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Articles by Paul
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Nonatomic Games release their first mobile game into the Cosplay community
Nonatomic Games release their first mobile game into the Cosplay community
Guesswork: Heroes of Cosplay Now available for Apple, Google and Amazon app stores Available today Guesswork Heroes of…
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Paul Stamp shared this🚀 VSM3 for Unity is now public! No fancy launch, no polished trailer, just pure open source goodness dropped straight into the wild. If you're building with state machines, give it a spin. Proper release & examples coming soon. Enjoy! https://lnkd.in/eKFARAUp #Unity #OpenSource #GamedevGitHub - PaulNonatomic/VisualStateMachineV3: A visual state machine editor and runtime for Unity: graph-based authoring, a code-first builder API, blackboard data flow, sub-state machines, async states, breakpoint debugging, and IL2CPP/WebGL support.GitHub - PaulNonatomic/VisualStateMachineV3: A visual state machine editor and runtime for Unity: graph-based authoring, a code-first builder API, blackboard data flow, sub-state machines, async states, breakpoint debugging, and IL2CPP/WebGL support.
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Paul Stamp shared thisSometime in the last year, the burden of proof flipped. It used to be that you made a thing and people decided whether it was any good. Now you make a thing and, before anyone will engage with whether it's good, you have to prove you made it at all. That a machine didn’t do it for you. That you sweated. That it counts. I felt the flip land last week. I'd written a reflective piece called "The Reload Cost", about how AI has quietly removed the cost of switching between tasks, and what that does to the old virtue of single-minded focus. It's a quiet, personal essay. I'm proud of it. I also wanted more people to read it, so I boosted it onto X to drive some traffic back to the site. That's the honest bit I should get out of the way first: I put it in front of strangers on purpose. One of those strangers replied that it was AI slop. Not "I disagree." Not "the focus argument doesn't hold up." Just the label, dropped like a verdict. And here’s what surprised me. It didn’t make me angry. It made me defensive in a way I didn't enjoy noticing. Within about thirty seconds I was assembling evidence. The draft history. The paragraphs I'd rewritten more times than I'd admit. The turns of phrase too clumsy to be anyone's but mine. I was building a legal defence for the crime of having published, and it took me another minute to catch what was wrong with the exercise. I was trying to prove I'd suffered enough to be allowed an opinion. As if visible effort were the thing in question. As if any quantity of documented sweat could answer someone who had decided, before reading a word, that the work didn't count. That presumption is the thing I want to name. Guilt by automation. The assumption that anything fluent, finished, or produced quickly is suspect until proven hand-made. It's a tax, and everyone who makes things in public is now paying it. I want to be fair to the other side, because I'm on it too. Let me concede the strong version of the argument up front, because it's true. There is an enormous amount of one-shotted slop on the web now. Content with no second draft, no point of view, no human who'll stand behind it. Generated, posted, forgotten. I dislike it as much as anyone. It clogs the feeds. It makes search worse. It buries the people who actually have something to say. If the complaint were only "there's too much thoughtless machine-made content," I'd be nodding along. But the slop label has stopped being a judgement about quality and become a judgement about method. And those are not the same thing. A lot of genuinely good work now exists because of AI, not in spite of it. Work that wouldn't exist at all otherwise, because the person who made it was short on time, short on a particular technical skill, or short on the confidence to start.… Follow the link to read the full article: https://lnkd.in/eVDVpfnE
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Paul Stamp shared thisThe weather has turned, which in the UK counts as an event. I'm in the garden with a coffee and a book, and for once the book is winning. It's The Only Way Is West, a walk along the Camino de Santiago, the better part of five hundred miles across northern Spain with everything you need carried on your back. I love this stuff. Travel writing, walking memoirs, long linear journeys with a start, a finish, and not much in between except the next step. I've always filed it under escapism. Sitting here in the sun, I'm starting to think it's more specific than that. Behind the book, quiet but never off, is the pull to work. I don't resent it. I like it, mostly. That constant urge to build and tinker is the thing that made me a software