SkookumScript is awesome—just ask those who have used it. Behold these enthusiastic accolades, endorsements, praise, kudos and horn-tooting from SkookumScript users!

From the technical aspects I really liked how SkookumScript was robust. It basically never hit our profile in rendering performance, which is fantastic. Overall it was rock solid.

When it comes to producing quality content quickly, my best experience by far has been working on the Sleeping Dogs franchise at United Front Games. We were using SkookumScript, which allowed us to create robust gameplay systems that could be easily reused by the rest of the design team… I could finish a scripting component of a mission in as little as a quarter to a third of the time as any other project that used Lua, Bioware’s Neverwinter Script, or any visual scripting language like Kismet.

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

Dave Sitar[David Sitar] Mission Designer and Scripter at United Front Games

I have not worked with a scripting language that gives as much power to scripters as SkookumScript does. I shudder to think of how difficult it would have been to get the same results with another scripting language.

SkookumScript has proven to be a solid scripting solution. It is a very expressive language that supports a clean, linear structure even when extensive concurrency is needed. SkookumScript is also provenly stable, holding up throughout main development and finaling.

The SkookumScript Remote IDE Console is an invaluable tool, allowing developers to run their scripts at any point while the game is running on all of our target platforms (Xbox 360, PlayStation 3 and Windows PC) to quickly build their logic and diagnose various types of problems. It is also a great way for developers to share script snippets.

There were very few SkookumScript-related road-bumps during development. SkookumScript remained stable and supported the logic required for every scripting situation.

Aaron Cox[Aaron Cox] Technical Designer at United Front Games

SkookumScript is the most powerful and flexible scripting language I’ve had the pleasure of working with. As the backbone of our development, not only did it allow us to do some incredibly complex things within very small iteration times, its architecture was built to allow us to be efficient and organized in times where we otherwise couldn’t have been.

Jeffrie Wu[Jeffrie Wu] Technical Designer at United Front Games

SkookumScript is without a doubt one of the easiest scripting languages to grasp. It’s user friendly and anyone—even those without a computer science degree—can learn to do amazing things with it. I highly recommend SkookumScript.

SkookumScript performed admirably during finaling of Sleeping Dogs—not a single system problem at all.

Ben Dixon[Ben Dixon] Senior Software Engineer at United Front Games

There are numerous powerful features embedded in SkookumScript—including coroutines, stream-able classes and inherited classes. The first can greatly simplify concurrent scripts and make them more readable. The latter two allowed me to create a mission framework well-suited for open-world games like Sleeping Dogs, where mission designers can easily standardize and/or customize different classes of content based on organization and inheritance; at the same time it allowed me to manage the overall memory footprint by demand-loading scripts where necessary.

Eric Tong[Eric Tong] Lead Gameplay Programmer at United Front Games

SkookumScript is great because it is easy to be very organised with your code. It is clear in the structure of the syntax where there are opportunities for scripters to reuse or extend functions. SkookumScript is the most flexible and powerful scripting language I have ever used.

SkookumScript was used daily by 20+ designers on Sleeping Dogs, and its flexibility and power allowed the scripting team to do some great stuff.