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Photon Cloud Realtime | Multiplayer | Cross Platform

Photon Cloud Realtime | Multiplayer | Cross Platform. Tom Sperry. Casual Connect, May 23, 2012. Who We Are: Exit Games Snapshot. I JUST WANT TO PLAY!!!. DEVELOPERS JUST WANT TO CREATE!. Market Dynamics. Rise of Powerful Mobile Devices – Tablets & Smartphones

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Photon Cloud Realtime | Multiplayer | Cross Platform

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  1. Photon CloudRealtime | Multiplayer | Cross Platform Tom Sperry Casual Connect, May 23, 2012

  2. Who We Are: Exit Games Snapshot

  3. I JUST WANT TO PLAY!!!

  4. DEVELOPERS JUST WANT TO CREATE!

  5. Market Dynamics • Rise of Powerful Mobile Devices – Tablets & Smartphones • Rise of App-Stores: iOS, Android, Windows 8 • Rise of “Indie” Developers • Ease of Development: Unity3d, Marmalade, Xamarin, HTML5, Windows 8 • Hosted/SaaS: GREE/OpenFeint, Papaya Mobile, Xbox Live, Mobage, ... • EVERYBODY can launch an application globally

  6. Multiplayer Market Segments No Synchronous multiplayer Not cross platform Scoreloop/RIM PapayaMobile Mobgage Apple/GameCenter OF/GREE PlayerIO Gamespy Live No cloud offerings. ElectroTank SmartFox HeroEngine RakNet BigWorld MuchDifferent Node.JS Badumna Limited to AAA productions.

  7. On Premise or in the Cloud On-premise solution that YOU manage Perpetual or monthly license options Extremely lightweight client SDKs (<3MB) and easy integration to any platform 12,000+ registered developers (AAA and Indies) Fully managed solution – NO Server Side Code 5,000+ Applications created in 5 months Over ~11,000 peek CCUs 10 Servers, ~4TB traffic per server

  8. GREE/OpenFeint „vs“ Photon Cloud Free to Play / Arcade Realtime Multiplayer • Replays • Turn-based Multiplayer • Network Save • Player Forum/Feedback • User Player Invites • Market directly to Players • Global Marketplace • Leaderboards • Achievements • Add Neighbors • Share Player Profiles • Virtualgoods/-currency, DLC • Manage your Store • Storefront (Build & Manage) • Inventory (Back up & Manage) • Cross platform • Efficiency • Matchmaking • Reliable UDP, TCP, Websockets • FPS & MMO • Load Balancing • Global low latency (Least Ping Routing • Virtual Private Clouds • Custom Server Logic • iOS, Android, WP7, Unity, HTML5 ... • „No fluff“

  9. Xbox Live „vs“ Photon Cloud XBOX, Windows, WinPhone, Web Windows, WinPhone, iOS, Android, Unity3d, HTML5, Marmalade, .NET, XAMARIN, ... • Realtime Multiplayer • Matchmaking (Random, Rooms, ...) • Reliable UDP, TCP, Websockets • FPS & MMO • Load Balancing • Global low latency (Least Ping Routing • Virtual Private Clouds • Custom Server Logic • Gamer Profile: Achievements, Avatar, Account • Friendlists, What Friends play • Messages (with Gold only) • Requests: Invitations / Turn notifications • Spotlight: News, Tips and trends • In-App-Purchase (IAP) : e.g. Bug Village

  10. Realtime. Multiplayer. Cross Platform. Photon in a nutshell

  11. Technologies in Use Server Client (Cross platform) Cross platform C/C++ iOS, Android NDK, Win32, Marmalade, OSX ObjC iOS, OSX C# Unity, .NET, Win8, WP7, Mono, XAMARIN AS3 Flash Java Android Javascript HTML5 • High performance C++ Core • TCP support • Reliable UDP based on eNET • Websockets RFC 6455 support • Mature, IOCP • Business logic: .NET/C# • Windows Server 2008R2

  12. Customers • Well known enterprise customers • Existing AAA Clients: u4ia, Codemasters, WB Games, 20th Century Fox, KranX, Nival, ACRONYM, Roadhouse, InnoGames, RTL, GLU, etc. • AAA Clients evaluating: Atari, Bigpoint, Gameforge, MindCandy, Namco, Disney, MTV, gamania etc. • 12,000+ registered Developers (90% Indies) • Currently 900+ new registrations every month • Resell and Technology Partnerships

  13. What‘s Next?

  14. Photon Cloud v2 • Global low latency (least Ping routing) • Hybrid + elastic (Dedicated Servers & Cloud) • Supports versioning & virtual private clouds Europe USA Asia

  15. The Cloud is ready NOW • Used by Indies, Glu, Ogilvy/Coke, Fishlabs, ... • Apps scale unlimited (One-Man-Indie with ~8k CCUs) • Cloud scales unlimited (~15k CCUs as of now) From 0 to 8,000CCUs in 4 weeks. From 10,000 to 15,000CCUs in 7 days.

  16. THANKS! Q&A

  17. Happy customers. Customers and Case Studies

  18. U4ia (= euphoria) • Ex Activision Industry Veterans (Dusty Welch, Chris Archer & team) • Free-to-play, AAA, Hardcore, Browser Based Games • „The middleware that gave us the least headache ...“, Dan MacDonald, Lead Programmer

  19. From Indie to Enterprise deal Largest Unity3d Browser FPS ~1m MAU (monthly active users)

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