~/talk

Fulfilling your multiplayer game’s potential

Talkat GDC 2022 · 2022-03-21..03-25· [game-development, cloud-infrastructure]
name:Larry Rye
links:none on file
links:none on file
slides:none on file

Shows how Unity Gaming Services and Multiplay get a struggling multiplayer project to “boring” launches by swapping bespoke backend work for proven components: self-service UGS, consumption billing, Multiplay orchestration, and server-authoritative multiplayer integration. Case study: Last Epoch moves from hobby devs to a 60–70 person studio with 500k Early Access buyers, 16 major releases and ~79 patches, uses relay and lobby for peer-first rollout, and reports steady scaling after partner integration.

AI-written summary · about

  1. 0:00Multiplayer game success intro
  2. 3:20Scaling multiplayer challenges
  3. 7:54Unity services for living games
  4. 10:06Eleventh Hour Games' journey
  5. 18:03Multiplayer technical hurdles
  6. 20:27Unity simplifies multiplayer services
  7. 21:49Learn about Unity Gaming Services
  8. 22:12Q&A on funding and prototyping
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