engineer in the first place, and it's the thing clients come back for. I'm a builder of digital doodads who always delivers. That reputation wasn't an accident and I'm not shy about it. But the urge comes with a watchful eye that never quite closes. It scans for new trends, curious technologies, the shiny thing two clicks away, and it leaves a trail. I have a long, slightly embarrassing spectrum of unfinished git repos, each one an experiment that reached the point where I understood the thing and then stopped, never quite becoming something worth sharing with the world. A graveyard, if you're feeling dramatic. A junk drawer, if you're being honest. Here is the part I keep circling. The walk on the page is the exact opposite of how I work. One path, one direction, west. You cannot flit on a pilgrimage. You cannot open six tabs and leave them humming. There is the road and the next step and the cathedral at the end, and the whole appeal is that you are doing precisely one thing with your whole self. I did this once for real. My brother Adam and I walked Hadrian's Wall, east from Bowness-on-Solway, wild camping the eighty-four miles to Wallsend, fifteen kilos on my back and eighteen on his. We set off in November, which was a decision. Cold, wet, the days so short we spent hours walking in the dark by headtorch, the world shrunk to the small bobbing circle of light in front of my boots. One afternoon we were low on water, soaked through and leaning into the wind, when we found a tap set into a wall. We were thrilled. It didn't work. We came round the next corner and there was a cafe, open and warm, and I am not exaggerating when I say the soup, crusty bread and hot coffee rearranged my understanding of luxury. That is what the narrowness does. Shrink the world to the next step and a bowl of soup becomes enormous. The scenery helped, the wall riding the hills with horses and sheep and cattle for company. But the thing I carried home wasn't the view. It was the quiet of having exactly one thing to do.… Follow the link to read the full article: https://lnkd.in/evdt9fHQ
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Paul Stamp shared thisI was out walking with my dog Dexter, daydreaming on the first properly warm day of the year. I was lost in my own mind mulling over a conversation I'd had with a fellow Game Developer about how we've adapted to the use of AI as software engineers. None of the existing labels fit. "Vibe coding", Karpathy's term, elicits a culture of care-free one-shotting with little to no regard for the code quality, just keep prompting until it runs. "Agentic engineering" has also drifted toward a fire-and-forget autonomy, where you describe a goal, the agent disappears for an hour, and returns with a pull request you merge in the quiet hope that nobody asks you about it later. Neither description fit the experiences that my colleague and I were having. What we do is closer to editing, so to my mind the term editorial engineering seems a more appropriate fit, and here's why. Firstly, it's worth being clear about which kind of editing I mean. Not text editing, not the typing itself. Editorial editing, the kind a magazine or book editor does. Commissioning work, reading it, sending it back for revision, holding it to a standard, putting your name on the thing that finally ships. In practice that means I provide a detailed spec, or I talk through a problem until a spec emerges. I let the agent write code when the stakes allow it, when the implementation is well-trodden, or when I just want a first draft to react to. Then I read what it wrote. I push back. I ask why a particular approach was taken. I request refactors when something offends my taste or violates the standards a piece of code needs to meet. The bar for an internal tool and the bar for client-facing production code are not the same, and the agent doesn't intuit which one we're operating under unless I tell it. Editing is real work There's a sleight of hand in a lot of the AI discourse where delegation gets treated as savings. The thinking goes, the agent writes the code, so you save the time it would have taken to write it. That framing misses what editors actually do, and it misses why editorial roles in publishing have existed for centuries despite the writers being perfectly capable of typing. A good editor reads carefully. They notice what isn't there as much as what is. They push back on structure, on pacing, on the choice of one word over another. They hold the writer to the standards of the publication. A tabloid editor and a literary editor both edit, but to wildly different ends. And they are answerable for what gets published. If something ships that shouldn't have, the editor's name is on it as much as the writer's. Editorial engineering inherits all of that...Follow the link below to read the full article. 📝 Originally published at https://lnkd.in/eCkj_tWn
