Brandon Kittle presented on the mobile game company Supercell, which was founded in 2010 in Finland and is led by CEO Ilkka Paananen. Supercell raised $100 million in 2012 and $892 million in 2013, becoming the fastest growing game company ever according to Forbes. Supercell's games focus on cells, decades of gameplay, and midsummer's eve launch dates, with the goal of being money makers rather than relying on merchandise revenue like competitors.
It is an internet platform that focuses on catering information the newest updates and hacks on the popular cellular strategy game Clash Royale. The portal comes with all of the resources that were necessary to supply its users with an improve encounter so they can possess a much better gaming experience conveniently.
BR Games is a Korean game development company established in 2012 with a capital of 3 billion won. It has 21 employees led by co-CEOs Song Sukyong and Jun Yu. The company is located in Seoul and focuses on developing mobile games. Their upcoming game "Tales Craft" is positioned as a new era real-time strategy game combining elements of StarCraft-style gameplay with a fantasy world and optimized controls for mobile. It will feature unit summoning and growth, PvP battles, and is planned for a global launch in early 2017 after alpha and beta testing.
The Multiplayer Classroom: Designing Coursework as a Gamegamifyforthewin
This document describes the multiplayer classroom approach to designing coursework as a game. It discusses how multiplayer games, video games, and alternate reality games provided inspiration for making classrooms more engaging for today's students. Examples are given of different schools and subjects that have successfully implemented multiplayer elements like quests, experience points, avatars, and guild-style collaboration. Benefits discussed include improved grades, attendance, retention of material, and preparation for future traditional classes and careers. Concerns about costs and transitioning away from gaming elements are addressed, noting no additional expenses and that benefits are maintained beyond the multiplayer classroom.
A Virtual World Distributed Server Developed In Erlang As A Tool For Analysin...l xf
This document discusses the development of a prototype virtual world distributed server in Erlang to analyze the needs of massively multiplayer online game servers. It describes some key problems for MMOG servers, how Erlang was used to quickly prototype solutions, and tests conducted on architectures with different node configurations. The tests aimed to determine the maximum supported number of players and identify issues causing desynchronization between clients and servers. The prototype was found to be effective for rapidly exploring algorithms and architectures for distributed MMOG systems.
SRECon EU 2016: Riot Games Vs the InternetAdam Comerford
League of Legends (LoL) is not a game of seconds, but of milliseconds. In day-to-day life, two seconds fly by unnoticed but in-game a two-second stun can feel like an eternity. In any single match of LoL, thousands of decisions made in milliseconds dictate which team scores bragging rights and which settles for “honorable opponent” points. The Internet, however, was not constructed for applications that run like this, essentially in real time.
This talk will discuss the steps Riot Games has taken, and will continue to take, to fix this fundamental problem with commodity Internet, with a specific focus on the work done to improve the experience of our European players.
The document discusses different options for online multiplayer game servers including asynchronous vs synchronous communication, web services vs sockets, client-server vs peer-to-peer architectures. It provides examples of each approach and outlines advantages and disadvantages to consider such as latency, scalability, complexity, and security when determining the best architecture for a given game. The presentation concludes by noting there are many options but the proper choice depends on the game's specific needs.
Online mobile game server use Firebase realtime aatabaseNguyễn Bá Thành
Speaker: Nguyen Ba Thanh
Email: [email protected]
Facebook: www.fb.com/thanhnb1101
Topic was share at Google IO Extended 2016 on Hanoi, Vietnam.
It's about 1600 people joined.
Supercell is a Finnish mobile game developer known for games like Clash of Clans, Boom Beach, and Hay Day. They excel at creating online worlds that encourage social interaction between friends and enemies through free-to-download games that entice players back through notifications and offer in-app expansions for a cost. Founded in 2010, Supercell was acquired by Softbank in 2013 for $1.5 billion and has since been valued at $5.5 billion with $1.7 billion in annual sales and $500 million in annual profits, spending heavily on advertising campaigns.
This document discusses the secrets of success for the mobile game Clash of Clans, as presented by Michail Katkoff of game studio Supercell. It outlines Supercell's origins in 2010 and the development process for Clash of Clans, including pre-production, production, soft launch, and ongoing updates. Katkoff identifies four factors for the game's success: having a compact team, empowering the team, playing the game yourself, and interacting with players. The presentation concludes with a question and answer section.
今年3月に発売されたFINAL FANTASY XV WINDOWS EDITIONでは、マルチプレイ実装にPhoton Serverを採用しています。コンソールのバージョンとも親和性が高く、なんと約1週間で動作するところまで到達しました!
本セッションでは、FF15内でのパケット送信のカスタマイズやマルチプレイ特有の実装、バックエンドサーバーの構成などのご紹介に加え、Photonのイントロダクションと最新情報も合わせてご案内いたします。内容の濃い45分間、ご期待ください!
28. Photon Network Engineの概要
• Exit Gamesが開発した
高速でスケーラブルなネットワークエンジン
• Photon Server is the fastest and easiest to use on-premise
Network Engine to build scalable MMOGs, FPS or any other
multiplayer game and application for PC, Mac, Browser,
Mobile, Console and Cross-Platform. (公式Webより)
• 要するにすごいらしい
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29. .NET CLR (C#)
Photon Network Engineの概要
Photon Core (C/C++)
Reliable UDP Websockets Binary TCP
Server
Application
Server
Application
Server
Application
サーバー クライアント
Photon SDK
(for each platforms)
Client
Application
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44. Photon Server
(Master Server)
1台
Photon Server
(Game Server)
1~2台
ダンゴル Client
ダンゴルのPhotonサーバー構成
Game Server台数は
負荷状況に応じて
手動で増減
3G回線上でだいたい
300ms ~ 1000ms程度
WiFiだと
100ms ~ 200ms程度
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45. Photon Server
(Master Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
ダンゴル Client
ダンゴル Client
ダンゴルのPhotonサーバー構成
ダンゴルクライアントからはまずはMaster Serverに接続される
マスターサーバーが負荷状況によりどのGame Serverを使うか判断する
45
46. Photon Server
(Master Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
ダンゴル Client
ダンゴル Client
ダンゴルのPhotonサーバー構成
Game Serverが決まったら、クライアント同士の通信は
Game Serverを介して行われる
46
47. Photon Server
(Master Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
Photon Server
(Game Server)
ダンゴルClient
ダンゴルAPIサーバー
ダンゴルのPhotonサーバー構成
ダンゴルではユーザーマッチング時に外部サーバーと連携する
必要があり、一部サーバ実装がカスタマイズされています
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