Guns of Boom : une étude de cas Unity pour les jeux mobiles
After four months developing Guns of Boom for an alpha release on PC, Game Insight had an epiphany. They could capitalize on a gap in the market by building a mobile version of their FPS project for the casual player. What’s more, with the help of their past mobile experience and Unity, they knew they could create a mobile-friendly experience that would reach a broad market. Today, with one million daily active users (DAU), it seems they were right.
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Le jeu
Guns of Boom, a 4v4 mobile multiplayer first-person shooter (FPS)
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L'objectif
Un jeu mobile de qualité doté de tout ce que les joueurs attendent désormais d'un jeu FPS multijoueur sur console et PC
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Équipe de projet
80-130 personnes lors du développement et de la production
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Entreprise
+ 600 employés
Siège : Vilnius, Lituanie

Guns of Boom a enregistré 5 millions de téléchargements en 2 semaines
Guns of Boom a été lancé en mai 2017 ; en deux semaines, il avait été téléchargé plus de cinq millions de fois. Tout le travail accompli par Game Insight pour identifier le meilleur public cible n'aurait cependant servi à rien si le marché n'avait pas été prêt pour le bon type de FPS multijoueur sur mobile. Et ce jeu-là devait être de grande qualité et jouable n'importe où lors de courtes sessions.
Les résultats :
- Premier prototype créé en à peine un mois
- Le support Enterprise Unity a permis d'économiser plusieurs jours de développement
- Cinq millions de téléchargements les deux premières semaines
- 50 millions de joueurs la première année
- Un million d'utilisateurs quotidiens actifs

Une version initiale en à peine un mois
In 2015, Guns of Boom had been a fully playable PC game project with several levels. After conducting market and user research, however, Game Insight realized that they had a great opportunity to tap a niche market if they changed it to a mobile game.
They believed that if they created a multiplayer FPS that was quick, convenient and easy to play, people would embrace it.
“We’ve done everything we could to make the game design as accessible as possible. With features like auto-aim, the controls are so simple that anyone can master them in seconds. Plus, you can play anywhere: Waiting in line at the market, on the bus, in bed. You can play it lying down, sitting or standing. And our maps are not so big, so you turn the game on and have five minutes of non-stop action,” says Anatoly Ropotov, CEO at Game Insight.
Once they decided to port the game to mobile, there was no question about which technology they would use. The studio had vast experience creating mobile games with Unity like Airport City and X-Mercs, which experienced over seven years of success on the market. So they knew it had everything they needed to create a quality mobile game efficiently.
Unity saved them half a year of development
“With Unity, moving from the console version to the first mobile look & feel iteration only took about a week. After that, it was a matter of months to make the full transition from PC to mobile with optimized graphics, performance and controls,” says Ropotov.
They used the Unity Asset Store to speed up that first transition to mobile, and since they continuously add new content to keep players engaged, they still use the Asset Store for prototypes of new content.
“When you just need models or controllers or something similar, the research team can go to the Asset Store to create the first look & feel, and it can save them up to six months of development time,” says Ropotov.

Appliquer les dernières fonctionnalités propres à chaque plateforme
Another crucial factor for Game Insight was the ability to continuously update Guns of Boom with the newest features that would give their players the latest and greatest experience possible.
Every new smartphone release comes with a stream of platform-specific features, like haptic feedback, ARCore, ARKit, and 3D Touch, which means it can be challenging to stay on top of the latest technology. That’s why Game Insight has a strong R&D department, including four dedicated tech artists.
“Immediately after Apple or Google announces a new feature, we start researching how we can implement it,” Ropotov says. “Guns of Boom has 12 platform-specific features for Apple alone, and we implemented them really quickly – we are among the first in the world to do so. But if it weren’t for Unity’s multiplatform support and deep partnerships, it wouldn’t matter how fast we moved. Unity makes it possible for us to keep up with the latest mobile technology.”
Giving players a great experience not only means keeping up with the latest features, it can also mean implementing new technologies. For example, Game Insight released an Augmented Reality Spectator Mode immediately after Apple unveiled ARKit in September 2017.
Guns of Boom enters the world of eSports
The success of the AR Spectator Mode made Game Insight realize that there was big potential in the area of eSports. For almost two years, they have been partnered with the Electronic Sports League (ESL), recently launching a tournament with $500,000 in prizes. The kick-off was held at the 11,400-capacity Spodek Arena in Katowice, Poland, and the ESL season finale in Los Angeles in November 2018 drew a peak of 15,000 concurrent viewers, making Guns of Boom the first mobile shooter to enter eSports at such a large scale.
So whether players are online or offline, playing for fun or for huge prize money, one thing is crystal clear: Guns of Boom has won the hearts and minds of millions of passionate players around the world and will continue to inspire and grow with them thanks to Game Insight’s leadership and their commitment to innovating with the latest technology.

Support Enterprise
Game Insight utilise Unity Support Enterprise depuis trois ans. En plus de disposer d'une ligne directe entre leurs développeurs et les ingénieurs de Unity, la société apprécie particulièrement les commentaires qu'elle reçoit sur les projets, qui lui permettent d'accélérer la production.
"Les commentaires sur les projets sont très importants en raison de nos mises à jour fréquentes et urgentes. Nous pourrions obtenir toutes les informations que nous en tirons par nous-mêmes, mais ça nous prendrait beaucoup plus longtemps. L'ingénieur Unity nous rend visite dans nos bureaux et nous passons en revue l'intégralité du projet," nous a déclaré M. Ropotov.
"Nous lui posons des questions sur la meilleure façon d'optimiser la mémoire, les images par seconde, ainsi que d'autres choses susceptibles d'améliorer l'expérience des joueurs et les performances sur certains appareils. Nous lui demandons également comment améliorer les graphismes, les ombres, les simulations de textiles et les effets ; tout ce qui pourrait plaire à nos joueurs."