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Paul Stamp shared thisI just shipped V2 of ServiceKit, my async service locator for Unity. Before you jump to "service locators are anti-patterns", yes, it's a service locator on purpose. I think that's the right shape for Unity. Most DI frameworks treat Unity like enterprise .NET, adding ceremony instead of removing friction. Zenject isn't a library you use, it's a lifestyle decision that restructures your entire project. ServiceKit takes the opposite trade: low friction, no framework lock-in, incremental adoption. Drop it in to solve one pain point without rewriting everything. V2 addresses the two classic service locator critiques head-on: Hidden dependencies, un-hidden. The [Service] attribute surfaces dependencies at the class level. Plus two new Roslyn analyzers catch missing interfaces and forgotten attributes at compile time. Async timing fixed the real Unity pain point isn't philosophical, it's asking for services before they're registered and debugging init order for hours. V2's atomic resolution primitive handles registration and readiness checks in a single lock, eliminating race conditions. Other improvements: generics out, attributes in. No more fighting type parameters when your classes need their own generics. The migration guide covers moving from V1, but it's mostly mechanical. MIT licensed, available via Package Manager. Worth a deeper look if you're tired of heavyweight DI ceremony in Unity projects. 📝 Originally published at https://lnkd.in/eP82d5kmServiceKit V2 — The Async Service Locator for Unity | Nonatomic Digital FoundryServiceKit V2 — The Async Service Locator for Unity | Nonatomic Digital Foundry
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Paul Stamp shared thisYour GitHub README looks perfect to you. Every screenshot renders crisp, every diagram loads instantly. But if you're hosting images on Imgur, UK developers visiting your repo see nothing but purple "Content not viewable" boxes where your carefully crafted documentation used to be. This isn't a temporary glitch. Imgur geo-blocked the UK in September 2025 after the ICO threatened fines over children's data practices. Seven months later, most maintainers still don't know it happened. The asymmetry is brutal. Your workflow shows no warnings. ShareX still uploads to Imgur by default. UK developers quietly move on when your README is broken, filing maybe one issue you'll never connect to the real problem. I analyzed 2,612 Unity packages and found 55 using Imgur-hosted images. Sounds small, but those repos have 14k+ combined GitHub stars. Five have over 1,000 stars each. For many, Imgur isn't just some images, it's their entire visual documentation. The worst case? Thirty Imgur images in one README. Completely invisible to UK developers evaluating whether to use the package. This is bigger than Unity. Wherever developers use Imgur for quick screenshot hosting, there's now a chunk of the global audience seeing blank documentation. Worth checking your own READMEs to see what UK contributors actually experience. 📝 Originally published at https://lnkd.in/egsXmQErYour GitHub README Is Broken for UK Developers (and You Haven't Noticed) | Nonatomic Digital FoundryYour GitHub README Is Broken for UK Developers (and You Haven't Noticed) | Nonatomic Digital Foundry
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Paul Stamp shared thisWhilst analysing Unity package READMEs, I noticed a frustrating issue affecting UK developers.Your GitHub README Is Broken for UK Developers (and You Haven't Noticed)Your GitHub README Is Broken for UK Developers (and You Haven't Noticed)
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Paul Stamp shared thisServiceKit V2 is now out. A service locator for Unity, on purpose. No framework lock-in, attribute-based registration, and async resolution that finally fixes the startup-order headache. https://lnkd.in/eXUmiT3w #Unity3D #gamedevServiceKit V2 — The Async Service Locator for UnityServiceKit V2 — The Async Service Locator for Unity
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Paul Stamp reposted thisPaul Stamp reposted thisIn partnership with Warner Bros. Discovery Global Experiences, step into Gotham City’s dark streets and become the hero the city deserves. The all-new BATMAN at Immersive Gamebox launches April 4 in select cities worldwide! Huge thanks to Dean Takahashi for the incredible write-up and interview with our CEO Lisa Paton in VentureBeat! 📖 Read more here: https://lnkd.in/gH7tQdmK This is a major milestone for Immersive Gamebox—and just the beginning of what’s possible for immersive entertainment. #Batman #ImmersiveGaming #WarnerBros #VentureBeat #Gamebox #InteractiveEntertainment #GroupGaming #FranchaiseNews #Partnerships #GamingNewsImmersive Gamebox teams with Warner Bros. to create Batman game at interactive venuesImmersive Gamebox teams with Warner Bros. to create Batman game at interactive venues
