say hello to the new playfab!
TRANSCRIPT
a Platform-as-a-Service company
Say hello to the new PlayFab
Scott Willoughby Director of Game operations successThom Robbins Director of Marketing
“The single greatest predictor of success and of sustainable competitive advantage in this business is live game operations.”
– Owen Mahoney, CEO, Nexon
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APIs Web Tools Partnership Education
+Live ops tools and dashboards
(Mission control for the whole team)Back-end services
(Cross-platform, one-stop shop)
+Integration with other partners
(Building out the full ecosystem)
All-in-one platform to build, launch, and grow.
and more ...
What is PlayFab?
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Build game
Launch
The old days…
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Build game
Build backend
Build tools for ops team
Segment & target
customers
Deploy servers
Business intelligence
Offers & Promotions
Update content
Host in-game events
Customer service
Nowadays…
Business intelligence
User Acquisition
Launch
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Oregon
Availability Zone B
Availability Zone A
Cross-zone storage
Architecture Overview
AWS cloud: PlayFab Web Services
Amazon Route 53
(3.playfabapi.com)
Amazon EC2 (API handling)
Matchmaker
Instance
Instance
Game Server Monitor
DynamoDB
Amazon RDS Amazon S3
Amazon Redshift
Reports service
Instance
Logs
Tokyo
Amazon EC2 (API handling)
Elastic Load Balancing
Game ClientGame
Manager(Dashboards)
Amazon EC2(Virtual game
servers)
Virginia
Amazon EC2(Virtual game
servers)
Sydney
Physical game servers
Physical game servers
Amazon EC2(Virtual game
servers)
PlayFabAdmin API(HTTPS)
Game Protocol(TCP / UDP)
PlayFab Server API(HTTPS)
Matchmaker
Instance
PlayFab Client API(HTTPS)
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PlayFab benefits
Better Faster Cheaper
Developers
• Best-in-class technology• Proven solution• Fully documented• Back-end engineering
talent• Continual improvements• Baked-in best practices• Learn from other games
• Available immediately• Less testing needed• No need to hire a new team
• No up-front engineering cost
• Volume of scale• Amortized costs
Publishers
• Share tools across games• Share players across
games• Less risk
• Training for new developers• Share lessons across games
• All funding goes to game• No tech support costs
7
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M1
M3
M5
M7
M9
M11
M13
M15
M17
M19
M21
M23
M25
M27
M29
M31
M33
M35
$-
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
-
20,000
40,000
60,000
80,000
100,000
120,000
Cost of building yourself
Cost of using PlayFab
DAU (DIY)
DAU (w/ PlayFab)
Half the cost of DIYPre-launch Launch Steady-running Sunset
Total Costs:DIY: $543KPlayFab: $262K
DIY: $206KPlayFab: $13K(plus faster time to market)
Assumptions:100K Peak DAU95% DAU decay rateCost per HC: $130K / yrCost per DAU (DIY): $0.0015Cost per DAU (PlayFab): $0.004
Head count DIY: 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 0.5 0.5 0.5 0.5 0.5 0.5HC PlayFab: 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1
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Demo
APIs
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Complete set of backend services
Player Accounts• Authentication• Profile Management• Account Linking
Data Storage• Per player• Per title• Per character (under one player)• Files / CDN delivery
Commerce• Catalog Management• Virtual Currencies• Player Inventory• In-game Purchasing• Receipt validation
(Apple/Google/Amazon)
• Marketing and Promotion
In-game Marketing• Push Notifications• In-game Messaging
Product Management• Analytics and Reporting• Customer Segmentation• Customer Support Tools• Abuse Reporting and Banning
Social• Friends Lists• Player Chat• Leaderboards• Game forum integration
Multiplayer• Photon integration (real-time / turn-
based)• Matchmaking• Custom game server hosting• Server monitoring
Game logic• Server-hosted JavaScript
The last API you’ll have to integrate into your game…
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Some of the PlayFab Web APIsClient Server
Authentication Title-Wide Data Management Shared Group Data Authentication
• AddUsernamePassword • GetCatalogItems • AddSharedGroupMembers • AuthenticateSessionTicket• LoginWithAndroidDeviceID • GetStoreItems • CreateSharedGroup Account Management• LoginWithFacebook • GetTitleData • GetSharedGroupData • GetUserAccountInfo • LoginWithGameCenter • GetTitleNews • RemoveSharedGroupMembers • SendPushNotification • LoginWithGoogleAccount • AddUserVirtualCurrency • UpdateSharedGroupData Player Data Management• LoginWithIOSDeviceID Player Item Management Server-Side Cloud Script • GetLeaderboard • LoginWithPlayFab • ConsumeItem • GetCloutScriptUrl • GetLeaderboardAroundUser • LoginWithSteam • GetUserInventory • RunCloudScript • GetUserData • RegisterPlayFabUser • RedeemCoupon • GetUserInternalData • SendAccountRecoveryEmail • SubtractUserVirtualCurrency • GetUserReadOnlyData
Account Management • UnlockContainerItem • GetUserStatistics • GetAccountInfo • StartPurchase • UpdateUserData • GetPlayFabIDsFromFacebookIDs • PayForPurchase • UpdateUserInternalData • GetUserCombinedInfo • ConfirmPurchase • UpdateUserReadOnlyData • LinkFacebookAccount • PurchaseItem • UpdateUserStatistics • LinkGameCenterAccount Friend List Management Title-Wide Data Management• LinkSteamAccount • AddFriend • GetCatalogItems • UnlinkFacebookAccount • GetFriendsList • GetTitleData • UnlinkGameCenterAccount • RemoveFriend • SetTitleData • UnlinkSteamAccount • SetFriendTags Player Item Management• UpdateEmailAddress IOS-Specific APIs • AddUserVirtualCurrency • UpdatePassword • RegisterForIOSPushNotification • GetUserInventory • UpdateUserTitleDisplayName • ValidateIOSReceipt • GrantItemsToUser
Player Data Management Matchmaking APIs • GrantItemsToUsers• GetFriendLeaderboard • GetCurrentGames • ModifyItemUses• GetLeaderboard • GetGameServerRegions • SubtractUserVirtualCurrency• GetLeaderboardAroundCurrentUser • Matchmake• GetUserData • StartGame Matchmaking APIs• GetUserReadOnlyData Android-Specific APIs • NotifyMatchmakerPlayerLeft
• GetUserStatistics• AndroidDevicePushNotificationRegistrat
ion• RedeemMatchmakerTicket
• UpdateUserData • ValidateGooglePlayPurchase Steam-Specific APIs• UpdateUserStatistics Analytics • AwardSteamAchievement
• LogEvent
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Cloud Script
Applications include:
• Granting player rewards• Validating player actions• Resolving interactions between
players• Managing asynchronous game turns
PlayFab’s Cloud Script lets developers run server-based code without a dedicated game server.
