​​Freedom to create – Why Toadman Interactive chose Improbable Multiplayer Services

[This content was created in association with Improbable]

Toadman Interactive, a part of Enad Global 7, is currently working on numerous titles, and has selected Improbable Multiplayer Services (IMS) as a key partner for its existing and upcoming slate, detailing the process in a new white paper.

A hosting solution was needed for ‘83, a new Cold War IP from Antimatter Games, as well as for Block N Load 2, Toadman Interactive’s much-anticipated sequel to their renowned voxel-based tactical shooter, due for release later this year. 

That initial work quickly developed, with Improbable and Enad Global 7 creating solutions to help streamline Toadman Interactive’s backend right across its portfolio.

These solutions, including game server orchestration with a purpose built portfolio SDK will save its studios around three months of development time and costs on each title, enabling the company to secure efficient, cost-effective hosting and operations for their entire game portfolio around the world.  

“It’s been great to have Improbable as a partner to support our ambition and help us focus on free to play multiplayer games.”

“From the start, our relationship with Improbable felt empowering. Their team was really focussed on solutions to help us create and evolve our live games, and always ready to support us and help put ideas into action,” Andreas Jonsson, Chief Technology Officer – Enad Global 7.

And Ola Nilsson, studio manager at Toadman Interactive added: “What’s valuable to our partnership is that while Improbable supports technical tasks like game server operations and enabling cross play across our games portfolio, we can focus on creating content and better player experiences.”

Improbable’s aim here is simple, to free studios to work on what matters most – creating great content.

In a detailed white paper from Improbable, Toadman Interactive details how it has overcome the technical challenge of managing backend operations while trying to keep focus on creating game content.

Download the whitepaper to find out more.

About Seth Barton

Seth Barton is the editor of MCV – which covers every aspect of the industry: development, publishing, marketing and much more. Before that Seth toiled in games retail at Electronics Boutique, studied film at university, published console and PC games for the BBC, and spent many years working in tech journalism. Living in South East London, he divides his little free time between board games, video games, beer and family. You can find him tweeting @sethbarton1.

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