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“Building Iconic Online Games” Tutorial Day at GDC Online 2011


On Monday, October 10 from 9:30 a.m. – 6:30 p.m., GameSpy Technology will return to the Game Developers Conference Online in Austin, TX to host a full-day tutorial on using online features to “Build Iconic Online Games.” Attendance is open to all who have registered for GDC Online (except for the Games Career Seminar). We had a phenomenal turnout for last year’s event, and we invite you to join us again this year!

Our full agenda for the event is below. Speakers for the keynote and the panels to be announced soon. Stay tuned!

9:30 – 10:00 – Opening Remarks from GameSpy Technology
GameSpy Technology will provide its perspective on the state of online gaming, deliver information on the wildly successful growth of its indie developer focused “GameSpy Open” initiative, and preview several prominent indie titles – from Warm Gun by Emotional Robots to Dungeon Defenders: Second Wave by Trendy Entertainment – that use GameSpy’s Technology to push rich online features to new audiences in the mobile space. Particular focus will be given to Halfbrick’s Fruit Ninja — a hit casual game that used GameSpy Technology’s multiplayer services to connect its players on Android devices. GameSpy Technology will discuss the studio’s achievements while asserting that rich online features have become essential for indie developers to reach “icon” status.

10:00 – 10:30 – Keynote: Ernest Cline, Author: Ready Player One
Ernest Cline’s new novel, Ready Player One, is a set within a global MMO of epic proportions, filled with references to and appearances by video games both classic and current, and explores the nature of life both in and out of a game world that has essentially replaced the internet. Mr. Cline will join GameSpy Technology’ Tutorial Day to provide insight into his rationale for setting the novel in an online world, providing a argument for why game-based entertainment at every level should embrace rich online as a key element in “finding the fun.”

11:00 – 12:00 – Session #1: The Database Is the Next Game Engine
Tracking LOTS of game data is critical for all game developers in the era of online ubiquity. From leaderboards to stats-rich user-profiles to telemetry, games on every platform lean on big data to make games more fun. But tracking data at scale can intimidate even the largest developer. At this session, GameSpy Technology will discuss how it scaled its stats-tracking services so that any studio can leverage “big data” to produce big fun. We will discuss our move from a “SQL for everything” approach to a heterogeneous, partially NoSQL environment built for the data needs of game developers big and small. {Presenter: Mike Ruangutai, Technical Director, GameSpy Technology}

12:00 – 1:30 – Networking Lunch
Eat a meal on our dime and connect directly with fellow online game pioneers, alongside GameSpy Tech engineers, account managers and product staff (we promise to chew with our mouths closed).

1:30 – 2:30 — Panel #1: Beyond the Couch – State of Online Games in 2011
Before we know where online games should go, it’s important to take stock of where we’re at. This panel will convene players from various online-enabled spaces within gaming (mobile, console, social, and free-to-play) to provide a cohesive vision of where online gaming stands – and point to its future at the dawn of the mobile / html5 revolution. {Kris Graft, Editor-in-Chief, Gamasutra; Panelists: Bernie Yee – Bungie Aerospace; Tom DuBois – OnLive; Dallas Dickerson – BioWare / The Old Republic; Brian Cho – Booyah; Lorin Jameson – SOE / DC Universe Online}

2:30 – 2:45 – Live Demo: Dungeon Defenders – Cross-Platform Co-Op Multiplayer
Trendy Entertainment’s Philip Asher presents a live demo of the studio’s innovative tower defense / RPG, which uses GameSpy Technology’s multiplayer services to deliver cross-platform co-op play across iOS, Android, PC and PS3. The game’s Xbox, PC and PSN versions release on October 19.

3:00 – 4:00 – Session #3: Tutorial – Building Limitless Leaderboards – and More – on iOS, Android, and Beyond
You can argue about genres, gameplay mechanics and story all day long, but the great uniter among gamers is a love of stats. From high scores to leaderboards to stats rich user profiles, everyone loves to measure their performance. In this tutorial, GameSpy Technology will show you, step-by-step, how to use its freely available, cross-platform Player Metrics & Rankings services in the Unity engine to create the stats-driven features that gamers love and demand from games on every platform – from iOS to Android and beyond. {Presenter: Dan Maas, Technical Product Manager, GameSpy Technology}

4:00 – 4:15 – Live Demo: Super Comboman & IGN Indie Open House
Todd Northcutt, VP of GameSpy Technology present an overview of GameSpy Technology and IGN’s Indie Open House residency program, which provides free office space, technology, and consultation to independent game developers. Justin Woodward of Interabang — on of the studios participating in the program — will deliver his studio’s game, Super Comboman, currently in development at IOH.

