Creation. Evaluation. Expansion. Optimization.
The Forge Interactive, Inc. is a think-tank for advanced real-time graphics— building custom game engines and rendering solutions, offering game engine consulting and programming services, and developing cutting-edge graphics middleware for the game and movie industries. We balance tight deadlines with fast, accurate turnaround, extensive industry experience with innovation, and technology with talent to help our clients deliver visually stunning products.FIND OUT MORE
Evaluating your Game Engine
Our team of highly experienced developers provide free, up-front evaluations of your game engine, and propose changes based on the targets you want to hit. We will devise an efficient plan and accurately determine what steps are needed to accomplish your goals.
Extending your Game Engine
The Forge can enhance or add functionality to your existing game engine on a wide variety of platforms. Let us demonstrate how we can expand your software's capabilities.
Game Engine Optimization
We are the Green Berets of software development. When clients have performance issues they can't resolve, they turn to us. We thrive on diving into huge codebases and optimizing local hotspots or entire pipelines.
Building Custom Engines
We construct game engines that are high-quality, well-designed, and maintainable. They provide the core functionality needed so you can focus on what matters most—building your game—all while reducing cost, complexity, and time-to-market.
The Forge is also an open source cross-platform rendering framework on GitHub, and we welcome developers around the world to join us in its growth.
Our ingenious framework can be used to produce rendering layers for custom next-gen game engines and provides building blocks for writing your own game engine quickly.Check us out
2020 - A Retrospective
The obvious measurement of success is revenue and profits, but the more interesting question is why they increased. We built more loyal customer relationships with integrity and trust with more companies than ever before. We have now colleagues who are since a long time with the company. In other words, we grew our own senior and principal level over the years. We also started to distribute more responsibility in-between our senior people and installed more ways to let them benefit from the profits. We are hoping to continue our growth in projects, people, and profits this way.
One of the reasons for our success is our open-source rendering framework "The Forge". It now runs in several AAA custom game engines, will run a business application framework on several hundred million mobile devices, and a lot more. Many conversations we have with hardware and software companies start around this framework. It helps to test drivers, define API standards, and -most important-, ships games :-)
We can also see that people use it for teaching computer graphics, to build game engines for their side projects, and some of the users surprise us with their ingenuity and what they are doing with it.
First of all, we would like to thank everyone who worked with us and / or recommended us. Thanks for your trust!
Call of Duty: Black Ops Cold War
This year we contributed to the next Call of Duty game. We helped to optimize the console platforms for the launch and the first patch.
Activision Call of Duty (Future Mobile)
We are also helping to write a future mobile game engine for Call of Duty. It is exciting to see the Android / Vulkan run-time of The Forge cover high-end graphics on current high-end phones.
Bethesda Next-Gen Game Engine
One project we are especially proud of was that Bethesda chose to use The Forge in their Next-Gen Engine. We helped with integration and optimizations.
Big Box Population: ONE for Quest
Over the last two+ years we helped several games to launch on the Oculus Quest platform. Population: ONE was the first one using the Unity game engine.
17-bit "Song in the Smoke" for Quest
We provided source code, tools and art asset optimizations to this UE4 based game.
Facebook Business Framework
One of our forward looking projects, is redefining how we render business applications on mobile phones. This project is running now nearly since a year and we consider it one of the most exciting ones. Running The Forge on 100s of million mobile devices will make it hopefully the most used rendering framework.
We were also helping with a Quest version of the following game:
Quest SDK Examples
We also did some tools development for the Quest SDK. We integrated Crashlytics, Breakpad, and Analytics into Unity and UE4 and for the Quest SDK. We wrote a description on how to use them and how to use deep-linking.
Google Stadia Internal Technology
We continued from last year to help Google to develop technology that allows to bring more games over to their streaming service.
Google Stadia Vulkan Test Framework
To test the Vulkan drivers for Stadia, there is a testing framework. We helped to write more driver tests to make the drivers more stable.
Primal Space / Concurrents
We helped them to develop and optimize a UE4 plugin that helps streaming game content in an "intelligent" way, predicting what needs to be streamed next.
Qualcomm VR SDK
When you develop XR experiences for Qualcomm hardware, you will use the Qualcomm XR SDK. We are improving this SDK since more than a year focusing on performance and quality. We also enable support of future hardware.
Five Nights port to Quest / Steel Wool Games
We ported the game "Five Nights at Freddy's VR: Help Wanted" to the Quest for Steel Wool Games / Facebook Technologies.
We are working with Supergiant since 2014. One of the on-going challenges was that their run-time was written in C#. At the beginning of 2019, we suggested to help them in building a new cross-platform game engine in C/C++ from scratch with The Forge. The project started in April 2019 and the first version of this new engine launched in May this year. Hades was then released for Microsoft Windows, MacOS, and Nintendo Switch on September 17 2020. The game can run on all platforms supported by The Forge.
The year 2021 will see more console platforms running the game.
If you are interested in reading our previous retrospectives, please check out the following links: