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Behind every great game, there’s game tech GAME TECH Issue 02 2 ILLUSTRATIONS NOT ACTUAL GAME FOOTAGE FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 3 Bringing the essence of action role-playing games to to games role-playing action of essence the Bringing hacking 2 sees players Knight Nonstop made-for-mobile, on dungeons, of a series through way their slashing and take they as weapons, and armor, gold, win to a quest enemies. formidable of hordes down sets talents skill with and loot match and mix Players choose guild, a join frostbite, and flame dancing as such top the to way battle their and AI-drivenan companion, tournaments. weekly in leaderboards the of Thorsten Grösch started his career as a started career Grösch Thorsten his of Head now is but teacher, high-school Gonçalo at Flaregames. IT and DevOps at Flaregames Lead Product is Antunes Mikko while Games, Kopla subsidiary Backend Main the is Airaksinen Programmer. and Developer FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 4 Flaregames is a German-based mobile is a German-basedFlaregames mobile works which company, publishing games Keen and Games Kopla subsidiaries with studios games other with Flare, along developers help to world, the around bring their creations to market.

Gonçalo: “It’sGonçalo: the about loot” all very was (NSK1) Knight Nonstop and had a simple, really approachable meta attached it. to incremental NSK2 next the was wanted so we step, something closer to classic action RPG. the about all be to had it meant That through way your on collect you loot be to need would players and game, the more it make to loot, that keep to able make to also wanted We meaningful. factors, of progression terms in other could talents, so we and count, skills when choice wider a much players give knights. We the customizing to came it were there if that do only could knew we systems, progression rather sustainable away wiped just was that something than NSK1. in as regularly, core mission. At that point, it was a case was it point, that At mission. core approachable of: ‘Let’s making to back go learned.’ ARPGs, we’ve see what and

off-track and away from the company’s company’s the from away and off-track made us realize we’d wandered too far far too wandered we’d realize us made While we were crossing the swamp, it it swamp, the crossing were we While experiment with other genres for a bit. for genres other with experiment to put role-playing games aside and and aside games role-playing put to 2. That was partly because we decided decided 2. we partly because was That before we came up with Nonstop Knight Knight Nonstop with up came before we killed a lot of good, varied prototypes varied good, of a lot killed We spent a long time experimenting and and experimenting time a long spent We Knight 2. off far too track” than 10 prototypes to develop Nonstop Nonstop prototypes develop to 10 than Gonçalo: “We wandered It took one-and-a-half years and more player downloads. 2015, and went on to notch-up 15 million million 15 notch-up to on went and 2015, installs within three days of release in in release of days three installs within which achieved more than two million popularity of the first game in the series,the in first popularity the of game behind Nonstop Knight 2. It builds on the the on 2. Knight Nonstop It builds behind Flaregames, Kopla Games is the studio studio the is Games Kopla Flaregames, Now part of mobile games publisher publisher games partNow mobile of FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 5 Thorsten: to the “Moving cloud competition more be means can full-on” boss hunts, go and players where Enemy the among after guys, still bad are the NSK2, in features popular most because there’s that strong competition element. boss dungeon around a problem had We easily can players because NSK1, hunts in game.That offline an data in manipulate and restrictions design of a lot to led competitive as it make to able being not we compensate, To liked. have we’d as co-operation, that of but layers added in people with competing be you’d meant also co-operating while tournament, the goal. a common for them with Co- separation. NSK2,In clear there’s guilds, the in only happens operation exclusive to access gain can players where anywhere can’t find elsethe they in items the in place takes competition and game, tournaments. That it makes thematically full-on— be to it allows and accurate else everyone and beat to there you’re co-operation involved. of layer no there’s because do can we That’s something the of rules the and logic, the result, the server the by determined are tournament itself. client the not and

that deconstruction, while making sure sure making while deconstruction, that its appeal. lose didn’t game the Mikko: “Robust base-lineMikko: architecture a boost” was for slots gear new three the Adding technical a massive NSK2 provide didn’t the of a lot reused we because challenge which from NSK1, base-line architecture a very and has robust system. NSK1 In NSK2, perks ways be can many are there item more a couple activated, so adding problem. wasn’t a huge sources needed we “We knew Mikko: a server towards to move authoritative game” re-factor re- to and had we thing One was fact NSK1 the that around was think knew We game. a client-authoritative a server- towards move to needed we NSK2, for game mainly authoritative when cheat to easy is it how of because Because of authoritative. it’s client there fully it’s not limitations, technical but driven, yet. parts Some client still are the of most isolate to managed we’ve tools developed have and ones sensitive detectto cheaters.

