Cross-Platform MMORPGstwvideo01.ubm-us.net/o1/vault/gdcnext2014/... · Platform specific issues •...
Transcript of Cross-Platform MMORPGstwvideo01.ubm-us.net/o1/vault/gdcnext2014/... · Platform specific issues •...
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Cross-Platform MMORPGs Syncing Web & Mobile for Seamless Gameplay
Sudhir Krishnaswamy Chief Technology Officer, JumpStart
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Who we are
At our core, we’re about making learning games for children, across the Web, iOS, Android, and sometimes Facebook.
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The School of Dragons
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Product Overview
School of Dragons is an MMORPG based on the ever-popular DreamWorks Animation “How to Train Your Dragon” franchise. School of Dragons is one of the first MMOs to incorporate basic science educational features into game play.
●Platforms: ● Web ● Facebook ● Mobile (iOS, Android, Windows)
●Pricing: ● Free to play with IAP ● Subscription
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The Starting Point A scalable server side platform that supported MMO games ; 20+ mobile games on iOS and Android ; a battle tested team
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The Vision
Play everywhere, see everyone, same “epic” 3D MMO experience
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The Plan Reality Design
Code/Art/QA
Public Beta
Submit/Live Public Beta
Submit/Live
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Why pivot to Facebook?
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New Plan More Reality
Updates!
Spanish, Portuguese
Chinese, French, German, Korean, Russian
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Metrics –users by platform (cumulative)
- Top 20 app, Top 10 game iOS (not featured)
- 300-400K DAUs
- Today: ~16MM players worldwide across all platforms
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More metrics – sessions by platform (cumulative)
Average session
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More metrics – peak sessions
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More metrics – monetization
Monetization model:
• In-app purchase of in game currency
• Subscription service
• Recurring (Web, Facebook, Android (Monthly/Annual))
• Non-Recurring (iOS, Android (Quarterly, Semi-Annual))
• Offerwall
• Advertising
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Technical lessons for mobile builds
Memory FPS
Tag objects =f(distance, importance, fps)
Kill Particles for low end systems
Kill Substances
Pool meshes - Dragons - Avatars
Use mobile shaders Nix R/W meshes
Cut polygons
Use lowest LoD
Smaller scenes
Preload bundles
Reduce MMO
Compress textures
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Platform specific issues • iOS has a closed environment with limited devices… BUT
there’s a lot of them
• Android has a myriad of devices
• Memory is limited on iOS, but even more so on Android
• 3rd party plug-ins work variously on various platforms – Windows is a special case
• Special facets of platforms – e.g. Live Tiles and unified view on Windows
• Different release cycles
• iOS – ~2 weeks
• Amazon – ~1 week
• Google Play – ~1 hour
• Windows - varies
• Everything moves all the time – Android candy releases, iOS 5/6/7/8, Unity point releases, devices…
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Change is constant – builds are brittle – automation is vital
Main Branch
09/26
Dev/QA Work
09/30
Decision to submit to iOS
Content Bundle Branch 1.9’
Submission 1.9
10/15
Dev ∆
Web release 1.9’ Non breaking changes
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Create New Branch
Create P4 Workspace
Create New Volume on EC2
Setup Basic Build Jobs in Jenkins
Connect Volume
P4 Sync and Unity Build
Disconnect Volume
Sync Workspace
Run Unity Import
Switch Build Target
Correct Build
Target?
No
Build Bundles
Yes Place Bundles
in S3
Setup App Build Jobs in Jenkins
Run Jobs to get Import started
Hand off build job to Production
App Build?
Build App Package
Place App Package in S3
Collect Bundles and App Packages
in S3 Folder Stop
No
Yes
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Key Takeaways…
You need a solid platform and a seasoned team to do this well
Build reliability is critical – automate incremental builds
Mobile first – optimize early, don’t ship Web till Mobile’s proven to work
Design for content updates – stay away from breaking changes when possible
Analyze metrics, iterate, pivot as necessary
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Looking ahead
Xbox One version being scoped out
Steam version in the hopper
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Thank You