Crowfall studio ArtCraft spins off new company to license its MMORPG-oriented Artisan Engine

Well now things just got interesting over in the land of Kickstarted Crowfall. ArtCraft announced this morning that it’s spinning off a “new division” called ArtCraft Technologies and specifically positioned for “providing game developers with turnkey technology solutions for creating large-scale Massively Multiplayer Online games” – all based on Crowfall’s underlying tech.

“This technology stack, the Artisan Engine, will include a robust feature set for solving the full spectrum of challenges that emerge when supporting thousands-upon-thousands of concurrent players in a virtual world: networking, persistence, physics, procedural world generation, dynamic world editing and seamless worlds up to 5,120 meters by 5,120 meters in size. In addition, it includes an exhaustive, fully-featured RPG layer, including characters, inventory, equipment, monsters, AI, harvesting, races, classes, sub-classes, powers, banking, secure trading, skills, leveling and more.”

The new division will be headed up by Josef Hall, whom you might remember from his work on Shadowbane as well as the KingsIsle titles (similar to ArtCraft’s J. Todd Coleman’s pedigree). Anybody thinking “SpatialOS competitor”? Because we sure are.

Source: Press release
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11 Comments on "Crowfall studio ArtCraft spins off new company to license its MMORPG-oriented Artisan Engine"

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Lethality

SpatialOS is a different beast all together, literally comparing apples to…. concrete blocks. It’s not a “game engine” per se and doesn’t have game systems layered on top of it.

You would use SpatialOS in *conjunction* with this Artisan Engine (but you’d have to do custom integration, like Mavericks is doing with Lumberyard and SpatialOS.

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SHRAPS CRAP

I’m pretty sure Crowfall partnered with and potentially stole proprietary engine tech from VoxelFarm. They should be notified. https://www.voxelfarm.com/games.html

Zachdidit
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Zachdidit

Crowfall used VoxelFarm for their kickstarter trailer and in early development planned to use it in the released game. It was taken out years ago and the little destruction is has now is mostly just breakable meshes.

luxundae
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luxundae

If we ever get a sufficiently robust MMO stack that people who now make ARMA mods can start making their own MMOs, I’m going to be really excited. Agreed that 25 km^2 sounds small, but honestly that’s plenty to create a city larger than any MMO city I’ve ever run across…

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Brown Jenkin

If nothing else this hopefully says some really good things about ArtCraft’s faith in their engine!

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Archebius

Now if only they could provide the personnel and funding, too…

I need an angel investor.

plasmajohn
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plasmajohn

Disclaimer: I haven’t researched their offering but 25km² is paltry when it comes to seamless transitions. The tech exists and has existed to simulate a full planet. Seamlessly. No not all of it active at the same time but outside of warping/teleporting no player should experience loading screens if they wanted to travel pole to pole.

Heck back in 2016 SpatialOS claimed 160,000km² as one of their larger projects.