way. The toughest part was achieving part The achieving toughest was way. an understandable and easier-to-manage to our mission of presenting the genre in in genre the presenting of mission our to hard about strategy, while staying true true staying while strategy, about hard has loads of choices and needs to think think to needs and choices of loads has classic ARPG format, where the player ARPGclassic player format, the where The challenge was to create a game in in a game create to was The challenge which bends the rules a bit. rules the bends which going half-and-half or using the joker hat hat joker the using or half-and-half going special perks, by using more of one set, one of perks, more using by special player also has the option of unlocking unlocking of option the also has player mostly disposable, to six in NSK2. in six to The disposable, mostly items, weapons, and armor that were were that armor and weapons, items, from NSK1, where you had three sets three had of you where from NSK1, behind, the shackles were off. We went went We off. were shackles the behind, Once we decided to leave the incremental incremental the leave to decided we Once away all your gear. your all away feeling that comes from having to throw throw to from having comes that feeling “TheGonçalo: off” shackles came ARPG fans, and hated the gut-wrenching gut-wrenching ARPG the hated fans, and with that. But many of us are long-term long-term are us of that. Butwith many metagame worked, so the team went went team so the worked, metagame get the metagame live. The incremental The incremental live. metagame get the date, there was a struggle around how to to how around a struggle was there date, solution to a problem. Close to its release its to release Close a problem. to solution you lost your gear after gear resets, your lost a was you NSK1’s incremental metagame, where where metagame, incremental NSK1’s you have to throw away your gear” your to throw away have you Mikko: Mikko: “It’s gut-wrenching when FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 6 Gonçalo: “The is Gonçalo: real” grind this harder much game the made We part early the wanted We around. time approachable as be to experience the of some at but possible, as rewarding and slows ARPGpoint, says progression canon and skill with balanced-out is and down was: maxims our of One determination. in depth wanted We “The real.” is grind have so players itself, gameplay core the to invest more weighing-up time decisions best combos, the strategy around and enemies. different face to how and timing, It’s complexity without and, complication system the harder made we course, of players because endgame, the towards get to game it, the with want stick who get better. can so they tougher, our “We pulling were Mikko: out”hair learned we lessons biggest the of One technical the around was NSK1 in We operations. live of management knowledge of a bit quite over carried boss dungeon around from NSK1 was bit so that tournaments, hunts and part new the but painless, relatively weekly for scheduling automated around more be to out turned tournaments, complex. to work manual of a lot took it NSK1, For and live-operate tournaments set and up boss hunts, NSK2 so with on focused we everything sure automated as was making as possible. Gonçalo: “Players proved “PlayersGonçalo: proved us wrong” game new a completely Introducing for a yardstick Badlands, provided mode, NSK1 of a bit back brought and players with NSK2. dungeon into It’s ‘endless’ an numbers to capped challenge, ‘endless’ an never would players the thought we reach. They us proved wrong beating by elegantly. systems the quite and game the that elegantly— not always Well, but cheating, to down was it sometimes that bring to was aim Our mind! never what’s otherwise to challenge continuous progression linear a completely system. to ability the us gave Differentmodifiers Visually, bosses behaved. way tweak the it’s also very different,to a few thanks vortex from the there. tricks little in Mikko: “This featureMikko: is cursed” as players other choose can Players sure make to wanted we and companions unnecessary stress wasn’t placing on that keep to want also didn’t system.the We to so tried long, too waiting player the pre-warm pre-cache and data, in as our data, sure companion preloading to make to was aim Our smooth. was UX flow the so when client, the in data ready the have inspect, to they through clicks a player issues of a lot had wait. We to have don’t complex really was it because that, with the work caching properly. to make situations multiple also faced We a certain server the when randomized knights. If companion of combination somebody happenedto choose three unexpected and weird knights, specific been has feature This happen. stuffwould time and time us ‘surprised’ that’s one the it’s cursed. again—it feels like almost But it’s because so important players, to and effort the keep fixing made to we’ve of it’s a lot been it. Although improving worth be effort. to the work, it’s proven

Mikko: Mikko: “The companion knight

kept doing weird things” weird doing kept One of the most complicated aspects of complicated most the of One caused but looks simple that game the knight companion the is pain, of a lot AI- an recruit can you Asfeature. a player, dungeon, the into take to ally powered monsters the face to have don’t so you architecture game the But although alone. and engine support multiple having it time, same the at screen on characters the companion took a to time make long weird doing of instead helpfully, behave details iron-out of to had a lot We things. a human act it like more AI make the to in other this having point no There’s player. ‘person’ around, if they’re not doing anything useful.

first two. because we’d learned lessons from the from the lessons learned we’d because finally the Void, which was a bit easier easier bit a was which Void, the finally We worked on the Frost skills next, skills Frost the on and worked We It took months to build the Fire skills set. skills Fire the build to months It took ceiling in terms of how many we can do?” can we many how of terms in ceiling they be as good, and what’s our design design what’s our and good, as be they them all in one element or one class? Will Will class? one or element one in all them themetize the skill sets? Can we make make sets? Can we skill the themetize from NSK1, so asked ourselves: “Can we “Can we ourselves: so asked from NSK1, until soft launch. We had the base skills skills base the had soft We until launch. that feature, from prototyping right up up right from prototyping feature, that get right. We spent months improving improving months spent get right. We took a lot of time and consideration to to consideration and time of lot a took That’s really popular with players, but it it players, but with popular That’s really skill sets to customize the gameplay. gameplay. the setsskill customize to With different NSK2, build can players

honing it” Gonçalo: “We spent monthsGonçalo: FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 7 Mikko: “Video games have always always “VideoMikko: have games life”been central to my a Super got and six I was since Ever games video Christmas, for Nintendo I was While life. my to central been have programming a masters for in studying softwareand Rovio I heard production, taken got and people for looking were that’s and producer, game a trainee as on started. got career my how Thorsten: “I years spent eight teaching high school” for hobby wasGaming a background After graduating a while. quite for me years eight I spent science, computer in mentoring school and high loved teaching careers. programming computer into kids a data at services work company to I went it where company, insurance an then and was all mainframes—very traditional and came technology very cloud When boring. instantly I was up, things shook and along As Flaregames heard I as soon hooked. thought: I stuff, cloud of a lot doing was “That’s do.” to I want exactly what at RedLynch and now Kopla, making video video making Kopla, now and RedLynch at it. loving and games . or AuroraAmazon We use Terraform as the basic technology technology basic the as use Terraform We infrastructure designing for the code to acts it and like alignment, complete the also everything. for hub We central the services database for as use MongoDB (ELB), Balancing Load Elastic AWS as well twowith servers sets live multiple of and servers stable and for development purposes. testing “We don’t have big big Thorsten: “We don’t have maintain can teams who everything manually” than so rather teams, big have don’t We install and maintain databases manually, use Amazonwe Relational Database Service (Amazon RDS) the stars “ItGonçalo: like was aligned” It took a lot of luck and a real passion for for passion a real and luck of a lot It took I started get I am. where to games video alarm in systems, firmspecializing offat a no had a software and then company video with working about go to how clue the me gave luck of A stroke games. at assurance quality in work to chance just as AngryRovio, as Birds was emerging phenomenon. global this After that, it was myself I found and stars the aligned like Amazon EC2 EC2 and Amazon for monitoring and for the general setup of how how setup of general the for

