MADFINGER Games: eine Unity-Fallstudie
Wie stellen Sie sicher, dass die Veröffentlichung einer wichtigen Erweiterung einer Spielewelt so reibungslos wie möglich verläuft? Vor zehn Jahren taten sich Unity und MADFINGER Games zusammen, als beide Unternehmen noch wesentlich kleiner waren und gerade erst in die Arena der mobilen Spiele eintraten. Die Zeiten haben sich dramatisch geändert, aber die Beziehung ist so stark wie eh und je und wirkt sich auf die zentralen Aspekte des gesamten Lebenszyklus eines Spiels aus.
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Das Ziel
Ein großartiges mobiles Spiel mit der End-to-End-Technologie und den Supportservices von Unity entwickeln
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Team members
Ca. 75 Mitarbeiter bei Unity, darunter Programmierer, Grafiker, Animatoren, Designer und Tester
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Company
Über 100 Mitarbeiter
Brno, Tschechische Republik
Dieser Indie versteckt sich nicht im Schatten
Since 2010, the fiercely independent Madfinger’s mandate has been “to build the best mobile games.” And the 100-member team is doing just that. In 2019, they won the award for the Most Beautiful Game on Google Play for Shadowgun Legends. With 260 million downloads across eight games, their loyal player base loves the distinctive Madfinger touch on titles like Shadowgun: DeadZone, Dead Trigger, and UNKILLED.
With the recently launched Shadowgun War Games – a console-quality, mobile multiplayer first-person shooter (FPS) – there are heroes like Sara, Jet, Revenant, Willow and Slade, for all types and levels of players, ranging from non-competitive solo to hardcore 5v5. Madfinger built and launched the game with Unity’s real-time 3D content-creation platform, tapped Multiplay for game hosting, and will soon integrate Vivox for in-game voice comms.
Die Ergebnisse
- Fast prototyping, iteration, and optimization thanks to a wide range of Unity developer tools
- Easy multiplatform (Android, iOS) builds due to one code base
- Seamless game server hosting with Multiplay’s proven technology, battle-tested at scale
- Sub-second matching of players to servers with the new Beta Matchmaker
- Quick integration of voice comms courtesy of Vivox
Jetzt ansehen: Interview mit MADFINGER Games
In this interview, Madfinger CEO and cofounder Marek Rabas talks to Unity about the challenges his team faces and how they solve them with Unity’s suite of multiplayer tools.
Spiele entwickeln, keine Engines
Als kleines Studio mit wettbewerbsorientierter Einstellung sieht Madfinger seine schlanke und effiziente Größe durchaus als Vorteil im Wettbewerb gegen riesige Konkurrenten – darunter auch Marktführer – im mobilen Bereich. Und diese Einstellung leitet ihre technischen Entscheidungen.
„Wir können es uns einfach nicht leisten, 10 Leute an einer Engine und weitere 10 an anderen internen Tools arbeiten zu lassen – wir müssen all unsere Energie auf die Entwicklung von Spielen und das Design atemberaubender Grafiken konzentrieren. Das ist unsere Stärke“, sagt Miroslav Ondrus, CTO bei Madfinger.
„Als ich vor zwanzig Jahren mit der Entwicklung von Spielen begann, gab es nicht viele Engines von Drittanbietern, also mussten meine Freunde und ich unsere eigenen entwickeln und pflegen. Aber heute ist Unity voll funktionsfähig, mit über 1.000 Entwicklern, sodass wir uns auf die Entwicklung von Spielen konzentrieren können und keine Zeit bei der Entwicklung und Pflege von Engines verlieren müssen.“
Luciano Alibrandi, Madfingers COO und amtierender CMO, stimmt zu: „Vor zehn Jahren haben wir uns im richtigen Moment gefunden – als wir beide, Unity und Madfinger, anfingen zu wachsen. Es war die perfekte Kombination von Kompetenzen auf beiden Seiten und dem richtigen Timing, die uns zusammengebracht hat, woraus eine sehr lange Beziehung entstanden ist, die uns erlaubt, uns auf das zu konzentrieren, was wir am besten können: großartige Spiele zu machen.“
Förderung vieler Entwicklungsteams
So, once a new title gets greenlit, how does Madfinger begin fleshing out its latest game ideas?
“We like ProBuilder a lot – it’s a powerful tool for prototyping new levels and assets within Unity. We use it to build our scenes quickly and iterate on them across teams. We also like to use it for grey-boxing all the levels. This is handy because we can do all our work in Unity and don’t have to use another third-party software tool.”
Ondrus also likes Unity’s Animation editor, especially the updated version of Key manipulation in Curves mode. 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). It’s a small feature but it really speeds up their workflow.
Another 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.”
Ever 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. 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.
Ondrus mentions one other popular Unity feature. “For me, Unity’s multiplatform capabilities simplify things quite a bit. 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. With Unity, it’s really easy – it’s just a switch in the settings and the runtime version is output for the target platform.”
