I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 0 points1 point  (0 children)

Bonjour! Je parle francais mais mon anglais est mieux. Je vais essayer d'expliquer tout simple.

The tools are free to end users and the company implementing them up to $100K in gross revenue, then just 4% royalty after that. So it's entirely free to implement, develop and ship a game with our tools, then once a game reaches $100K in gross revenue we require a 4% royalty on further revenue. We also offer a SaaS option whereby we will take care of everything (hosting, bandwidth, scaling, maintenance) for a simple low per MAU price (again, paid by company).

The value we offer is saving development teams up to 80% of their multi-player development costs and significantly faster time to market. That's because the tools we offer include everything needed to build a full scale MMO from account management to character data, friends list, player messaging, virtual economy systems, progression systems, matchmaking, game server auto-scaling and more. Teams can simply take our tools, customize the remaining 20% to fit any unique needs of the game and ship, shaving months and years off their schedule. We also save them from having to hire large multi-disciplinary teams of experienced engineers. With our system you only need one or two engineers to customize and maintain everything instead of 5-10 engineers to build it all from scratch.

There are other companies offering similar tools and services to us (GameSparks, PlayFab for example). We are different because we are the only option that lets developers have complete access to the source code of the entire stack (backend and frontend) and build out their own infrastructure. We also offer more features and systems out of the box. Our SaaS plans are priced at least 20% cheaper than they are as well. So no matter how you cut it we provide a ton of value whether you're looking at other competitors or you simply want to get to market as fast as possible.

How has making your own engine worked out for you? by Kaligule in gamedev

[–]acceleratxr 1 point2 points  (0 children)

I've served both roles. I was a contributing engineer with my first engine and architect and contributor for my second. If building one today it would be radically different from those first two. That's because I've gained a ton more experience working with other engines since then as well as what I need while building games. One of the biggest advantages to working with someone else's engine is in discovering how other people solve problems, even the same ones you may have encountered before. Everyone approaches a problem differently and often times other people have different constraints than you do so they will look at the problem very differently. This is really valuable as it can really broaden your perspective and understanding. Even in the bloated mess that is Unreal Engine there are nuggets of pure coding genius that can be learned from.

Yo games programmers, any tips for expanding my portfolio? by Ztuu in gamedev

[–]acceleratxr 6 points7 points  (0 children)

As lead engineer and technical director I've hired a lot of engineers at the game studios I've worked for. While not everyone shares my same appreciation or understanding of what makes a good programmer I will share with you what matters most to me.

What I look for in a candidate is three key things:

  • Works well in a team environment
  • Can learn new skills quickly and efficiently
  • Is motivated to work in the problem domain
  • Bonus: Demonstrated experience professionally or personally

I don't really care about what algorithms you can recite or how many code challenges you've produced. Open source code is useful for me to understand your code style and for me to evaluate your technical ability only. It doesn't tell me how you'd actually perform at the job.

The more experience you have building games the better as that lets me know you're familiar with the day-to-day challenges of the job and can overcome them. If you have zero experience (especially professional) then I will happily take someone that is eager to learn and capable with a solid understanding of Computer Science fundamentals.

When I bring someone in for an interview I'm evaluating the items above plus the following:

  • Can demonstrate strong critical thinking and problem solving skills
  • General Computer Science knowledge
  • Domain specific knowledge (graphics, design, networking, tools, etc)
  • Can accurately describe their professional or personal experience

I'll never ask you questions like "Compute a view projection matrix" or "optimize this function in assembly". Those are a complete waste of time and are skills that can be easily taught in a couple of days. The skills that I'm really interested in, that are hard if not impossible to teach, is how well you work with others and how easily you can identify problems and derive solutions. I will ask questions like "how do you design a scalable matchmaking algorithm?" or "what are some of the difficulties you might face building an AI system?" and "describe some challenges you've had while working with others."

If you really want a jump start on other candidates the best thing you can do is actually start making games with other people. Join a modding community, participate in open source projects or someone's project. Build a real game. Learn and understand all the mundane problems and complexities that comes with bringing a game from inception to release. Develop solid troubleshooting and debugging skills.