Auto Scaling server NSK2the in stack functions and live the including versions, multiple have stacks. use Amazon We development and the Registry for (ECR) Container Elastic container repository management and CloudWatch AWS alerts. normal. Having already set up the cloud cloud set the up already Having normal. all it respond, scalers to infrastructure and went smoothly. CloudWatch “We use AWS Mikko: alerts” and for monitoring OpsWorks use AWS We

the number of active players compared to to compared players active of number the speed of scaling. A recent peak saw triple triple saw peak recent A scaling. of speed the game in the cloud is the ease and and ease the is cloud the in game the quite complicated. benefitsof biggest running the of One something that works flawlessly can be can works flawlessly that something tripled” suddenly players translating the needs of the design into into design the of needs the translating “The of active number Mikko: everything up. That’s an example of how how of everything example That’s an up. realized daylight saving time had messed had time saving daylight realized tournament scheduling, until we finally finally we until scheduling, tournament wrong with an automated test related to to test related automated an with wrong our hair out, trying to figure out what was out,was out what trying figure hair to our simple for computers. We were pulling pulling were We computers. for simple Tuesday at a particular time; it’s not that that it’snot time; a particular at Tuesday that a tournament needs to start to needs every a tournament that For humans, it’s a straightforward concept it’s a straightforward humans, concept For FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 8 TEAM STATS& FACTS Lead DevOps Engineer: Matthew Johnson Lead artist: Ilkka Siik Programmers: Pasi Niemenmaa Perkiö, Tomi Games Designer: Juha-Matti Pulkkinen CEO Flaregames: English Todd CEO Kopla: Kuusisto Mika Director:Creative Janne Louhivaara Product Lead: Gonçalo Antunes Producer: MittrückerSimon Lead Programmer: Vilppu Tuominen Lead Server Programmer: Mikko Airaksinen GAME STATS& FACTS Founded: June 2019 Players Worldwide: 1m+ Genre: ARPG Platform: Mobile Fast Fact: guilds, join can Players quests for guild on embark rewards, even and bonus the AI-controlledhave guildmates their of knights battling when them join through dungeons.

, Amazon EC2 STUDIO , Amazon Elastic STATS& FACTS eam Size: T Auto Scaling Container Registry and (ECR) CloudWatch AWS AWS ServicesAWS include: OpsWorks AWS Biggest hit game: Nonstop Knight awards: Key Mobile at Best Publisher Games Awards 2018 Follow: @flaregames Founded: 2011 15 FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 9 There are few sports more dynamic than MotoGP. Fans Fans MotoGP. sports few There than are dynamic more delivers that experience gaming immersive an demand deliver To thing. real the of exhilaration and thrills the all absolute takes experience gaming hyper-realistic that to down detail—from teams, to tracksattention and the game And a new performance. with individual bike’s each every make to on pressure is the every year, released best yet. the version victory impossible seemingly this achieved has Milestone continues game the and MotoGP, with years ten over for with Along alike. critics gaming and fans race impress to its for World recognition gained has studio the MotoGP, its as Ride well as MXGP games, and Championship Rally THQ by Nordic acquired was Milestone titles. Gravel and $49 for million. 2019 August in Launched in 1996, Milestone is an Italian Italian an is Milestone 1996, in Launched games studio headquartered in Milan, companion official the is MotoGP Italy. Championship, MotoGP the to game Michele years, 15 than more for and the in role integral an played has Caletti from up way his working team, Milestone audio developer to game producer. FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 10 “Our vision for vision MotoGP“Our has the years” over dimmed not create to wanted we beginning, the From sport the of representation a realistic and energetic, dynamic, flashy, as that’s last the ten Over MotoGP. real the as bold expectations player and years, gameplay have priorities so our and evolved, have focused always But we’re also changed. In vision. original our to true staying on and budget the had years, we’ve recent our of some opportunitythe make to most to ideas life—things come exciting onlinelike racing and AI-driven gaming. now is ambition, just once was What achievable. “The first game phase new of a conceptual” is purely presenting of ways new find to have We keep can so we MotoGP every year, The first the in engaged. players step a have conceptual—we purely is process brainstorming session where include we game, the see in to like everything we’d technology, the emergent matterno how after Only idea. the challenging how or of start we which at do that looking those ideas are actually Some achievable. an or mode a career as such ideas raw through progression of form alternative start the but game, the simple, out introduce they deeper, go we moment ask: to “Is have always We complications. sport real the MotoGP?”, of to true this the to mean change or: this “What would rider?”real Often these answers to the in idea an stop to have we mean questions its virtual tracks. “We feel like a MotoGP team” “We feel like license the acquired Milestone When ago, years ten than MotoGP more for because revolutionary previously it felt big by made been only had game the expect from a a lot People publishers. to have we know we and MotoGP game, delivering by responsibility that to up live every year. experience exceptional an a MotoGP like feel ways, we many In team—we can’t success rest last on year’s do to have legacy; we our on rely or Every more. further go achieve and better, best their put Ducati and Yamaha year, riders forward, the do and we and bikes same—put game the of best version the forward can. we that FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 11 “We set for a very bar high graphics quality” faced we challenge The obvious most graphics was game, the developing with different the analyze to had We quality. and vegetation, aspects, sky, as such the in shot each ensure to reaction, light reality. to possible as close as is game tradeoffs accept to had we’ve Sometimes or quality shadow like performance, in effects,is post-render result end the but so it’s worth making realistic, and vibrant a set ourselves We compromises. those and on target early graphics very high that. to stuck we’ve challenges overcome to also had We’ve around game physics and cut scenes— things, these do simply to isn’t point the but to do them perfectly through several hard of lots creativityand iterations, work! “It’s always a frantic battle a frantic “It’s always against time” team model, regulation, new Every must variation bike and representation, will Players game. the in included be since and inaccuracies, are there if notice sponsors can and prototypes, bikes, have all changes these overnight, change reflected be new MotoGP to the before a It’s June. always in hits shelves game time. battle against frantic many as has game racing No other MotoGP 19; as characters and vehicles Formula than complex more it’s even real-life the stay to true even One. We and bike each of problems technical performs it It’s track. the a huge how on have, you bikes more the and challenge, AI, CPU, GPU the are and more the to have you more so the and impacted, draw.