• Easy upload of JavaScript custom logic
• Separate game logic from the client, allowing easy updates
• Make changes to your game without re-certifying
• Server authentication protects against client-side cheating
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Multiplayer Server Hosting
• For multiplayer games with higher performance needs, PlayFab offers dedicated hardware servers.
• Global datacenter coverage for low latency
• Server-specific APIs for security• Manage and monitor servers
and builds within the Game Manager
• A combination of monthly leases and flexible auto-scaled virtual servers gives low-cost reliability
WEB TOOLS
Mission control for your entire live operations team: developers, designers, product managers, customer service reps, and more. With one tool you can configure, launch, manage, and optimize all your game titles in one spot.
Game manager
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Built-in Business Intelligence
PlayFab automatically captures the most important player events, as well as any custom events games generate.
Data can also be analyzed by 3rd-party BI tools such as Tableau or direct SQL queries.
All the data needed to increase engagement, retention, monetization.
Or exported via Segment.com to hundreds of other 3rd-party services.
Our advanced analytics provides segments, cohort analysis, correlation, behaviors, and many other key monetization features.
PARTNERSHIPS
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Key Partnerships
Authoring
Distribution
Live Ops
COVER FIRE
EDUCATION
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Easy adoption by any game developer
Full set of support resources makes it easy for any developer to quickly start using the PlayFab platform.
Getting Started Guides
SDKs for popular tools
Full documentation
+
Full-time developer relations team
++
Upcoming webinars
Thursday July 30, 2016 (10-11 am PST) Game operations Fundamentals http://bit.ly/1O7nnid
Thursday August 13 (10-11 am) Player communication best practices http://bit.ly/1MuVRL8
Have a topic you are interested in? Request it by sending an email to [email protected]
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Trusted by hundreds of developers
• More than 6000 game developers using the PlayFab SDK• 17 titles now live (w/ more than 10 million total registered players)• Integrate at any point of your game’s life cycle
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A few customer examples
“Steambirds Forever”Spryfox/BackbeatPC - Unity
“PlayFab's services remove the risk of the backend, allowing our teams to concentrate on our games and what makes them unique.”
- Robert Morgan, President/Founder, Backbeat Networks
Expected release: Mar 2015
“Z.”Downward ViralMobile/ PCExpected release: Q1 2015
“ARX”FunkoiMobile / PC / VitaCollectible card & puzzle game
“Downward Viral chose PlayFab due to its exhaustive suite of current and upcoming features, as well as its highly accessible support team. In our research, there was no other backend-as-a-service as robust as PlayFab.”
- Sebastian Haley, Creative Director, Downward Viral
“PlayFab has been awesome to work with. Not only are they fast, responsive and listening to our feedback, their technology is mature and is exactly what we need so we can focus on making even better games.”
- Daniel Jeppsson, Founder, Funkoi LLC
“Loadout”Edge of RealityPC / PS4First Person ShooterReleased: Jan 2014Peak users: 307K DAU, 30K CCU
“PlayFab played a critical role in the success of ‘Loadout’. We could not have made it into the top 10 on Steam, or managed our upcoming PS4 launch, without their help.”
- Rob Cohen, CEO, Edge of Reality
Dave & Buster’sMobileExpected release: Feb 2015
“We had an idea for a new mobile game business model, but building a backend from scratch to test it out wasn’t feasible. Thanks to PlayFab’s platform-as-a-service, we were able to launch a pilot without any upfront infrastructure costs.”
- Kevin Bachus, SVP, Dave & Buster’s
Expected release: Jan 2015
“NovaBlitz”Dragon FoundryMobileExpected release: Q3 2015
“Coming out of Wizards of the Coast, where we worked on Magic: the Gathering, we know about trading card games. We also know how challenging it is to build and operate a successful free-to-play game. We could have built our own backend, but it would have been a big distraction – this way we can launch sooner, save money, and lower the risk.“ - Paul Barclay, GM, Dragon Foundry
QUESTIONS?Twitter @playfabnetwork