Absage an Lag, Betrüger und P2P
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. Each of these options has technical and financial advantages as well as drawbacks. 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. They needed dedicated servers to guarantee a smooth, lag-free experience.
For Vladimir Zadrazil (“Zadr”), Madfinger’s lead programmer, it was a simple choice. “Our ambition with War Games is to deliver a fun yet highly competitive experience, so lag, cheating, and long queues are unacceptable. Thankfully, with Multiplay’s multi-cloud, scalable solution we’re able to give our players a consistent experience, regardless of device or location. The only thing we can’t promise is that you’ll win!”
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. “With P2P there’s more risk of cheating due to one device being the host. With dedicated servers we can put anti-cheat measures in place and, if necessary, take down a server with ease. It gives us more control,” says Zadr.
Reibungsloser Start, nahtlose Skalierung
As any studio will tell you, new game launches are always fraught with unknowns, such as approximately how many players will join and from where. However, when Shadowgun War Games went live, server scaling went smoothly. “Thanks to Multiplay, there was never an issue of running out of server capacity. As word got out and players started to download and play the game en masse, we were able to scale with ease. This meant no players were left waiting for a game, which is so important for us,” says Ondrus.
According to Zadr, latency is one of the top issues that determine good or bad gameplay experience. “That’s why we decided to collaborate with Multiplay on networking. And it’s a win-win strategy because they helped us focus on making games, while we gave them feedback on their tech, so they can make the product better for everyone, not just for us.”
Ondrus also calls out Unity’s support as a key to their comfort level, “The communication is super fast and super smooth. For example, I recently asked a question in our Slack channel and someone in San Francisco replied and helped me, which was amazing because he was many time zones away! We have excellent cooperation from Unity.”
Better player engagement with better matchmaking
Für Multiplayer ist ein schnelles und richtiges Matchmaking für den Spielspaß entscheidend. „Wir wollen das absolut beste Erlebnis für Spieler, denn es beginnt damit, mit wem man es zu tun hat. Wir wollen sicherstellen, dass die Spieler schnell ins Spiel kommen und mit anderen auf ihrem Niveau spielen, sonst werden sie die App einfach löschen und nie wieder zurückkehren“, sagt Zadr.
Während der Entwicklung von Shadowgun War Games, sagt Ondrus, haben sie einen Matchmaker entworfen. „Damals wussten wir noch nicht, dass Unity einen eigenen skalierbaren Matchmaker-Service entwickelte, daher gingen wir noch nicht von einer Drittanbieter-Option aus. Aber sobald wir davon erfuhren, haben wir uns darauf gestürzt. Dann mussten wir nur noch unsere eigenen Funktionen einrichten, was recht einfach war.“
Bevor der Spieler einem Spiel beitritt, misst der Spielclient (d. h. das Gerät des Spielers) die Verbindungsqualität zu den globalen Multiplay-Rechenzentren mit Quality of Service (QoS). Die QoS-Daten werden zusammen mit den Spieleinstellungen und Spielerstatistiken, die von Madfingers serverautoritativem Lobbyservice gesammelt werden, um Betrug zu verhindern, an das Matchmaking übermittelt. Der Matchmaker führt die von Madfinger definierten Matchingfunktionen aus, um kompetitive Spiele mit einer schnellen Verbindung zu finden. Und all dies geschieht in Sekundenschnelle.
Der Matchmaking-Service von Multiplay ist vollständig in seinen Multi-Cloud-Scaler integriert, d. h. die Spieler werden nicht nur in die richtigen Spiele, sondern auch auf den richtigen Server gesetzt.
Mit Vivox den Spielern eine Stimme geben
For today’s multiplayer games, live communication during campaigns and battles is key to outcomes. Voice comms are one of the most important factors to player experience because they let players get more organized by discussing what they want to do and how to do it, adding a lot to their experience.
Madfinger first integrated Vivox into Shadowgun Legends, and it was a simple process. They spent just two days with Unity’s Vivox SDK, which is the expected implementation time. “We ran into a few small issues on our side but in general it was a super easy, painless process,” says Ondrus. Now Vivox hosts and manages all the voice comms for the game, and Madfinger is planning to integrate it into Shadowgun War Games very soon.
This means the Madfinger team can speed up their development process and focus on player engagement. “Having the Vivox team available 24/7 is a blessing. Rather than stressing over an outage in one region or some bug or another, we can speak to the Vivox guys and it gets fixed,” added Ondrus.
To round out their in-game comms strategy, players can also communicate with emojis, and Madfinger is planning to implement text messaging soon.
Wie geht's weiter bei Madfinger?
“We’re really excited about the launch of Shadowgun War Games, as we believe this game will work across the board, from solo players to the most competitive team gamers,” says Ondrus. “And as our player base grows, we’ll definitely start thinking about eSports,” which is not surprising to learn. After all, this ambitious studio has always punched well above its weight in the mobile-gaming arena.
Watch Madfinger’s presentation at Unite Copenhagen to get the behind-the-scenes scoop on how they’re using Multiplay and Vivox for game hosting, matchmaking, and voice comms.