“Our super core audience wants core super “Our audience absolute perfection” races plays audience core super Our no with 40 last can to up minutes that hardcore other against interruptions, They difficulty. players, maximum at notice perfection,expectwill and absolute other right. Our quite isn’t something if call not definitely I would who audiences, sport game, the the and enjoy casual, picky! as so There are quite aren’t but cover We consider. to complexities many E and Moto3 classes, different including even can players and bikes), Class (electric Every bikes. historical on race to choose accurate. be to has detail tiny

as immersive as possible. possible. as immersive as of the sport to players, making the game game the sport the of players, making to make a huge effort to convey the realitythe effort a huge convey to make see if you just watch the race on TV. We We TV. on race the watch just you see if and stories to tell that you might never never might you that tell to stories and to experience races. We look for details for look We races. experience to possible, we take our teams to the tracks the to teams our take we possible, development as close to the sport the to as close as development the real sport. So to keep the game’s game’s sport. the real the keep So to every idea has to be checked against against checked be to has every idea game design. When we make MotoGP, MotoGP, make we When design. game possible as long as you obey the rules of of rules the obey you as long as possible RPG, where whatever you want to do is is do to want you RPG, whatever where We’re not making a platform game or an an or a platform game making not We’re potential or when it’s time to walk away. away. walk to it’s when time or potential It can be hard to know when an idea has has idea an when know to hard be It can incredibly important” “The player experience is“The experience player FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 12 “Day one can be a defining be can one “Day game” online forexperience an as complex as something built hadn’t We know platform didn’t before,this so we choosing expect. to what like quite Things number right the or serverthe locations us. serversof worried capacity their or where plenty examples There are of day on problems experienced have games audience. the misjudged they because one to scale provides AWS that The flexibility insights the and relocate, to down, and up to have don’t we meant us, has gives it can We happen. to meltdown the for wait then and turning is tide the way see which by surprised pleasantly been react. We’ve a zero- had We it’s worked. well how just two, and day one, zero-issuecrash, day counting.

for hosting and GameLift. Amazon We had no challenges moving across to to across moving challenges no had We of areas our highlight did it but AWS, platform was online our weakness. Once on a spotlight shone it smoothly, running to needed that performance of areas the as issuessuch address to had We fixed. be and lobbies in times unnecessary waiting chat. voice intrusive the “Racing need games fewer services, use but the ones you perfectly”need to work Cloud Compute Elastic use Amazon We (EC2) pretty setup is The actual straightforward. services, fewer need to tend games Racing perfectlywork services to those but need Although experience. a smooth create to AWS’ all of advantage taken haven’t we benefited already yet, just we’ve potential stability of overall and scalability from the the service. “We there realized other were areas that needed fixing”

“AWS helps us guarantee a a us helps guarantee “AWS experience” consistent race the move, the made Before we own player’s each on relied quality internet connection. In peer-to- everyone meant that playing, peer the of level the to down pulled was poorest connection. With sessions now we a robust server, on hosted being gameplay a consistent guarantee can experience. Everyone is competingon same the with page, same the high-quality connection and racing experience. use tricks can you titles, some For the where predict to techniques and with but example, for going, are bullets want people as it’s harder motorbikes You realistic. be to movements their ping a low need You them. can’t trick the with and bandwidth, stable and servers, that. AWS guarantee can we match smooth have now players Our issues!), resolution NAT more (no join host migration, extended matchmaking is lag. The result low and options, feels robust that play online and engaging.

