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 • • • 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 2 I JUST WANT TO PLAY!!! 3 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 5 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 6 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 7 GREE/OpenFeint „vs“ Photon Cloud Free to Play / Arcade • • • • Replays Turn-based Multiplayer Network Save Player Forum/Feedback Realtime Multiplayer • • • 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“ 8 Xbox Live „vs“ Photon Cloud XBOX, Windows, WinPhone, Web • • • • • • 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, ... • • • • • 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 • • 9 Realtime. Multiplayer. Cross Platform. PHOTON IN A NUTSHELL 10 Technologies in Use Server Client (Cross platform) • High performance C++ Core • – – – – 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 13 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 14 WHAT‘S NEXT? 15 Photon Cloud v2 • Global low latency (least Ping routing) • Hybrid + elastic (Dedicated Servers & Cloud) • Supports versioning & virtual private clouds USA Europe Asia 16 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. 17 18 THANKS! Q&A Happy customers. CUSTOMERS AND CASE STUDIES 20 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 21 • From Indie to Enterprise deal • Largest Unity3d Browser FPS • ~1m MAU (monthly active users) 22 23 24 25 26 27 28
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