Hutch Client Engineer, Al talks about making improvements to Unity’s editor tooling.
Calculating Drop Rates with KEDA
Server Engineer, Chris talks about how we used KEDA to tackle crate drop rate calculations in the latest Hutch tech blog post!
The Why, What and When of a Hutch Tech Stack Migration
Welcome to the July edition of the Hutch tech blog! Senior Hutch engineer, Dave talks tech stack migration using his own experience with one of our most used products in the TNT team.
The hidden optimisation in network games
Head of Client Engineering at Hutch, Peter talks next level optimisation for network connected games when using JSON.
Game Dev Is Like a Box of Chocolates. You Never Know What You're Gonna Code
You don't always need games experience to move into the tech side of the games industry... read about Dave's journey from web developer to mobile games programmer.
Dream Car Decals
Our tech blog is back! Client engineer, Tom explores car customisation options in our latest post, with a deep dive on his system for placing decals on a car.
A Faster Way To Win
Designing challenges for Top Drives can be challenging! Here’s one of our engineers to explain how we approached one important element - calculating how many hands win against an opponent.
For the love of spreadsheets
How can the humble spreadsheet aid rapid design iteration? Here’s Hutch engineer, Ben, to explain all…
Rebel Racing Clubs discovery
Clubs are a popular part of Rebel Racing, but how do we ensure players can search for them efficiently? Martin, one of our Hutch senior engineers talks tech stacks!
Holy Forking Shirt Balls!
How do you filter profanity in mobile games? Here’s a guide from Dominic, one of our Hutch senior engineers.
Turning it up to 11!
Time for our very first Hutch Tech blog post from our Head of Server Engineering, Geoff! Autoscaling can be a challenge when it comes to designing live services. So here’s Geoff to talk about the Hutch approach (and look out for more tech blogs over the coming weeks!)…