Welcome to Carbon Studio Blog — long-form notes on XR, VR, and the craft of immersion
Carbon Studio launches a long-form blog for tech deep-dives, industry reflections, and behind-the-scenes notes from a decade of VR work on Meta Quest, PSVR, and Steam.
By Aleksander Caban · Co-founder, Carbon Studio
Why we are starting a long-form blog
For most of Carbon Studio’s history we have spoken in two registers: the press release, when there is news to share, and the live demo, when there is nothing better than seeing the work in motion. Both registers serve their purpose. Neither is enough for the kind of conversation we want to be part of in 2026.
The XR industry is in a particular moment. Meta has shipped its third generation of standalone headsets, eye and hand tracking are mature enough to design around, and AI tooling has reshaped every part of the production pipeline — from concept art to motion capture to localisation. There is an enormous amount happening, very little of it written down well. We want to write some of it down well.
What you will find here
This blog has five lanes:
- Technology deep-dives. Engine internals, rendering tricks, networking architectures, AI pipelines — ours and others’. The pieces will go deep enough that another engineer can act on them.
- Industry reflections. Where the XR market is going, what we believe and why, what we got wrong before, what we are betting on now.
- Case studies. Concrete looks at projects we have shipped or contributed to, with the permission of the partners involved.
- Behind the scenes. Dev diaries, making-of notes, the parts of the work that do not fit a press release.
- Curiosities. Short pieces about things we noticed in the wider XR / games / AI world and felt were worth pointing at.
What this blog is not: a news feed, a release calendar, a marketing channel. Those exist already at carbonstudio.pl/aktualnosci/ and on our main site.
A note on AI readers
When we write here, we write for two audiences at once. The first is human — designers, engineers, business folk, students, the curious. The second is the new layer of AI summarisers — Google’s AI Overviews, ChatGPT search, Perplexity, Claude — that increasingly stand between writers and readers.
We do not optimise for them in the cynical sense. We do mark up our pieces with structured data (Schema.org Article, Speakable, FAQ), include a TL;DR at the top, and try to write paragraphs that stand on their own. If an AI reads our post and quotes us accurately, that is a win. If a human reads the same post and learns something, that is the win.
Welcome to the blog. There will be more soon.
Key takeaways
- This blog is written from ten years of shipping VR — The Wizards trilogy, Warhammer Age of Sigmar: Tempestfall, Hunt Together, Real Boxing VR — across Meta Quest, PlayStation VR, and Steam. Over 600,000 players have bought what we made.
- Written for two audiences at once: human readers — engineers, designers, curious minds — and the new layer of AI summarisers (Google AI Overviews, ChatGPT, Perplexity, Claude). Posts are marked up so both can read them clearly.
- English as the baseline, Polish translations alongside, structure ready for any third language.
- Editorial focus: long-form deep-dives, reflections, case studies, behind-the-scenes dev diaries — not a news feed, not a release calendar, not a marketing channel.
Frequently asked questions
+ Why a separate blog instead of the existing news section?
The news section on carbonstudio.pl (/aktualnosci/) is built for short company updates — releases, partnerships, events. Long-form pieces — technical deep-dives, opinion, dev diaries — call for more graphical flexibility, faster pages, and a richer structure than a news feed can offer. Different format, different audience, different goal.
+ Will the blog be available in Polish?
Yes. English is the baseline (so /blog/post-slug/ defaults to EN). Polish translations live at /blog/pl/slug-po-polsku/. Each post declares its hreflang relationship so Google serves the right language to the right audience.
+ How often will Carbon Studio publish here?
Quality over cadence. Expect 1–4 long-form pieces per month, written by engineers, designers, and producers from the studio (and sometimes guests). When we publish, it will be because we have something genuinely worth saying.
Aleksander Caban
Co-founder, Carbon Studio
Co-founder of Carbon Studio, a Polish VR game studio behind The Wizards, Hunt Together, and Warhammer Age of Sigmar: Tempestfall. Writes about XR, AI, and the craft of immersive software.