![]() ![]() With dedicated servers we can put anti-cheat measures in place and, if necessary, take down a server with ease. “With P2P there’s more risk of cheating due to one device being the host. ![]() With Madfinger’s ambition to make the new game an eSports favorite, dedicated servers were a must, as they can prevent one player from gaining an unfair advantage over an opponent. The only thing we can’t promise is that you’ll win!” Thankfully, with Multiplay’s multi-cloud, scalable solution we’re able to give our players a consistent experience, regardless of device or location. “Our ambition with War Games is to deliver a fun yet highly competitive experience, so lag, cheating, and long queues are unacceptable. They needed dedicated servers to guarantee a smooth, lag-free experience.įor Vladimir Zadrazil (“Zadr”), Madfinger’s lead programmer, it was a simple choice. With an eye to the future, Madfinger decided early that for a competitive first-person shooter (FPS) like Shadowgun War Games, peer-to-peer (P2P) wasn’t going to cut it. ![]() Each of these options has technical and financial advantages as well as drawbacks. How and where a studio hosts its new game is a perennial question, with options available right across the spectrum, from 100% bare metal servers to fully in the cloud. With Unity, it’s really easy – it’s just a switch in the settings and the runtime version is output for the target platform.” We can build an entire game on one code base and not have to worry about which mobile device it’s going to run on. “For me, Unity’s multiplatform capabilities simplify things quite a bit. Ondrus mentions one other popular Unity feature. To do that we use Unity tools, including the Profiler, which helps us look for unnecessary allocations and render calls, and to optimize our code in general.” They also tap the Frame Debugger and Occlusion Culling to ensure the builds are tight and the game lands just right on whatever device you’re playing on. ![]() It’s a small feature but it really speeds up their workflow.Īnother feature they like a lot is baked lighting mode, which provides two important benefits according to Ondrus, “It lets us create great atmosphere in our games without any cost to performance.”Įver mindful of how high-fidelity graphics run on player devices, Ondrus says, “We’re hyper-aware of the battery cost on mobile, so consequently we heavily optimize performance. His animators build their work in Autodesk’s MotionBuilder, and once they import their clips they can select and manipulate several keys at once to, for example, scale curves horizontally (to change the time placement) or vertically (to change the value). Ondrus also likes Unity’s Animation editor, especially the updated version of Key manipulation in Curves mode. This is handy because we can do all our work in Unity and don’t have to use another third-party software tool.” We also like to use it for grey-boxing all the levels. We use it to build our scenes quickly and iterate on them across teams. “We like ProBuilder a lot – it’s a powerful tool for prototyping new levels and assets within Unity. So, once a new title gets greenlit, how does Madfinger begin fleshing out its latest game ideas? Eso dio lugar a una relación muy larga que nos permite dedicarnos a lo que mejor hacemos: crear juegos fantásticos". Fue la combinación perfecta de habilidades de ambas partes y el momento indicado lo que nos unió. Luciano Alibrandi, director operativo y director interino de Mercadotecnia, agrega: "Hace diez años, nos conocimos en el momento indicado: cuando Unity y Madfinger estaban en pleno crecimiento. Eso nos permite enfocarnos en el desarrollo del juego, y no en la construcción y el mantenimiento del motor, algo que lleva mucho tiempo". Hoy en día, en cambio, Unity incluye una infinidad de características y tiene el respaldo de más de 1,000 ingenieros que trabajan en sus herramientas. "Hace dos décadas, cuando comencé a crear juegos, no había tantos motores de terceros, por eso, con mis amigos, tuvimos que construir uno propio y mantenerlo nosotros mismos. "Simplemente, no podemos darnos el lujo de tener a 10 personas trabajando en un motor y a otras 10 trabajando en otras herramientas internas: necesitamos dedicar toda nuestra energía al diseño del juego y a crear imágenes increíbles, lo cual es nuestro fuerte", dice Miroslav Ondrus, director de tecnología de Madfinger. Esa actitud es la que guía sus decisiones de tecnología. Madfinger es un estudio muy unido con una actitud competitiva valora su estilo ágil y eficiente para competir contra los gigantes, incluso los líderes, del mundo móvil. ![]()
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