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Hosting AAA Multiplayer Experiences with Multiplay

Offered By: Unity via YouTube

Tags

Unite Courses Game Development Courses Auto-scaling Courses Multiplayer Game Hosting Courses

Course Description

Overview

Explore the intricacies of hosting AAA multiplayer experiences with Multiplay in this 51-minute conference talk from Unite Berlin 2018. Delve into the world of Enterprise Game Server Hosting as Fred Grill from EA/Respawn Entertainment and Will Lowther from Multiplay share insights on launching AAA games, featuring a post-mortem analysis of Titanfall 2's launch. Learn about dedicated server benefits, traditional game hosting options, and Multiplay's hybrid model for provider redundancy. Discover the challenges of scaling, fragmentation fixes, and zero-downtime patching for game images. Examine auto-scaling across different cloud environments and its success stories. Gain a deep understanding of Titanfall 1 and 2's client/server architecture, comparing bare metal and cloud hosting models. Follow the journey through launch planning, war room strategies, and matchmaking evolution from Titanfall 1 to Titanfall 2. Enhance your knowledge of AAA multiplayer game hosting and prepare for a Q&A session to address any lingering questions.

Syllabus

Intro
Why use a Dedicated Server?
Game Hosting - Traditional Options
What is Multiplay?
Hybrid Model - Provider Redundancy
Scaling up can be easy...
Scaling down is much harder!
Fixing Fragmentation
Game Images - Zero Downtime Patching
Auto Scaling - Not All Clouds Are Equal
Auto Scaling - The Success Stories!
Titanfall 1& 2 Basics Client /Server architecture - 100% dedicated servers
Titanfall2 Architecture
The Difference Between Bare Metal and Cloud?
The Main Difference Between Cloud and Bare Metal is the Business Model
Launch Planning
Typical Launch?
Typical Daily Cycles...
Pre-Launch
Launch - The War Room
My favourite image
Titanfall 1 Matchmaking Recap
Titanfall 2 Matchmaking
The End - Questions


Taught by

Unity

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