エピソード
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Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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The custom engine, netcode and backend systems behind Knockout City.
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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エピソードを見逃しましたか?
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Yossarian King, CTO of Blackbird Interactive, opens up about network and gameplay coding for sports games, RTS games and more in Episode 12 of Between Two Servers, hosted by Glenn Fiedler (@gafferongames). King reminisces on 40 years of game development, from assembly programming on the Commodore 64 in the 80's to sports games at EA Canada in the 90's to Blackbird's development of multiple RTS games since 2010. How can you use shared code across divergent architectures? How do latency and bandwidth factor into RTS networking? Can ECS solve network replication challenges? Welcome to Between Two Servers!
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Ever wonder how eSports craft their games and enable competitive tournaments for players? One must really understand their local market, the differences between countries, and their players.
In Episode 11, host Glenn Fiedler (@gafferongames) chats with Victor Hugo Capelini, who is responsible for the PUBG Mobile eSports operations in Brasil. Victor’s eight-plus years of living in the community enables him to understand how players around the region use their servers, the history of gaming, where it’s moving to, and how the meta and influencers effect players, as it’s all about building an exceptional player community.
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between Two Servers! In Episode 10, host Glenn Fiedler (@gafferongames) has Jay Mattis, one of a handful of netcode experts on the show. From learning Basic for games while sitting on his mom’s lap as a little boy, Jay is a master at coding multi-player fighting and sporting games while also accounting for latency and shares how he does it. SnapNet, Jay’s product, simulates games and players and is considered best of breed for networking. If you want to know how games are networked, check out SnapNet and this podcast.
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between Two Servers! In Episode 09, host Glenn Fiedler (@gafferongames) has a candid open discussion with Pragma Platform’s Founder & CEO, Eden Chen, and Founder & CTO, Chris Cobb.
Eden, a passionate professional player who turned game developer, openly shares the challenges and joys of working within games, fundraising, and communicating your mission. While Chris technically discusses how their back-end multiplayer tool approach of one size doesn’t fill all is to solve platform needs and architect the platform to support custom services, extensions, plugins and scaling on launch day.
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Ian Proulx, Co-Founder and CEO of 1047 Games, turned a childhood love for FPS (Portal & Halo) into the breakout hit 'Splitgate'.
In Episode 8, Glenn Fiedler (@gafferongames) chats with Ian about this journey, from idea, early concept, right through to full dev, managing success and building for the future.
The guys discuss a love for first-person shooters and how Ian turned that love into the FPS he and his friends wanted to play. Early adoption of the Unreal Engine helped create a game that is intuitive, enjoyable and highly addictive! And with success, has come growth... and investment. Ian talks about raising $100m and the exciting path towards future-proofing 1047 Games, building a team and ensuring ongoing success.
Stay tuned and subscribe for more Between Two Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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From professional gamer, to engineer, to developing mobile games... to making his own multiplayer game - here's the story of how Super Bit Machine, Founder and CEO, Nicola Geretti came to launch Armajet and build a thriving game studio!
In Episode 7, Glenn Fiedler (@gafferongames) chats with Nicola about his time as a professional gamer and how his passion for games led him to create the mobile multiplayer game that he wanted to play!
The guys chat through the journey, including the process of raising funding and the various challenges and insights that come with building teams and keeping your player base happy.
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Ever wondered what it takes to launch your own multiplayer game? Here's the story of how LiquidBit started their own game studio from scratch and shipped Killer Queen Black!
In Episode 6, host Glenn Fiedler (@gafferongames) chats with the founders of Liquid Bit, Matt Tesch and Mike Chorak, who took the bold step of creating their own multiplayer game, Killer Queen Black. The guys share the history, challenges and technical decisions behind making the game THEY wanted to play!
And despite various hurdles along the way, we see how foresight and meticulous planning led to success - the birth of the much-loved indie game, Killer Queen Black and the opportunity to continue making independent multiplayer games.
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between 2 Servers Episode 4! Here's the inside story of the RIOT Direct network build! In this episode, Glenn Fiedler (@gafferongames) chats to Riot Games' Zach Blitz (Head of Infrastructure and Live Ops) and McDonald Richards (Head of RIOT Direct). They discuss the genesis, build, expansion and success of Riot Games' own RIOT Direct network, culminating in the successful launch of Valorant in the midst of Covid.
With their much-loved and uber-successful game titles (League of Legends, Valorant) what does the future hold for RIOT Games and the RIOT Direct network?
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter, and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between 2 Servers! In Episode 3, host Glenn Fiedler (@gafferongames) chats to Matt Shearing and Ben Cooper, founders of OneQode, who provide network and infrastructure that makes real-time, lag-free applications possible across the AsiaPac region. The episode explores how old network infrastructures just haven’t met the needs of real-time gaming; esports in particular. The guys discuss how their frustration with this 'status quo' drove them to create network and server infrastructure focused on servicing game developers and competitive players alike. And with Guam opening up major inter-regional opportunities, the OneQode team are finally opening up APAC for games and esports. Like OneQode, Network Next is focused on delivering low latency network performance driven by a desire to make the internet better for games.
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between 2 Servers! In Episode 2, host Glenn Fiedler (@gafferongames) chats to Respawn Lead Engineer Samy Duc (Apex Legends, Gears of War, Ghost Recon, The Crew, Assassin's Creed). Together, they explore P2P vs Client/Server, Latency and Matchmaking.
Samy confesses his love of P2P (is he a masochist?), digs deep into the challenges of matchmaking and both guys end up sharing some stories about classic game bugs.
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.
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Welcome to Between 2 Servers! In this, our inaugural episode, host Glenn Fiedler (@gafferongames) chats to game dev legends and Gravity Well founders Jon Shiring and Drew McCoy (CoD4: Modern Warfare, Modern Warfare 2, Titanfall 1 and 2, and Apex Legends) about their history in multiplayer games and what it takes to launch AAA titles.
They go deep on the challenges of launching a new game including scaling, technical challenges, play testing, and matchmaking. And towards the end, Drew drops a huge insight into player churn too!
Stay tuned and subscribe for more Between 2 Servers, where we journey out beyond the edge of cloud networking and game development to take a look at what the future might hold for netcode and multi-player gaming. Videos of our episodes are also available: https://www.youtube.com/channel/UCGpJ_yoby4iRNUn2gCjxHNA
For more info on reducing latency, jitter and packet loss for multi-player games, visit: https://www.networknext.com/
Now, you control the network.