So it’s pretty clear over here at Polystream the fun levels are off the charts, I can’t believe we’re into October already! This year has been one of huge growth for us; taking a small team and great idea to fifteen people, and preparing to go live with our first partners.
Team Polystream had a VERY busy 3 days showing the latest build of our incredible streaming technology to select partners. Jaws regularly hit the floor as we demonstrated that there’s a better way to do interactive streaming which scales almost infinitely and reduces costs by orders of magnitude.
The interview process, and this can not be overstated, is a reflection of your company; If you screw it up then that will hurt you, if you make it too hard, then that will hurt you, and if you make it too easy then that will hurt you too…
The title of this blog entry refers to a Norwegian fairy tale about a man who wanted to move away from his house where a “Nisse” (house spirit, or pixie) had become a stubborn problem. But, no matter how far away the man moves, “Nissen” is always with him... like Bad Code.
We're all getting deep into the development challenges here at Polystream; over these last couple of weeks our little band of highly talented developers have been diving into Adam (CTO)'s code base to evolve and expand it.
This new round enables Polystream, with its patented interactive streaming technology, to deliver the first truly pixel perfect, massively scalable, HD streaming solution for games and 3D applications.
We’ve been setting up our little engineering team at Polystream HQ over this last week or so and even though we’re only four people, we’ve taken care to leverage all our experience and knowledge of “big teams” in the process.
These are the voyages of the starship Polystream. Its mission to explore strange new worlds, to seek out new life, to boldly go where no interactive streaming content solution has gone before... GUILDFORD!
Well, what a few months it’s been! Before we said goodbye to 2015, we hit the clouds in the USA, raised the bar in Birmingham, and rocked with classical Vikings in Finland. Simply put; the Polystream team hasn't stopped for breath since we returned from Gamescom.
It's been a couple of weeks since we returned from Gamescom and the Polystream team are still riding the momentum of what is one of the industry's biggest events in the calendar. Gamescom continues to grow every year and despite coming so quickly after E3 this summer...
As with any start-up, it’s been a busy few weeks but it's great to have a moment to share my first blog post. Having just joined Polystream there’s obviously a tonne of bits and pieces to organise and prioritise, and one of the first things I've learnt as CEO is
In the late 80s through 90s I was leading a number of R&D projects sponsored by the great Japanese imaging & optical multinational, Canon. Every now and then, we’d stumble across a concept rather ludicrous at the outset
PolyStream today announced the completion of its seed investment round, led by London Venture Partners, a group that has funded other successful gaming outfits, such as Clash of Clans developer Supercell and game engine company Unity.
In this blog post we will be discussing different ways of modifying code that is being executed by changing the underlying x86/x64 instructions. This will not only allow us to improve iteration times but also increase efficiency while debugging.