This is a slightly-edited re-post of a series that I’ve been writing in quiet isolation (which you get used to doing indie development) on my blog. Currently up to part 4 of the series, they have been received somewhat well by my small subset of beta testers, so might as well throw them out to the world at large ;}
Well, here goes. The story starts back in March. For the year previous, I had been working at DeNA Canada, helping them startup their first Canadian studio (I was employee #2), recruiting, getting coffee makers and all that fun. Somewhere along the way I was immersed in the concept of ‘server-driven’ game development – a concept that I had experimented with in passing on a few titles, but nowhere to the extent that we did at DeNA. Note that I started before Rage of Bahamut had hit the charts – even at DeNA, no one really believed that it would be popular, except for the fact that the Japanese market had/has an insatiable appetite for card battles, and the belief was that similar styles of games could translate across the water. Well, the rest is history, I spent a year at DeNA, learned a huge amount and – most importantly to this series – spent 9 months building server-based games with Unity and discovering the huge potential and power of this kind of game architecture. If you want to know the secret sauce of how DeNA and other top-grossing mobile titles generate so much revenue from their titles on an ongoing basis? The answer is Server-driven game architectures.
Anyways, that’s where the story begins.
Read more on Data-driven design with Unity 3d, Part 1 – Brainstorms, Initial Requirements….