to-peer a to server-based architecture. few—that switch the from required peer- connectivity, host migration, to name a name to migration, host connectivity, game level—low perceived lag, stable lag, stable perceived level—low game to work with. We had specific goals at the the at goals specific had We with. work to delays. AWS was clearly the best platform the clearly was delays. AWS hiccups, randomhiccups, player appearances or smoother experience, gaming without gaming platform. We wanted to offer a to wanted platform. We gaming were weaknesses with our old online online old our with weaknesses were a better experience and we knew there knew there we a better and experience rendering with granular synthesis. granular with rendering wanted really Players game. online our that integrates with REV for engine audio REV with audio integrates engine for that to improvements significant made We’ve realistic skies, and FMOD—a skies, and realistic engine sound better experience” game online Unreal Unreal Engine plugin for rendering rendering for plugin Engine Unreal Unreal to offer to AWS a “We moved MotoGP 19, we’ve used trueSKY—an used we’ve MotoGP 19, We’re on the shoulders of giants. For For giants. of shoulders the on We’re made by hundreds of skilled engineers. engineers. skilled of hundreds by made pipeline. It’s rich with tools and features features and tools with It’s rich pipeline. quality visuals and an effective and simple simple effective an and and visuals quality powerful engine that allows us to have to Unreal Engine 4. It’s an incredibly 4. It’s incredibly an Engine Unreal to this was the main reason we switched switched we reason main the was this An in-house engine is a lot of work and and work of a lot is An in-house engine and port the engine to new platforms. new to port and engine the also meant we had to create, maintain, maintain, create, to had we also meant or optimization options. However, it or options. optimization However, focus on specific functionalities, tools, functionalities, specific on focus 2017, which allowed us to use R&D to use R&D to to us allowed which 2017, We used our own in-house engine until until in-house own engine our used We theshoulders of giants” “Unreal puts 4 Engine us on FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 13 “We tryconnectionto a find between the and vision our community’s ideas” Henry a for Ford asked people When The a car. them faster horse, gave he of development the to applies same connection a strong have We MotoGP. audience Our community. gaming the to us tell and communicate to afraid not is should game the think they exactly what between tryconnection a find be. We to our vision and the community’s ideas. sometimes but aligned, often,Quite we’re we how about different views have we bringshould something new to the table. and listening tryof a way find We to realistic into want people what translating up end otherwise features, could we game demand, popular by made a game having of spirit the to true that’s one than rather MotoGP. “We want every player to feel like to feel like every“We want player they’re there right the on track” there right they’re if as feel should Players MotoGP riders. other If with track the on could We failed. we’ve don’t, then they experience online exceptional an build where tech awesome other AI and using we everythingif but works perfectly, a riding of feeling raw that create don’t I enjoy a failure. is game the then bike, black most. the It’s like challenge this get satisfaction to players I want magic. point. braking and from every corner “The biggest development for “The biggest development isMotoGP eSports” 19 framework, online our also changed We’ve reliable and engaging a more built and eSportseSports annual Our experience. 143 of reach a global has championship million people with 46 million views past two last the year’s years. For over with collaborated we championship, MotoGP—to for Dorna—the holder rights eSports unique and immersive an create experience the made that championship moreeven realistic for competitors. often games use stock just Developers eSports their at events, a ours but is MotoGP game, our of version specialized players. professional at aimed the of format the changed We our launched We well. as championships of a series eSports over tournaments last year. venues separate three at events the over down whittled were Competitors took who winner, final the find to races xDrive. There BMW M135i a rapid home a Yamaha of prize alsowas a runner-up YZF-R3. The annual MotoGP eSport sees Series Global Championship the fastest fromthe around gamers goworld head-to-head. Last year’s from players includes championship Belgium, Indonesia, Spain, Italy, Australia. and Brazil, FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 14 To improve AI the in behaviors improve To developersgroup, simulated random starting grids across the track. To improve AI the in behaviors improve To developersgroup, simulated random starting grids across the track. WHAT ISWHAT NEURAL AI? Neural AI creates an incredibly fast and smart experience for the player. the for smart fast and experience incredibly an AI creates Neural Green rays show the visual visual Green the rays show systemperception the of neural AI. “There’s always a solution” “There’s always last the over I’ve learned thing The one I was when known I’d I wish years, that 15 get never and calm keep to is younger, but problems, be always There will angry. them with cope to a way always is there worry people Many solutions. find and whentoo much they’re but young, the that is years the through learn you lesson do. should you lastworrying the thing is keep transparent, things keep Instead, way well—that people treat and talking, a solution. find always you’ll “Marketing introduces its own challenges” market, to a game launching you’re When everything explain to been it’s that’s hard write interviews do can and You included. forget you’ll posts,blog invariably but something important. a There’s timing. the is challenge Another moment around February or March when start the details about people wanting with try communicate We to game. new our community through gameplay videos throughout the development, but we the of pictures physical often have don’t made outfits the and haven’t we as bikes yet! them

Green rays show the visual visual Green the rays show systemperception the of neural AI. Graphics are from internal tools, from are Graphics game internal in not