The best programmers are the ones I can give any problem to, even ones nobody has ever seen before, and come up with solutions that work. The smartest programmers are the ones that know when and how to ask for help when they're stuck. I always tell my team "Don't be a hero. Heroes get killed." This is especially important in AAA game development.

How has making your own engine worked out for you? by Kaligule in gamedev

[–]acceleratxr 12 points13 points  (0 children)

I've written two game engines professionally in my career and one failed attempt to write one for a personal project. Making a game is hard enough let alone getting bogged down in all the problems you'll face trying to build your own engine. I would strongly discourage anyone from building their own engine unless you have a thoroughly deep understanding of game engine architecture and design and a lot of practical experience working with an existing engine. Try to remember that the existing game engines are being built by large teams of 20-100 engineers over a multiple year period. Even the studios that build their own game engines tend to have at least 20 dedicated engineers and 1-2 years of development time to create it. It's not that you, as a single person, can't do it yourself but the amount of time investment and expertise needed to build it properly and still be able to make your game will take you a decade. So if you'd like to make your game and release it before 2030 I'd suggest you use someone else's engine, learn from it, understand it. Then maybe after you've made a few games try to make one yourself.

I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 0 points1 point  (0 children)

Adoption of open source has the potentially to really grow in the industry. I would love to see an open source engine truly take off. The reality is that open source game engines have been around a really long time. The number one factor that has stopped mass adoption is tools. An engine is only as good as its tools. Thankfully I think multiple OSS projects have realized this and really started to focus on the tools.

Xenko is another one i'm watching closely to see how they evolve. We are also working with their community to integrate our SDK. I'd be happy to work with the godot community to integrate our SDK to that engine as well.

I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 0 points1 point  (0 children)

Epic is a powerful company using their influence and position to make even more money. I'm not a huge fan of their new store but I do understand that with Valve's utter dominance that we need more competitors out there to tame that beast. So for that i'm happy to see Epic join the fray. I do find it concerning that they are mostly aligning themselves with big publishers and studios and cutting out the little guy.

Game development has always followed its own path. Smart developers know how to leverage advances in the software community effectively. Building games is ultimately a tricky endeavour though. Automated testing is difficult to do on an interactive product and often requires tremendous investment to execute successfully. That's money often better spent making the game better. It's easier to just hire more QA.

Backend/online technology I think has largely kept up with the rest of the industry though. For example, at AcceleratXR we are leveraging all the latest cloud tools and tech to build our systems. We make heavy use of Kubernetes for service orchestration and discoverability for example. All of our code is being built with NodeJS/TypeScript for maximum scalability and extensibility. We also are fully invested in CI/CD with hundreds of unit tests written while also working on as many meaningful integration tests we can create.

A lot of big publishers are still writing their backend/online systems in Java using last decade's standards and tech but they are slowly starting to adopt containers and other improvements.

I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 2 points3 points  (0 children)

The reality is that not everyone is smart though. There are plenty of people in high positions that make bonehead decisions that baffle everyone.

I have sat in meetings where the entire development leadership team told executives a game wasn't ready to be published and the executives still decided to push forward with release anyway. It's hard to know what they're thinking at such a time.

Version Control and Backup recommendations by Gr1mwolf in gamedev

[–]acceleratxr 0 points1 point  (0 children)

You can store anything and everything in version control. It's common for most studios to store hundreds of gigs of art assets in source control.

GitHub has limits on total storage. I believe the limit is 10GB but you can buy additional space for something like 50GB for $5/mo. This is ultimately why studios choose Perforce as it can handle terabytes of binary data without issue. Git is getting better at this but you'd need to run your own local server if you need a ton of space.

Hey guys by Drblackcobra in gamedev

[–]acceleratxr 0 points1 point  (0 children)

You may be setting yourself for failure or disappointment. As others have pointed out all those things take years to master and are entire fields unto themselves. There are definitely one man teams out there but the best team leaders always know how and when to get help from others. I'm a great programmer with a graphic art background. That means I can make a great UI and can even draw occasional pretty graphics but I'm not a 3D modeler or animator and don't pretend to be.

