Seed MMO

Simulating the future of humanity

Seed is a persistent MMO simulation where the player's goal is to take over a vast planet, help rebuild civilisation among thousands of players and characters, to ensure the survival of humanity.

The game aims to bring together thousands of players to build vast communities in a Sims-like fashion with many more complexities and mechanics, with tools to achieve self-sustainability on a new planet. To find out more, check out Seed's official website.

Built to scale with Spatial OS

Seed is a single-shard MMO, meaning that it should be possible for each player to interact with all others, in a consistent world, with no loading times jumping between servers. This technology is made possible by Spatial OS, being developed by Improbable.

Persistent gameplay

Each seedling is continuously simulated in Seed, even when you're not at your computer.
Micro-management is tedious in an online world of thousands of players. While it is possible to do so, each seedling can also be indirectly controlled via calendars, production schedules, life-work balance needs and its personality traits. That unlocks the possibility of relaxing and letting the AI do the work.

My 4 years at Klang Games

When I joined the company in 2018, Klang Games was just a handful of 15 people - 4 years later we were almost 100, having faced and learned from the challenges of a growing company and the complexity of the game. It has been an amazing time among ingenious people from whom I learned quite alot!

Stack:

Unity | C# | C++ | Cg/HLSL | FMod | Rider | Git | TeamCity | SpatialOS

    Audio:

    • Implemented and maintained a custom audio system fit for an MMO's requirements, supporting both a top-down RTS view and a 3rd person view
    • Audio prioritisation rules based on hardware's capabilities and memory budgets
    • Integrated FMod into the audio system, enabling sound designers to work & deliver content independently from the gameplay teams
    • Developed in-game debugging tools to visualise audio behaviours
    • Maintained the asset pipeline with asset validation checks

    Landscape System & Editor

    • Developed a custom landscape editor supporting maps up to 10x10 km and different biomes, each influencing the gameplay in different ways
    • Implemented runtime logic for streaming the landscape data into the game
    • Integrated Houdini into the landscape editor, allowing technical artists to import and diff Houdini data inside the game engine

    Building System

    • Helped implement a voxel-based building system, where each building block can be destructible
    • Developed a player-facing interface for creating the buildings, with rules on how the pieces come together, painting brushes and furniture placement

    Gameplay

    • Implemented a GPU-driven fog of war on the client, with server logic for hiding entities
    • Camera system & user experience, minimap display, HUD character rendering, and many more :)

Find out more about Seed

Seed is being actively worked on, with updates and newsletters reaching out to its growing community on a regular basis.

Developed by Klang Games

Behind the vision of Seed is Klang Games, having secured considerable funding and constantly growing in the heart of Berlin.