The revolutionary programming language that transforms video game production.

SkookumScript is lovingly crafted by veteran game developers. We melt our brains so you don’t have to!

The SkookumScript Unreal Engine 4 Plugin is in closed beta!

[Skookum + Unreal 4] See our blog for more information.
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The SkookumScript advantage

SkookumScript solves a major problem that has plagued the video game industry since its beginning—the lack of a video game-centric programming language. This deficiency forces designers to convey their ideas through a bottleneck of programmers who must develop games using ill-suited general-purpose languages, resulting in poor workflow and long turnaround times. SkookumScript’s built-in game concepts and simple-yet-powerful code empower everyone on a game development team (including mission and audio designers) to author sophisticated gameplay. SkookumScript also enables live changes while connected to a running game, allowing near-instantaneous turnaround. All of this means substantial savings in time and money, and a superior end-product with fewer bugs and better design.

SkookumScript is, without question, the most powerful and efficient scripting language I’ve used for creating quests in games.

Using SkookumScript, I could finish the scripting component of a mission in as little as a quarter of the time as any other project that used Lua, Bioware’s Neverwinter Script or any visual language like Kismet [now “Blueprints” in Unreal Engine 4].

Games powered by SkookumScript

[Sleeping Dogs] United Front Games used SkookumScript to develop Square Enix’s open-world hit Sleeping Dogs (2012) on PC (online via Steam), Microsoft Xbox 360, Sony PlayStation 3 and Cloud OnLive. It was followed by Sleeping Dogs: Definitive Edition (2014) on Microsoft Xbox One and Sony PlayStation 4.

[Triad Wars] The next major SkookumScript title is Triad Wars—set in the world of Sleeping Dogs—a massively multiplayer open-world action adventure on PC. It is currently in closed beta and is expected to be released in late 2015.