from it. the racing world and it takes energy energy takes it and world racing the The game has a strong connection with enjoy checking the game against reality. reality. against game the checking enjoy race the races as they happen, and you you and happen, they as races the race championship—you buy the game, you you game, buy the championship—you life of a MotoGP game is bound to the the to bound is a MotoGP game of life and rooted in real championships. The championships. real in rooted and game we deliver. A game that’s realistic realistic that’s game A deliver. we game that wants the very precise type very wants the that precise of because we’re talking to an audience audience an to talking we’re because smaller today. We’re holding our We’re positionsmaller today. over the years, and the market is a lot a lot is market the years, and the over players understand our vision. contracted has genre game The racing so much positive feedback and see that see that and feedback positive so much considerably” Even so, it’s been a huge relief to get to relief it’s a huge been so, Even “The has shrunk market were doing would make the game better. better. game the make would doing were the same time, but we knew that what we we what knew that we but time, same the it all. It’s risky to change so many things at at things so many It’s all. it risky change to gaming world to refer to. We had to invent invent to had We refer to. to world gaming to us and we had no references in the the in references no had we and us to challenge because it was relatively new new relatively was it because challenge the player. Getting the AI right proved a Getting proved AI the right player. the incredibly fast and intuitive experience for for experience intuitive fast and incredibly Neural Network Agent—to create this this create NetworkNeural Agent—to our AI—ANNA,our stands Artificial for which This year, we’ve focused on enhancing enhancing on focused we’ve year, This experience forexperience the player” “AI creates intuitive an “AI FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 15 TEAM STATS & FACTS Lead artist: Carmine Napolitano Lead composer: Ian Livingstone Executive Producer: Irvin Zonca Producer: Michele Caletti Lead programmer: Spizzico Giuseppe Lead designer: Matteo Pezzotti GAME STATS & FACTS score: 75 Fast fact: eSportsThe annual a global has championship people. million 143 of reach Genre: Motoracing Platforms: PS4/3, , Microsoft Switch Windows, Nintendo Units sold: 270,000 6 months in Launch date: 2019 6th June STUDIO STATS & FACTS

eam Size: T 200 AWS ServicesAWS include: Amazon Elastic Compute (EC2) Cloud Amazon GameLift Biggest hit game: - Supercross Monster Energy Videogame The Official awards: Key Awards Game Video Italian Follow: @MilestoneItaly Founded: 1996 Graffiti) as (1994 FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 16 DNA. part Frontier’s a big form of sims Management and Dangerous Elite BAFTA-nominated the Through for a reputation built has Frontier games, Coaster Planet and gameplay, detail, ambitious to attention incredible Planet Its title, environments. newest sandbox immersive exception. no is , management its sim taken has Frontier Zoo, With Planet highly that’s expertise a game in next the to level and realism Its rich detailed. incredibly and technical near with players online provide capabilities technical insightsreal-time and a fully-developed trading online authentic an created has put, Frontier Simply economy. sim every zoo other leaves that world simulation its dust. in 3D coughing Piers Jackson is the Game Director Director Game the is Jackson Piers also He’s Developments. at Frontier a trained with biochemist. Together Pettitt, Ian Server Developer, Principle as a full experience years’ 15 has who to helped has Piers stack developer, that game management a sim create themselves immerse users fully to allows ownership. zoo of world the in FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 17 The second pillar is the zoo staff—this zoo the is is pillar The second depth adds that pillar management our a sim just than more game the makes and of because runs The zoo . about up, to setthem have players and staff, the happy. them keep and them control needed guests. the is We pillar The third would that AI technology advanced the guests to the respond dictate how build. players the habitats Piers: management “Our depth” adds pillar Piers: “The doesn’t chimpanzee to get wet”want 2D. been have would past, the In sims available that’s technology With the fully a 3D, build to able been we’ve today, immersive experience where the animals things do and behaviors plausible exhibit chimp that If do. would animals real that go to get wet, to it’s want doesn’t going would behavior That shelter. find and past. the in create to difficult been have

Piers: “The are the stars’” animals created threeWe core developmental theis The first game. pillar the for pillars stars,the are They animals. so everything aspect Every them. is around revolve to has detailed, realistic, and based on extensive looks each from what research, to order in need they exactly what to like, list, which animal a big wanted We thrive. had team our meant it as a challenge was characters. awful of They an lot make to they elephant, one make just couldn’t had male to and make female elephants, between. every in and age juveniles, plus anything done ever we’ve think I don’t It was Zoo. Planet as animation-heavy as to had undertaking, we and a massive tools throughoutdevelop the course of the to the give development animatorsgame’s to which in environments best possible the today. game the see in you what create

amazing. from a small zoo to something utterly something to zoo from a small game where people could build anything anything build could people where game that would really push the boundaries—a the push really would that games, so we wanted to create something something create to wanted so we games, since we developed the the Tycoon Zoo developed we since Technology has come such a long way way a long such come has Technology make Planetmake Zoo. released, you can see why we needed to to needed we see why can you released, long time since a good zoo sim game was was game sim zoo a good since time long alongside the fact that it’s been a really fact it’s a really the been that alongside combine this passion this combine for sims and gaming, that let us test our limits. When you you When limits. test us our let that building a world-class management sim sim a world-class management building to expand on the Planet franchise by by franchise Planet the on expand to DNA and we cherish them. We wanted wanted We them. cherish DNA we and ones—these are part of our company’s ones—these part company’s are our of management sims, especially the scientific scientific the especially sims, management We’ve always been involved in in involved been always We’ve this game” Piers: “We needed to make Piers: “We needed to make FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 18 PRO GAMEPRO TIP... their of Beta some lost reviewers exactly realized before they animals animals raise to is it complex how rewarded are Players zoo. a in habitat, food, the researching for keep will that lifestyle, foliage and and healthy. happy animal each Piers: with “The cope can animals throw at them” players whatever our system perhaps is The navigation most impressive feature. technology can players terrain 3D this built We’ve form, or shape any into manipulate to able be to have still animals the but cutting- is it. This can! And they navigate swim, the can get of out Animals edge. navigate trees, and climb land, onto water in put have players things other the all system update can navigation Our play. with cope can animals so the dynamically, It took them. at throw players whatever sweat, and blood, prototyping, of a lot tears. But it’s there. Piers: to care players “We want about the animals” game the was this agreed we’d Once our tested we make, to going were we numbers, and the and sims the ran ideas, The somedeveloped of the technology. artists our to allowed has technology fur animals—fur the that on fur realistic put The eyes movement. and rain to responds to attention the and realistic incredibly are a lot spent We away. me blows still detail feathers, the eyes, the on working time of skin. the and fur, the want we animals, the at look people When say: to breathing “Thatthem a living, is about.” I care that animal FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 19 Now we have Career Mode—a have we Now narrative multiple across runs that campaign Mode— Sandbox Classic challenges; and they whatever build people creative where online the with ideas their share and want community; Franchise Mode—online gameplay that allows players to build players other with trade and zoos multiple and theonline; new Classic Sandbox Mode—where in participate can players everything where but purely is challenges, economy. fuller a within offline

