New worlds
We've been working on cutting-edge software for 20+ years. There is not a lot we've not tried, and still less that we haven't seen. Our fingertips have worn out tens of keyboards, and we've spilled Coke or tea on the majority of the remaining input devices.
After more than two decades of bending the silicon to our will, our sensibilities are not tickled by the mundane anymore. That's why Lambdapusher was founded: we want to push our understanding further, to extremely curious directions. The R&D work we engage in might never reach prod, but at this point in time, unfettered exploration yields the greatest rewards.
We do like to take short stints doing Something Completely Different, though. Maybe you have a game concept, or just a vague idea, which we can help you realize?
Not all caps
Knowledge and experience accumulated over long decades is impossible to list in a comprehensive, compact way. And in any case, talk is viciously cheap.
However, to give you some understanding of the extent of our capabilities, here's a quite arbitrary list of keywords from the depths of our CVs:
ASM (x86), C++ with flavors (Qt, Symbian/S60, MFC, Stroustrup), C, C#, OpenGL, DirectX, Ruby + frameworks, Python + frameworks, Java, JavaScript, Pascal, Dart, Flutter, Android, HTML/CSSx, various database systems, various source code repositories, various CI/CD tools, Perl, Docker and other containerization tech, *nix, Windows, OS X, Unity, MATLAB, R, Jupyter...
Intriguing things
We've always been drawn towards machine learning and intelligent systems, and evolutionary/genetic programming piques our interest. Game programming has been a dear hobby since childhood, and it's still an important way to vent pressure at times.
We're motivated by exploring everyday banalities from unexpected vantage points, and by applying unexpected philosophies and technologies on most ordinary things. Working with big concepts, the cray-cray stuff, rewards our mental faculties more than working on the optimization of latest graphics driver software — not that there's anything fundamentally wrong or less worthy in writing low-level code or unrolling loops manually