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Paul Stamp liked thisPaul Stamp liked thisSuper proud to be working with the team at Superlekka Games! Liverpool, get ready! https://lnkd.in/erMSxqib liverpools-baltic-triangle/ Follow the journey: https://lnkd.in/ewAjWgmM Follow the journey: https://lnkd.in/ewwgyv_vSuperlekka brings a world first gaming experience to Liverpool’s Baltic TriangleSuperlekka brings a world first gaming experience to Liverpool’s Baltic Triangle
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Paul Stamp liked thisPaul Stamp liked thisBig news at Blaze 👀🔥 We’ve just landed a VERY exciting new client… Superlekka Games 🎯 They’re bringing a completely new competitive socialising experience to Liverpool’s Baltic Triangle, and honestly, what's planned ahead looks incredible. Think retro sports stadium meets game show. Giant beer pong, live leaderboards, RFID wristbands and plenty of competition… without needing to be remotely athletic 😂 We were on site with the team today and we’re now getting stuck into the advertising strategy to get Liverpool through those doors. We’ve got some fun stuff planned. Watch this space 👀 #Superlakka #Liverpool #BalticTriangle #MarketingAgency #DigitalAgency #LiverpoolBusiness #PaidMedia #DigitalMarketing #BlazeMedia
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Paul Stamp liked thisPaul Stamp liked thishttps://lnkd.in/eD_vR5TS Welcome to the Superlekka Games. A new level of Competitive Socialising 🔥🛒👀 Months of planning, plenty of changes and a lot of work behind the scenes. Now the venue is taking shape, and it’s starting to feel very real. Can’t wait to get the doors open and show Liverpool what we’ve been working on. Based in Caines Brewery Village Liverpool. Opening soon. 🫡🛒🏀🚤🦽 Superlekka Games 🔥
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Paul Stamp liked thisPaul Stamp liked thisNot quite what I was looking to achieve. I think I will need to create a simple Blender animation of what I want and then use that as a video reference. Still! Friday Fun, ay?!
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Paul Stamp liked thisPaul Stamp liked thisSuperlekka is finding its stride. 🏁 Seeing the running track being painted is another moment where months of work start to feel real. We’ve been deep in game design, prototypes, custom hardware and software. Watching the venue come together around those games is pretty special—and a credit to everyone putting so much into it. The track is for show. The competition will be very real. https://lnkd.in/ervvqi7mWatch this story by Superlekka on Instagram before it disappears.Watch this story by Superlekka on Instagram before it disappears.
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Paul Stamp liked thisPaul Stamp liked thisAfter 25 years in the business, we’ve finally designed and built our own piece of specialist hardware. I’m a bit chuffed with it. It’s for a balance beam game at a new venue we’re working on. We designed the circuit boards, had them fabricated, soldered the components, wired everything together and 3D printed the cases. We’ve also written the firmware and connected it all to the venue management system we’ve built. This little box helps turn what happens on the beam into part of the game. Seeing something we imagined become a real, working piece of hardware is pretty special. A huge thank you to the fantastic team making this happen — everyone at Matmi, our partners, and the team at the venue. It’s been a proper team effort.
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Paul Stamp liked thisPaul Stamp liked thisThe UKIE Board Elections 2026 are open for members to vote and I have put myself forward as a candidate. If you can vote, please consider ticking my box. Thanks! My statement you’ll find on there says…. My wife tells me all I do at work is play games. I'd love to help others achieve exactly that, because it's a brilliant adventure. I've founded / co-founded three game studios, with two successful exits. My first was BAFTA nominated for Best Independent Production Company and won multiple marketing awards. I'm lucky enough to have worked both sides of the table: publishing at Team17 and, mostly, creating and launching our own titles. I'm entrepreneurial, specialise in startups, yet have led initiatives for Ordnance Survey and spoken internationally for Adobe, Intel and Microsoft. My background spans Steam and console, but I'm most proud of the chart-topping mobile hits my teams have delivered: many alongside global brands, some licensed, others our own IP. For my latest venture I secured UK Games Fund finance alongside institutional and private investors. Growing a studio is unbelievably challenging, and much of the advice you receive I'd question, often from people who've never lived it, nor have industry experience. Startups are a huge part of our future. Helping them makes us all stronger. With long-term and recent experience, I know there's much more we can do to level up teams and give them the best chance of success.
