How 900lbs Built a Real-Time Safety Command Center for Royal Caribbean with...
Introduction Modern cruise ship safety operations depend on fast coordination, shared situational awareness, and access to accurate information when incidents occur. For Royal Caribbean Group, printed...
View ArticleBuilding an MMO Backend: 7 Years, 10 Iterations, One Seamless World
Technical deep dive into Photon’s MMO concept car For 7 years we have been quietly building an MMO backend at Photon. Time to talk about it. It is our “concept car”: not a product,...
View ArticlePhoton Fusion 2.1 for Unity is now Stable
Photon Fusion 2.1 Stable is now available. This release adds new functionality for teams building state-synchronized multiplayer games with Fusion, with a particular focus on Shared Authority, physics...
View ArticleFrom Product Launch to Scalable XR Strategy: How Flowtropolis Helped Epiroc...
In 2021, as global travel came to a halt, Epiroc faced a critical challenge: how do you launch a massive underground mining machine when no one can see it in person? Traditional product demonstrations...
View ArticleChaos in Sync: How Roadside Research Became a Physics-Driven Co-Op Hit with...
What happens when you mix a gas station simulator with stealthy alien deception and throw in four players? You get Roadside Research by Cybernatic Walrus, a uniquely chaotic co-op experience where...
View ArticleScaling Surgical Training with XR and AI: A New Standard for Global...
Introduction As the demand for highly skilled surgical professionals continues to grow, traditional training methods are struggling to keep pace. Limitations in scalability, accessibility, and...
View ArticleFrom Student Prototype to Online Chaos: Building Dino Party’s Multiplayer...
What started as a student project at HTW Berlin turned into something much bigger over the course of five years. Dino Party is the kind of game that thrives on chaos. Flying dinosaurs, collapsing...
View ArticleHow Super Bear Adventure Reached 200M Downloads and Added Multiplayer at...
In 2016, a 17-year-old computer science student, Stéphane Hulot, started building a small 3D platformer in Unity. It had placeholder assets, a single level, no monetization, and zero expectations of...
View ArticleBuilding Multiplayer Live Service Games in 2026: Insights from Photon and...
The gaming industry is now a $190 billion market, and multiplayer live service games make up a huge part of it. But while the opportunity has grown, so has the complexity. Players expect smooth,...
View ArticleHow VR Vision Helped Toyota Material Handling Transform Training with VR
As Toyota Material Handling North America continues to scale its operations across hundreds of dealership locations and multiple manufacturing facilities, the challenge of training technicians...
View ArticleHow SynergyXR Is Transforming Enterprise Training with No-Code XR and...
Enterprises across the world are racing to modernize how they train their workforce and share critical know-how. Extended reality has opened the door to more engaging, scalable, and practical learning...
View ArticleHow Continuum XR Built UG and Scaled a Social VR Game
Scaling a social VR game Continuum XR didn’t start out as a game studio. They began as an immersive tech team, building AR, VR, and interactive experiences across a wide range of projects. Over...
View ArticleNext-Generation Astronaut Training: ESA Partners with Photon Using Meta Quest XR
ESA & Photon Use Meta Quest XR to Advance Astronaut Training In times when Europe’s return to the Moon is only a matter of time, a new wave of technological innovation to support the...
View ArticleInside the XR Laser Screed® Simulator: How Photon Powers Real-World Concrete...
XR Laser Screed® Simulator: VR Training Powered by Photon In the face of a growing skilled labor shortage, Somero Enterprises, Inc. sought an innovative way to train the next generation of concrete...
View ArticleFrom Solo Dev to Viral Hit: Building “Paddle Paddle Paddle” with Photon Fusion
If you’ve ever tried making a multiplayer game, you know how messy it can get. Servers, lag, syncing players, weird bugs that only show up online. For a lot of indie devs, that’s the...
View ArticleTome of Heroes – Making a Game by Yourself
This guest post was written by Stefan Pulciu, founder, developer and designer of Tome of Heroes. Tome of Heroes is a real time player versus player game designed for mobile devices. It’s set in...
View ArticlePhoton Bolt: Fair Pricing or “Shameless money-grab”?
“On coming out of Beta, Photon have now decided that not only relayed clients but also fully peer-peer connected players will use up CCU allowances, which the developer has to pay for. So one...
View ArticleSDK Release: PUN v.1.87
Changes in PUN v1.87 Notable changes since 1.86: Fixes to demos and websocket implementation Performance update to RPC calls New selectable region Russia Download from...
View ArticleBannermen, a Classic RTS Game Using Lockstep with Photon and Unreal Engine
This guest post was written by Christoffer Andersson, co-founder and software architect at Pathos Interactive. Pathos Interactive is a game studio headquartered in Mölndal, Sweden. The studio was...
View ArticleSDK Release: Switch PUN Addon v1.86
You must be logged in and a verified Nintendo Switch developer to download this PUN addon.
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