that make up the running of a zoo. We’ve We’ve a zoo. of running the up make that lists every that a Zoopedia built even its husbandry—the and is depth animal to from animal varies it and staggering, of management the of So a lot animal. requirements actual on based is game the captivity. in animals these for Piers: “Thanks community, to our a fourth in added we mode” game Beta. from our so much learned We constructive positive, of a lot had We a fourth in adding us to led that feedback Mode. mode—angame Challenge offline

Piers: with “We engaged people zoos” in work who game the ensure to was goal Our way. every in possible zoo a real emulated certain includes game the though Even speeds, time as advanced such mechanics, zoo. living a of rules the upheld we’ve to need You very are These specific. rules about people educate license, get a zoo are that habitats create biodiversity, animal high ensure animals, for suitable captive manage escapes, and care, avoid animal breeding to release animals into the wild, other among many factors. us for key been has Authenticity of Planetthroughout the development engaged research, the all done We’ve Zoo. and zoos, in work who people the with elements the all onboard take to tried

in this world. world. this in they’re there, making a difference, living living a difference, making there, they’re the realism. We want players to believe believe to players want We realism. the lot of reactive graphics involved in selling selling in involved graphics reactive of lot like being cold or wet or hot. or a wet There are or cold being like animals get up and move if they don’t feel feel don’t they if move and get up animals wet their fur flattens and gets darker. The flattens fur gets and darker. their wet appear in the rain; and as the animals get animals the as and rain; the in appear realistically. Snow settles; pools of water settles; water of pools Snow realistically. engage with the environments incredibly incredibly environments the with engage rain and wind, and sunshine—all and these wind, and rain systems that send down snow, and and snow, down send systems that undertaking. created weather viable We foliage on our planet, so it was a huge planet, a huge so was our it on foliage biomes for their animals. There’s a lot of of a lot There’s animals. their for biomes to ensure players could build the right right the build could players ensure to We invested a lot of time into our foliage foliage our into time of a lot invested We Earth” Piers: “There’s on a lot of foliage FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 20 is the the is to ensure to because player because player , make sure the game is is game the sure , make responsive to players at any time of the the of time any at players to responsive day. or night Aurora Amazon picked We and of responsiveness terms in fit right varietyplayer the different of handling in statistics be aggregated. to need that more manageable. We’ve implemented implemented We’ve manageable. more and S3 AmazonAmazon Athena system the and, overloading not we’re with Amazon Relational Database Service (Amazon RDS) we and world, the over all differ numbers times.different at demands different have in scale a system could needed that We disappointed. never are so players out and Amazon also found We’ve Athena to cope cope to to take on on take to to reduce reduce to to crunch the the crunch to to keep track track keep to also analyzes the performance performance the also analyzes AWS Elastic Beanstalk Elastic and AWS

Using the AWS cloud, we can scale scale can we cloud, AWS the Using capacity enough have we ensure to players; of influx an of minutes within increasewe capacity through Amazon Aurora Ian: “We have enough capacity enough “WeIan: have withto cope influx a sudden of players” Amazon Aurora Amazon in storage users, the the zoos, animals, the the of state trading. the of and franchises, community also introduced We’ve in-game different of consisting challenges online all encourage we where events for exchange in participate to players provide to have we means rewards. This near statistics real-time for players and use AWS We a whole. as community the Lambda and Amazon Athena game, the telemetry in data from events use AWS we then and Glue stats and that percentiles for numbers API, players. return, via the then to we AWS Glue individual the and community the of players the of rewards and contributions challenges Because the game. the in developed every differ week,we’ve with cope can that system a flexible useWe rewards.and events different reward and track stack to technology the Storage Simple people, and Amazon for storage. S3) Service (Amazon with variable player numbers. We use numbers. We player variable with autoscaler in Aurora Amazon on dependent instances, of number the costs make to day, of time and players