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Paul Stamp liked thisPaul Stamp liked thisAlexa, play “Top of the World”... 🏆 We’re thrilled to announce that Immersive Gamebox has been shortlisted as one of the Top 10 Activity Venues of the Year at the London Lifestyle Awards! 🎮🔥 It’s an amazing recognition of what our team works to create every day: experiences that get people playing, laughing and connecting. 💜 But we haven’t won just yet — and this is where you come in. If we’ve ever made you laugh, brought out your competitive side, or given you a story worth retelling — now’s your chance to have our back. 🫶 Help us turn Top 10 into #1 🥳 Cast your vote here 👉 https://lnkd.in/dvFDZ5z A massive thank you to everyone who’s played, supported and shared the fun with us! Let’s bring this one home. 👊London Vote | britlifestyleawardsLondon Vote | britlifestyleawards
Experience & Education
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Nonatomic
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Courses
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Objective-c Essential Training Course - Lynda.com
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iPad & iPhone Development Course - iTunesU
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Projects
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Text based Adventure Studio [Experiment]
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A visual editor for the JSON-shaped narrative scripts that power browser-console text adventures. The studio renders the whole adventure as a top-down React Flow node graph — scenes laid out in BFS layers from the start, edges labelled with the choice text and points, reconverging branches resolved cleanly without double-counting. A right-hand inspector edits scenes, choices, tiers and the optional share intent in real time; a built-in playtest tab runs the in-progress script through the real…
A visual editor for the JSON-shaped narrative scripts that power browser-console text adventures. The studio renders the whole adventure as a top-down React Flow node graph — scenes laid out in BFS layers from the start, edges labelled with the choice text and points, reconverging branches resolved cleanly without double-counting. A right-hand inspector edits scenes, choices, tiers and the optional share intent in real time; a built-in playtest tab runs the in-progress script through the real console-adventure engine so the author can take it for a walk without leaving the editor. Exports as a JSON file that drops straight into createAdventureFromJson on any site that uses the runtime. The Foundry — the dev-console game on nonatomic.co.uk — ships as the built-in example.
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AI Attention Visualiser [Experiment]
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Ever wondered how ChatGPT actually understands what you type? This is the trick — it's called 'attention', and it's the move every modern AI uses to read a sentence. Pick one of our example sentences, click any word, and watch live as a real AI shows you which other words it's paying attention to. Brighter colours mean the AI thinks those words go together more strongly. The cool bit: every number on the screen is real. We pulled it straight out of an actual AI brain (a model called DistilBERT)…
Ever wondered how ChatGPT actually understands what you type? This is the trick — it's called 'attention', and it's the move every modern AI uses to read a sentence. Pick one of our example sentences, click any word, and watch live as a real AI shows you which other words it's paying attention to. Brighter colours mean the AI thinks those words go together more strongly. The cool bit: every number on the screen is real. We pulled it straight out of an actual AI brain (a model called DistilBERT) — nothing here is faked or pretend. Each layer of that brain has 12 separate 'attention heads' — think of them as 12 different ways of reading the same sentence at the same time. Some heads might focus on the word right before, others might link a name to a pronoun (figuring out what 'she' or 'it' refers to), others might match question words to answers. You can see all 12 side by side and click on any one to zoom in. There's also a switch that flips between two ways AI can read: 'all at once' (like skimming a finished sentence) and 'word by word' (like writing a sentence one word at a time, the way ChatGPT does when it replies to you). Same numbers, just looked at differently — and seeing the difference is half the point.
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Lego Multiplayer [Experiment]
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A real-time multiplayer Lego sandbox in the browser. Drop in as a randomly-assigned 'Visitor N' and walk around a procedurally-rendered brick world alongside other anonymous visitors. The bricks are real Lego studs — generated geometry with rounded corners, vertex-baked ambient occlusion and physical clearcoat materials — not tiled sprites. WebSocket-driven shared world, isometric-leaning camera, keyboard / gamepad / touch input, chat with profanity filtering, emotes. Same engine that powers a…
A real-time multiplayer Lego sandbox in the browser. Drop in as a randomly-assigned 'Visitor N' and walk around a procedurally-rendered brick world alongside other anonymous visitors. The bricks are real Lego studs — generated geometry with rounded corners, vertex-baked ambient occlusion and physical clearcoat materials — not tiled sprites. WebSocket-driven shared world, isometric-leaning camera, keyboard / gamepad / touch input, chat with profanity filtering, emotes. Same engine that powers a private kids' instance at henrystamp.com; this public variant strips out the password gate and runs ephemeral visitor sessions instead.
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Unity, Web Assembly - Spaceman [Experiment]
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Can Unity 6 deliver console-quality visuals in a browser tab? We had to find out. This WebGL experiment pushes WebAssembly to its limits with an animated spaceman, smooth gradient backgrounds, and enough post-processing to make your GPU notice. Service workers handle offline support so it loads fast even on dodgy Wi-Fi. The verdict? The future of web gaming looks properly impressive.