4:30 – 5:30 – Panel #2: Don’t Look Back – Why I Went Indie
Some game developers became indies by circumstance; others were just born that way. This panel will bring together developers who chose the independent route from the start, those who found independence thrust upon them, and others who chose indie development because of its appeal relative to their experiences with big studio development. They will discuss their path to indie-dom, explore its advantages and disadvantages over AAA studio life, and share their secrets (or just tightly gripped hopes) for achieving success with only themselves to call “boss.” {Moderator: Ben Kuchera – Ars Technica | Panelists: Philip Asher – Trendy Entertainment / Dungeon Defenders; Justin Woodward – Interabang / Super ComboMan; Richard Wykoff – Reverge Games / SkullGirls; Max Hoberman – Certain Affinity / Age of Booty & Crimson Alliance}

5:30 – 6:30 – Multiplatform Cocktails
Have one on us and toast the launch of your next successful online game!



Nano Nano: GameSpy Technology Powers Crysis 2


GameSpy Technology proudly congratulates our partners at Crytek and EA on the massively successful launch of Crysis 2. We’re proud to be a part of the game’s online offerings, contributing our multiplayer, community and commerce services to power the game’s PC version.

This latest entry in the acclaimed Crysis franchise hit North American stores and digital retail outlets on Tuesday, March 25 – and the response from players and critics alike has already been rapturous. You can see for yourself in IGN’s video review of the game:

Crysis 2 makes significant use of GameSpy Technology’s services to power its online featureset. Our Multiplayer & Community services enable players to create accounts, build in-game buddy lists and find dedicated servers to join so that they can play online in the game’s many multiplayer game modes. Our Cloud Data Storage services enable Crysis 2 to store and retrieve player stats and leaderboard data generated by Crytek’s homegrown statistics tracking system (a testament to our Cloud’s flexibility, in that it also works with our own Player Metrics & Rankings services for developers who do not have their own solution on hand).

Most significantly, the game services as a showcase of GameSpy Technology’s Digital Commerce services. At launch, the game utilizes our CD Key and redeem code systems to protect the game from piracy and to provide players unlocks for pre-order or bonus perks. In the weeks to come, the game will also use GameSpy Direct2Game to power sales of downloadable content (map packs and more) and full versions of Crytek games, both in-game and on Crytek’s MyCrysis.com Web site.

We’re thrilled to have partnered with Crytek on this benchmark-setting title. Looking to power your game with amazing multiplayer, community-building, data, or commerce services? Contact us to find out how – or apply now for FREE access to our complete suite of online game developer tools.


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Homefront Tracks the Occupation with GameSpy Player Metrics


GameSpy Technology salutes the teams at KAOS Studios and THQ on the launch this week of Homefront — a first-person shooter set in an American occupied by North Korea. With a story written by Red Dawn scribe John Milius, the game has broken THQ records for pre-orders, and is already seeing phenomenal reception among action-loving gamers worldwide.

KAOS partnered with GameSpy Technology to power the game’s leaderboards and deep player stats tracking — which play a pivotal role in each player’s experience with game, as seen in the IGN Interview below — with GameSpy’s Player Metrics & Rankings services.

GameSpy Technology and THQ also worked together to enable the game’s official Website to display many of these stats as well, creating a data-rich community hub for the Homefront players on the Web. Players can thus view their stats both in-game and on the Web, reviewing high level trends (kills by specific weapons; top 10 players by score, etc.) or digging in deep to see insanely detailed breakdowns of their performance over time.

Homefront Stats - Official Game Web site

We wish KAOS Studios & THQ the best of luck and massive ongoing success as Homefront’s occupation of gamers’ PCs and consoles marches on!


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Categories: Community, Competition, Data / Tags: , , , ,

We Like to Score: Bulletstorm on the PS3


GameSpy Technology salutes People Can Fly on the launch of its (already infamous) blockbuster, Bulletstorm. The game has generated a media frenzy leading up to its launch, thanks to its creative twists on killing (boot and leash!) and its raw, pulpy take on the shooter genre. But as, fans of the irreverent – and sure, the raw and the pulpy – we’re proud to have been a part of the title’s launch on the Playstation 3.

People Can Fly used GameSpy Technology’s Player Metrics & Rankings services to track and report player scores in the PS3 version of the game. As you can see from IGN’s “Kill Combo” video, tracking scores is a MAJOR part of the game’s fun:

GameSpy’s highly scalable ATLAS tool – which allows game developers to track thousands of stats for millions of players – enabled People Can Fly to record Bulletstorm’s many data points as the game’s players rack up points while they play. Following each game session, players can compare their scores online against other Bulletstorm fanatics via in-game leaderboards – and then choose to shoot, kick and lash their way through more to best their online competitors.

Ready to track crazy stats for even crazier games? We’d like to help. Contact us today to get started!


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Categories: Data / Tags: , ,