My Story

I'm Robert Sälg, a lifelong software architect/developer. While specialised in building frameworks and large-scale systems, my artistic side eventually led me into the world of game development.

I thrive in constrained environments. Even with strong technical or budget limits. I always find ways to create visually impressive and efficient products. I like to solve problems in creative ways, getting the maximum out of available resources. I keep code quality high, clean, scalable and technical debt as low as possible.

After building large portals and booking systems for travel companies, railroad companies, and restaurants, I started focusing on more visually interesting projects. There were many award-winning applications, software solutions, and innovative websites/portals where I combined my graphical skills with a strong focus on UX and UI design.

Eventually i moved into gaming. In game development I can combine all my skills and passions. Starting from frameworks, hardcore coding, math and physics, to 2D and 3D graphics, animations, audio, optimization and compatibility, storytelling, and game design. I'm always curious, always learning, and love diving deep into every part of the process. I've founded several game studios and built many games, including the StreetRally and StreetRace Rivals franchises, which together have reached around 30 million players.

As a person, I am naturally very curious and always exploring something new. I have a wide range of hobbies, from astronomy and astrophotography to electronics, robotics, woodworking, and gardening. I also keep exotic pets and plants, play blues guitar, and enjoy collecting all kinds of things. I stay physically very active/healthy and have been into bodybuilding for over 25 years.

Inspired Game Engine

A custom-built game framework developed on top of OpenFL using the Haxe programming language. It’s designed with lightweight, high-performance HTML5 games in mind, especially for platforms like Facebook Instant Games, with future support planned for Android and iOS.

The main idea behind the framework is to handle all graphics using layered tilemaps. It includes a big collection of UI and visual elements, with support for grouping, layering, ordering, and different parameters like alpha, scale, and rotation — all drawn on final layered tilemap bitmaps for best performance.

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Main features:

  • Graphics System

    Clean parent-child logic with grouping, scaling, alpha, rotation, and ordering

  • Tile & Skin System

    Built-in support for slice9, patterns, fills, animations, fast rendering, and reuse

  • Template System

    Visually build templates using tiles and graphics with areas, positions, and offsets

  • Bitmap Font System

    Includes animated effects, easy to use in any scene

  • Particle System

    Effects with animation, aging, fading, pulsating, flickering, and orbital motion, etc.

  • Audio System

    Dynamic music and sound handling with looping and testing tools

  • Custom Event System

    Connect game logic without tight coupling between components

  • Buttons & Forms

    Interactive UI elements including buttons, sliders, checkboxes, and radio buttons

  • Math & Utilities

    Modules for easing, approximation, randomness, and more

  • Virtual Server Simulation

    Perfect for testing server logic or async flows locally

  • Graphics & Tileset Exporter

    Automatically prepares and generates all visual assets and data

  • Debug Tools

    Performance monitoring, hitboxes, param testing, and more

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