Photon Cloud Realtime | Multiplayer | Cross Platform Tom Sperry

Photon Cloud
Realtime | Multiplayer | Cross Platform
Tom Sperry
Casual Connect, May 23, 2012
Who We Are: Exit Games Snapshot
Overview
Leading provider of high performance network engine: enables developers to build
REAL-TIME, MULTI-PLAYER, CROSS-PLATFORM games
Vision Statement
With the launch of Photon Cloud, Exit Games is becoming the standard multiplayer
platform for global games developers to create true cross platform connected
experiences. Whether it is iOS, Android, Flash, Windows, Unity, or HTML5 – Photon
Cloud is the solution.
Founded
2003
Headquarter
Hamburg (Germany), Branch Office in Portland/Oregon (US)
Employees
14, mostly engineers
Key Products
The most powerful network engine available in the market today:
• Photon Server – on-premise solution
• Photon Cloud – fully managed cloud service, launched late 2011
Customers
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Main Investors
Neuhaus Partners, smac partners, Bertelsmann Digital Media Investments
AAA game publishers, e.g. Codemasters, WB Games, KranX
Indie game developers – almost 10K registered developers
Strategic partnerships with Unity, OpenFeint, The9 and others to extend
Photon’s reach and leverage indie community
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I JUST WANT TO PLAY!!!
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DEVELOPERS JUST WANT TO
CREATE!
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
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Multiplayer Market Segments
No Synchronous
multiplayer
Mobile Social Services
Not cross
platform
Scoreloop/RIM
Online Game
Sevices
PapayaMobile
Mobgage
OF/GREE
Apple/GameCenter
PlayerIO
Gamespy
Live
No cloud
offerings.
Cloud Multiplayer
Services
ElectroTank
SmartFox
HeroEngine
BigWorld
Limited to AAA
productions.
MMO Engines
RakNet
MuchDifferent
Node.JS
Badumna
Multiplayer Engines
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On Premise or in the Cloud
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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
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GREE/OpenFeint „vs“ Photon Cloud
Free to Play / Arcade
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Replays
Turn-based Multiplayer
Network Save
Player Forum/Feedback
Realtime Multiplayer
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User Player Invites
Market directly to Players
Global Marketplace
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Leaderboards
Achievements
Add Neighbors
Share Player Profiles
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Virtualgoods/-currency, DLC
Manage your Store
Storefront (Build & Manage)
Inventory (Back up & Manage)
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Cross platform
Efficiency
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Matchmaking
Reliable UDP, TCP, Websockets
FPS & MMO
Load Balancing
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Global low latency (Least Ping
Routing
Virtual Private Clouds
Custom Server Logic
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iOS, Android, WP7, Unity, HTML5 ...
„No fluff“
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Xbox Live „vs“ Photon Cloud
XBOX, Windows, WinPhone, Web
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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
Windows, WinPhone, iOS, Android, Unity3d,
HTML5, Marmalade, .NET, XAMARIN, ...
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Realtime Multiplayer
Matchmaking (Random, Rooms, ...)
Reliable UDP, TCP, Websockets
FPS & MMO
Load Balancing
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Global low latency (Least Ping
Routing
Virtual Private Clouds
Custom Server Logic
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Realtime. Multiplayer. Cross Platform.
PHOTON IN A NUTSHELL
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Technologies in Use
Server
Client (Cross platform)
• High performance C++ Core
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TCP support
Reliable UDP based on eNET
Websockets RFC 6455 support
Mature, IOCP
• Business logic: .NET/C#
• Windows Server 2008R2
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
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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
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WHAT‘S NEXT?
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Photon Cloud v2
• Global low latency (least Ping routing)
• Hybrid + elastic (Dedicated Servers & Cloud)
• Supports versioning & virtual private clouds
USA
Europe
Asia
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The Cloud is ready NOW
• Used by Indies, Glu, Ogilvy/Coke, Fishlabs, ...
• Apps scale unlimited (One-Man-Indie with ~8k CCUs)
From 0 to 8,000 CCUs
in 4 weeks.
• Cloud scales unlimited (~15k CCUs as of now)
From 10,000 to 15,000
CCUs in 7 days.
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THANKS!
Q&A
Happy customers.
CUSTOMERS AND CASE STUDIES
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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
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• From Indie to
Enterprise deal
• Largest Unity3d
Browser FPS
• ~1m MAU (monthly
active users)
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