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Cross-Platform MMORPGs Syncing Web & Mobile for Seamless Gameplay Sudhir Krishnaswamy Chief Technology Officer, JumpStart

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