memory-freeing allocator in existence.
sixit is a [Work In Progress, targeting open-source publication] family of libraries, covering many aspects of C++ development, from production profiling to serialization.
01
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05
Q
“The Queen had only one way of settling all difficulties, great or small.
‘Off with his head!' she said, without even looking around.”
– “Alice’s Adventures in Wonderland” by Lewis Carroll
Chief Architect
Former IBM-er (IBM Toronto Labs), author of "Development and Deployment of Multiplayer Online Games" (vol.1-3) - author and co-author of 50+ articles (CUJ, C++ Report, Overload, (In)Secure Magazine, Software: Practice and Experience) and 100+ patents and patent applications - speaker at ACCU/CPPCON - reporter of 10+ [now-fixed] bugs in C++ compilers - author behind ithare.com
FP
“Listen. It's a tough universe. There's all sorts of people and things trying to do you, kill you, rip you off, everything.
If you're going to survive out there, you've really got to know where your towel is.”
– Ford Prefect from “The Hitch-Hiker’s Guide to the Galaxy” by Douglas Adams
Head of Engineering
Came to us from position of Head of Engineering Practice at Creative Assembly (Total War) - ISO C++ Standard Committee voting member - Chair of BSI IST/5 - UK delegate to ISO/IEC JTC 1/SC 22 - author of 20+ articles (ACM, Overload), co-author of “Beautiful C++” - extensive speaker at ACCU/CppCon/Meeting C++/C++ On Sea - Chair of ACCU Conference - Industry advisory board member at Newcastle university and on iGGi - co-founder of includecpp.org
K
“Rule Forty-two. All persons more than a mile high to leave the court.”
– King of Hearts from “Alice’s Adventures in Wonderland” by Lewis Carroll
Architect Lieutenant
Author and co-author of 10+ articles & 50+ patents and patent applications
J
“I didn't write it, and they can't prove I did: there's no name signed at the end.”
– Knave of Hearts from “Alice’s Adventures in Wonderland” by Lewis Carroll
R&D Team Member
Multiple articles and conference talks on pattern recognition and machine vision (Pattern Recognition and Image Analysis, International Conference on Machine Vision (ICMV), and International Conference on Pattern Recognition (ICPR))
AD
"You know, […] it's at times like this, when I'm trapped in a Vogon airlock with a man from Betelgeuse, and about to die of asphyxiation in deep space that I really wish I'd listened to what my mother told me when I was young." –
"Why, what did she tell you?" – "I don't know, I didn't listen."
– Arthur Dent from “The Hitch-Hiker’s Guide to the Galaxy” by Douglas Adams
Team Lead
Co-author of “(Re)Actor Allocation at 15 CPU Cycles“ (Overload #144)
We are a game engine development company with a focus on meeting game designers' needs. Our team is dedicated to developing innovative solutions to seemingly impossible challenges. We strive to foster a creative and inclusive work environment where everyone is valued and encouraged to make creative contributions - while staying within the common framework.
Full Time Contract
We’re always looking for talented C++ developers. Level - Mid to Senior. Being passionate about at least some field of software development, and self-discipline are the most important prerequisites. Experience with math/algorithms, gamedev, 3D, and network (at Wireshark level) is always a big plus.
Remote
Full Time Contract
We’re also always looking for people to work within our R&D team. Our interests range from geometry (2D and 3D) and mechanics all the way to compression algorithms and ML/AI. Programming skills are required!
Remote
Full Time Contract
We’re looking for people to work on our C++ Renderers. Requirements are - vast experience with shaders (preferably GLSL), and at least some experience with Vulkan, OpenGL, and DirectX. And anyone who has worked on their own 3D game engine as a hobby, or worked on a 3D engine (not necessarily a game one), or worked with O3DE (https://o3de.org), is especially welcome.
Remote
Contact us for help or to join our team
99 St Stephens Green, Dublin, Dublin D02 V278, Ireland