these animals. It involves a lot of data of a lot It involves animals. these life events, and allow for players to trade trade to players for allow events, and life all the animals from birth, through all all from birth, through animals the all In the online franchise mode, we track track we mode, franchise online the In events” of people’s creations! system with that cope can different live in. There are already so many videos videos so many already There are in. live a flexible developed “We’ve Ian: and put it into a habitat for the animals to to animals the for a habitat into it put and Someone built aSomeone huge dragon built skeleton and hidden staff and management areas. staffmanagement and hidden and that have these complex internal terrains terrains internal complex these have that our Beta. Habitats inside glass buildings Beta. glass buildings our Habitats inside We saw some incredible player builds in in builds player incredible some saw We something completely different. completely something skeleton” game, but the joy is in watching people do do people watching in is joy the but game, dragon a huge “SomeoneIan: built look like and how you should play the the play should you how and like look can have ideas about what a zoo should should a zoo what about ideas have can environment and the simulation, and we people do with it. We can create the the create can it. with do We people love most about this game is seeing what what seeing is game this about most love something remarkable. But the thing I thing But the remarkable. something render specialists pulled have together Our character artists and and animal can. That’s been the biggest challenge. challenge. biggest can. That’s the been and we’ve had to fulfill these as best we bestas these fulfill to had we’ve and they’re going to see and do in , Zoo, Planet in do see and to going they’re Players have expectations about what expectations what about have Players has been the biggest challenge” Piers: “Meeting fans’ expectations FLAREGAMES MILESTONE FRONTIER GAME TECH Issue 02 21 TEAM STATS & FACTS Lead designer: James Taylor Artist: Cox Marc Composer: J.J. Ipsen Director: Piers Jackson Producer: Steve Wilkins serverPrincipal developer: PettittIan Lead programmer: Andrew Chappell the Pygmy GAME — STATS & FACTS Hippo, Thomson’s Gazelle Hippo, Thomson’s Gazelle Dragon.and Komodo Fast fact: The Deluxe version of the extra an three includes game unique animals Genre: Simulation Management Game Platforms: PC Launch date: 5 November 2019 Metacritic score: 81 and AWS STUDIO STATS & FACTS Amazon Athena Amazon

eam Size: T 500 AWS ServicesAWS include: Aurora,Amazon Lambda, Glue AWS Biggest hit game: Jurassic Evolution, World 2m+ awards: Key UK of game one Named industry’s Best Places the in Work to Gameindustry.biz awards. Follow: @frontierdev Founded: 1994

business—how differentiate? you do good way to look at any challenge in any any in challenge any at look to way good that looks and feels different. looks and that a That’s the goal should always be to make a game a game make to be always should goal the are a lot of ‘me too’ games out there, but but there, out games too’ ‘me of a lot are stands apart from everyone else. There right now is how to make something that that something make to how is now right The biggest challenge facing the sector the facing challenge The biggest different” out, this may not be your firstthought. your be not may out, this Piers: that’s a game “Make obvious, but when you’re first starting you’re when but obvious, center of what you’re doing. It may sound sound It may doing. you’re what of center who will engage with the games at the the at games the with engage will who own requirements and to put the players players the put to and requirements own myself. The key is to look beyond your your beyond look to is The key myself. make games for other people and not for for not and people other for games make perhaps my biggest lesson has been to to been has lesson biggest my perhaps We all grow and learn in this industry and this in learn and grow all We games for other people” Piers: “It’s important to make GAME TECH Issue 02 22 and other Amazon Aurora, Amazon cloud-based services meant Flaregames could build the the build could Flaregames servicescloud-based meant people. 15 just of team a core with game hit There’s a reason Nonstop Knight 2 scored more than a than more 2 scored Knight Nonstop a reason There’s game The months. role-playing six in downloads million best parts the a whole threw took and its of predecessor heap more fun into the action, from customizable game a new and AI-poweredskill-sets to companions mode. Amazon RDS , Amazon to make sure the game exceeds exceeds game the sure make to , and AWS, and Glue

Territorial lions, chimpanzees who don’t like the rain, and and rain, the like don’t who chimpanzees lions, Territorial animals the treat don’t you if placards wave who visitors up come you’ll challenges the of some just care, are with its own had The studio Zoo. Planet playing when against provide to need the including overcome, to challenges near statistics real-time for players across the globe. Lambda AWS services as on such relies Frontier Athena player expectations.

match join and low lag. low and join match improvements smooth to game, the online including to AWS has enabled the studio to make significant significant make to studio the enabled has AWS to delivers, but improves the game year-on-year. Moving delivers, but the game year-on-year. improves and rider to the clouds in the sky. Milestone not only only not Milestone sky. the in clouds the to rider and That means every detail has to be perfect, be to every has detail means That bike from the that puts them right there on the track with their idols. their with track the on there right puts them that experiences. They want an intuitive racing experience experience racing intuitive an want They experiences. MotoGP gamers demand hyper-realistic gaming GAME TECH Issue 02 23 CREATE AN ACCOUNT AWS CLAIM YOUR FREE TIER ACCESS Get started with AWS today to benefit from 12 benefit to from Get started today AWS with Amazon to including access, free tier of months DynamoDB. Amazon and S3, EC2, Amazon Watch Game Tech DevStories Tech Game Watch channels YouTube Tech Game the to up Sign Build a robust analytics pipeline with a small team a small with pipeline a robust analytics Build servers game minutes in real-time Create Autoscale game servers with learning machine players of millions to content game Deploy 10-MINUTE TUTORIALS 10-MINUTE make to how Discover spare? to time little Got these offer with to has AWS what of most the quick tutorials. • USE CASES from expert learn developers to game Want and industry experts? • • • • •

Get Tech started Game Amazon with with game learning your machine Enhance superfast, of advantage databases secure Take with launch Help go CloudFront smoothly Amazon your Attract and engage players across the globe times wait long and latency, high crashes, Avoid USING AWS latest tech the of advantage take to how Learn devs. game for tools • EXPLORE GAME TECH SOLUTIONS on scaling costs to operating reducing From support can Tech Game Amazon how out find demand, your team. • WELCOME TO AWS the helps optimize GameAmazon Tech build, to tools the you giving process, by development market. to game your bring and innovate, • • • •

next level. AWS can help take your game to the the to game your take help can AWS industry or you’re a seasoned tech pro, pro, tech a seasoned industry you’re or Whether you’re just starting out in the just starting the in out Whether you’re