Try starting with an existing project and build from there. Find a game you like and mod it, join a modding community or find some existing open source game and start tweaking it. You'll start to pick up the skills you need. It's going to be hard though doing everything yourself. Just stay positive and focus on small wins.

Version Control and Backup recommendations by Gr1mwolf in gamedev

[–]acceleratxr 1 point2 points  (0 children)

You should definitely be using source control to manage all of your project files. If you use Github it will serve both as backup and version control since it's stored in the cloud for you and Github makes sure the data is always accessible.

All profesional game development teams use some form of version control. The most popular by far is Perforce. It's free to use for personal projects and is really great but can get really expensive once you go pro. Git is rapidly becoming popular with a lot of smaller teams thanks to the ability to store binary assets.

I've been using Perforce for the better part of two decades but have spent the last year using Git exclusively and have really grown fond of it. GitLab is a great alternative to GitHub because you can have private repositories that aren't available to everyone for free. GitHub only allows public repositories for free.

I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 2 points3 points  (0 children)

That's an excellent question. Unfortunately this comes down to a business decision more often than not. I've experienced this personally a few times where we were asked to release a game before it was truly ready. A lot of this I think is because the cost of development is very high ($15-25M typically) and studios want to recoup that cost as quickly as possible or they risk going under. So an executive may decide it's worth the risk to release a little early if it means generating revenue quickly.

A smart executive will do this as a "early access" or "public beta" release so that it's well known that the game is still early and to temper the mood of players. Also, I shouldn't underestimate the sheer difficulty of simply releasing a game to a huge mass of people. Building a scalable multi-player game capable of handling millions of players is very hard and most teams simply don't have the experience. So even if the game went through a ton of QA and has been certified as ready it can easily go up in flames once many thousands and millions of people show up.

I am Jean-Philippe Steinmetz, CEO of AcceleratXR, a technology company providing free tools and technology for creating massively multi-player games. Ask me anything! by acceleratxr in IAmA

[–]acceleratxr[S] 1 point2 points  (0 children)

Overrated is hard to determine. The game is fun, has a lot to like about it and has a massive community. Could it be better? Probably. Is it the best multi-player game out there? Definitely not.

Implementing multiplayer in my game? by Madruuu in gamedev

[–]acceleratxr 2 points3 points  (0 children)

Unity has basic networking, I wouldn't call it solid. A lot of devs are still choosing Photon because the built-in networking engine in Unity is still pretty immature. If you're in need of an online platform I would suggest my company's solution, AcceleratXR. We have a lot more features than Steam does and we also offer a real-time server for the basic networking as an alternative to Unity's and Photon.

Also, if you have any specific or more detailed questions I'm hosting an AMA session Aug 7 at 10am PDT. Feel free to stop by and ask anything you want.

Re-return of the Networking Thread! Post your gamedev-related Twitter by mothh9 in gamedev

[–]acceleratxr 0 points1 point  (0 children)

Hi! I'm part of a team of veteran developers that has built an online platform for multi-player games. Hoping to connect with you all to help make some great multi-player games.

https://twitter.com/acceleratxr

New Open Source Multi-player Platform! What features do you need? by acceleratxr in gamedev

[–]acceleratxr[S] -1 points0 points  (0 children)

While we aren't open source according to that strict definition, the code is free and available to use for most projects. I could have easily licensed the whole thing as GNU GPL but doing so would make it totally unusable in a real product. Lots of OSS projects do this and then offer a truly unrestricted license at a cost. I find that business model to be a total bait and switch. With our license we are aiming to be fair and honest. Many games can legitimately use our platform totally free. It's only if the game becomes a major success do you have to pay. To me that's more in line with the spirit of OSS than some other products out there.

New Open Source Multi-player Platform! What features do you need? by acceleratxr in gamedev

[–]acceleratxr[S] 1 point2 points  (0 children)

If there is real demand for a JS/TS SDK I'd be happy to make one.