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Liv Games Network
3K followers
We’re pleased to have the support of Liverpool City Region Combined Authority and Growth Platform for Liv Game Summit 2026. From funding and strategic support to long-term industry development, this backing helps create more opportunities for developers, freelancers, and companies across the North West. As the sector continues to evolve, partnerships like this are essential in building a stronger, more connected games industry. 🎟 Tickets are available for Liv Game Summit here: https://lnkd.in/eZjN865G
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Inavate
9K followers
❌One of the world's most recognisable immersive experiences has shut down, losing out on a £400,000 tech and venue investment. Jeff Wayne's The War of the Worlds: The Experience has shut its doors due to the closure of Ellipsis Entertainment, the company which was licensed to operate the experience. The shutdown follows a previously unannounced but substantial investment in its VR sequences and technology. A statement on behalf of Jeff Wayne and the War of the Worlds team said: “What makes this particularly painful is that the Experience had just undergone a £400,000 upgrade to the venue and production that we were due to announce imminently. “We rebuilt both major VR sequences from scratch using Unreal Engine and next-generation headsets, added new scenes, introduced a track to The Red Weed Bar, reimagined the Royal Engineer scene, and for the first time Jeff Wayne appeared within the experience himself. This was not a production coasting on its success. This was a production investing ambitiously in its future. That investment deserved far better than this outcome.” Read the full story here 👉 https://lnkd.in/ehAs65d7
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Huey Games Ltd
3K followers
Smart porting just got smarter. 🧠 Funded by Innovate UK, our new PortAll frontend system integrates directly with our acclaimed HueyCore smart-porting backend to streamline your cross-platform development. Every port. Every platform. One dashboard. ✨ PortAll is designed for how porting *actually* works. We've been developing this in stealth mode for some time, and recently rolled it out to select clients. The response has been fantastic! ❤️ "I'm a huge fan of this!" "I've never seen anything like this for porting before!" We'll be at #Gamescom this week talking about how PortAll removes your cross-platform production headaches and empowers developers. #porting #codev
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InterGame and InterFun magazine
7K followers
CONDUCTR partners with Supercell on Clash of Clans live experience Conductr, the UK-based creative studio, has partnered with Supercell to help bring Clash of Clans into the physical world with Clash for the Stache, an interactive challenge room experience. Developed in collaboration with Supercell, Fever and GDX, Clash for the Stache is a live experience that the company says immerses guests in the world of the hit mobile strategy game. Read more: https://lnkd.in/ec9uvmGa
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Rosemary Lokhorst
BADASS Studios Ltd. • 8K followers
At BADASS Studios XR, we are building a digital version that runs alongside the race in real time. For the E1 Series world championship, that means creating environments that stay in sync with what is happening on the water, using live data and tracking. Not to change the event, but to build on it. Opening up new possibilities in how stories are told, how fans connect, and how the wider ecosystem around the sport can grow. #badassxr #e1series #digitaltwin #realtimedata #xr #unrealengine5 #realtimegraphics #fanengagement
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Kieran Sawyer
Harmony Studios • 3K followers
We built this interactive map concept around Whipsnade Zoo to show how a web-based experience could make a large attraction easier to explore. Everything runs in the browser, so there’s no app to download. Visitors could simply scan a QR code or open a link and use the map straight away on their phone. It could be used for much more than zoos too. Museums, theme parks, holiday resorts, university campuses, events, shopping centres and large corporate sites could all use the same sort of approach. Being web-based also means it’s mobile friendly, easy to access and content can be updated centrally without asking users to install a new version. A nice example of how relatively simple web technology can make the visitor experience more useful. #WebDevelopment #InteractiveMap #VisitorExperience #DigitalExperience #WebApp
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CONDUCTR
16K followers
Hotshots is a CONDUCTR-powered digital shooting gallery created for Game Volt's ecosystem, designed and built entirely in-house, from gameplay to media visuals through to the hardware. Immersion was the priority, with realistic rifles, proprietary tracking and no calibration required to create a smooth player experience with minimal downtime for venues. In this video, R&D Manager Tim Forshaw shares how a love of classic Westerns helped shape Hotshots and the future of digital shooting galleries.
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