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The market is ready for the one that is strong enough

The one who made it is the one that never quits!

Hi there big world of games and game technologies. My name is Ani and I am marketing director of Game Cloud Continental. I am responsible for creating our message to the world. One that the world would understand. Otherwise it will be all code and documents. So here i am again, telling you another true story from our team.

misc-true-story-realistic-lWe have just recently returned from GDC (Game Development Conference) 2015. The largest game development exhibit in US, that has just broken its own record and welcomed 26 006 game developers, business professionals and industry leaders at the Moscone center in San Francisco. We had to align to the world game business tendencies and despite the serious money that it costs, we have decided that it is worthy.

We met some great names as Unity technologies and Havok. We have received some good feedback and advices regarding our future development as a company.

We also met, by chance, the creator of the famous Big World Engine – John De Margheriti, who was so kind to bring some of his team at our booth and they had a really extensive conversation with Kalin (GCC CEO) and Nasko (GCC CTO) about our technology. They have also shared some of their future plans, which hopefully would involve us as well. His opinion – that we are walking the right way – was a great inspiration and motivation for all of our team.  This is an ongoing story.

bigworldOn to the topic

Despite of all the pressure at the exhibit I managed to do some analysis on the market.

The Silicon Valley is an enchanting place, promising world glory and vast treasures. The market there is ruthless, and it traps you in its magical circle and only the fastest and sharpest shot  is capable of driving you out of it alive, or not exactly :)

It was until recently that we were compared only to a handful of competition. There were only 1-2 middleware companies trying to solve the bad networking problem for game developers.  There are yet only few game studios that have reached the conclusion that middleware is a tool or service, that optimizes the workflow and removes a great deal of problems from the shoulders of the game programmers.

We found that a few start-ups have appeared on the market that looked at it as we did 2 years ago. There are a lot of games coming out every day and so few technologies to improve, support, develop and extend the live of a game. These small start-ups, prove our place at the market, as well as the tendency towards tools improvements in the game development world.

How do we found that?

__GCCinfogram

At GDC we made an infogram, that has revealed the following: the game studios are trying to solve the problem with the networking in house. They would rather add some 12 months of programming to the release date of the game, invest a large amount of money in servers and would burden the game developers, than trust a service company with a turn key solution, that saves headaches and expenses. As companies grows, they tend to use more commercial middleware tools. The survey results are shown below:

positionsizetypenetworking

Every new technology is being questioned at its dawn. Thousand questions appear challenging the identity, uniqueness and the need of the market. Unfortunately, a lot of good ideas never made it, because of this mistrust  and the refusal of the investors, challenged by the risks. They prefer to see a vast scalable B2C platforms, rather then B2B technology that needs time to gain trust and tracking. And the clients need to see a strong investor behind a technology in order to reassure they investment into that technology. That creates the devil circle that needs to be crushed.

I appeal to you all game studios, think about the difficulties that you face making a game. Contact us, ask a question and let us help. We are always ready for questions, advices and customizations for special clients.

Taking control over networking

Hello game developers,

I have just got back from Casual Connect in Amsterdam. It was awesome. Among other things I met a lot of game developers and publishers, and cloud providers and in game advertisers, and soooooo on.

and we spoke about game networking

There were 2 types of attitude towards game networking

1. I will do it myself

2. I have tried doing it myself, and I don’t want to do it anymore

So let’s see what are the main differences between those two categories:

1. I will do it myself

Making game server sounds like an easy task. We just send messages back and forwards, some synchronized or async state and that is it. How hard can it be?

Well… It can be.

We participated on a presentation that literally said the following:

“we did our networking in house, because we had previous experience”.

“it took us only about 12 months”.

“we did it separately from the game” .

“at the end the game was not working with the server” .

“we have just figured it out and the investor closed the project”.

What I see in these sentences, that solving a problem that already has a solution can risk the project and eventually kill it. They never made it to production, so they have not seen the other risks – scalability, availability, support etc. All these issues are IT related and in my opinion a game studio must decide whether it is going to be a game studio or a technology company. Because both is a bit expensive and can lose the focus of the company.

Most of I-will-do-it-myself studios were with 1-2 games in their portfolio.

2. I have tried doing it myself, and I don’t want to do it anymore

The second group of game studios was the one that already have some previous experience and do not underestimate the hidden costs and risks of home grown solutions.

What did they shared about middleware:

– Choosing the right set of middleware is hard.

– Using middleware shortens the delivery time significantly.

– Using middleware greatly reduce the risks of scalability, availability and support issues.

– Also reduces the total number of needed human resource.

– By choosing the right platform for your game, you can still be in control.

Conclusions

As final words I would say that anyone is free to choose one’s own way, but you should not underestimate the hidden costs of home grown solutions and choosing middleware does not necessary mean that you loose control.

Happy coding and may the source be with you all.

Kalin

Game networking middleware
Game networking middleware