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Photon Cloud Realtime | Multiplayer | Cross Platform Tom Sperry Casual Connect, May 23, 2012

Photon Cloud Realtime | Multiplayer | Cross Platform Tom Sperry Casual Connect, May 23, 2012

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Photon CloudRealtime | Multiplayer | Cross Platform

Tom Sperry

Casual Connect, May 23, 2012

Who We Are: Exit Games Snapshot

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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 • 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

Main Investors Neuhaus Partners, smac partners, Bertelsmann Digital Media Investments

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

OF/GREE

Scoreloop/RIM

PapayaMobile

Mobgage

HeroEngine

BigWorld

Apple/GameCenterPlayerIO

RakNet

Badumna

SmartFox

ElectroTank

Node.JSMuchDifferent

Gamespy

No Synchronous multiplayer

Limited to AAA productions.

Not cross platform

No cloud offerings.

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Live

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

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GREE/OpenFeint „vs“ Photon Cloud

• 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“

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• Replays• Turn-based Multiplayer• Network Save

• Player Forum/Feedback

Free to Play / Arcade Realtime Multiplayer

Xbox Live „vs“ Photon Cloud

• 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

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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

XBOX, Windows, WinPhone, Web Windows, WinPhone, iOS, Android, Unity3d, HTML5, Marmalade, .NET, XAMARIN, ...

PHOTON IN A NUTSHELLRealtime. Multiplayer. Cross Platform.

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Technologies in Use

• 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

Server Client (Cross platform)

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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

EuropeUSA

Asia

• Global low latency (least Ping routing)• Hybrid + elastic (Dedicated Servers & Cloud)• Supports versioning & virtual private clouds

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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)

• Cloud scales unlimited (~15k CCUs as of now)

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From 10,000 to 15,000 CCUs in 7 days.

From 0 to 8,000 CCUs in 4 weeks.

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THANKS!

Q&A

CUSTOMERS AND CASE STUDIESHappy customers.

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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 21

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• From Indie to Enterprise deal

• Largest Unity3d Browser FPS

• ~1m MAU (monthly active users)

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