technical disruption and a new golden era of games
TRANSCRIPT
James Gwertzman, CEO (@gwertz)
www.playfab.com @playfabnetwork
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Growing revenue from live games
2008 2014 2020 $-
$20
$40
$60
$80
$100
$120
$140
$160
Packaged GamesLive Games
Glo
bal M
arke
t Spe
nd ($
B)
30%
80%
Source: PWC, Gartner, Newzoo
Build game
Build backend
LaunchBuild tools for ops team
Segment & target customers
Deploy servers
Business intelligence
Offers & Promotions
Update content
Host in-game events
Customer service Sunset mode
User Acquisition
Live game life cycle
“We’re a technology company. We’re not really a game company.”
-- Gabe Leydon, Machine Zone
Bloomberg Business, March 2015
Technology is not a competitive advantage for game companies.
We’re at the start of a golden age of gaming.
Changing field of backend services
Multiplayer
Analytics
Marketing
Commerce
Cloud logic
Attribution
+
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)
and many more coming...
Powering the future of games.
Jan-04 May-05 Oct-06 Feb-08 Jul-09 Nov-10 Apr-12 Aug-13 Dec-14 May-160
100
200
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500
600
700
800
900
1000
New Features Added in Unity Releases
Unity 1.0Unity 2.0
Unity 3.0 Unity 4.0
Unity 5.0
2015 Independent Game Festival Winners
James Gwertzman, CEO (@gwertz)
www.playfab.com @playfabnetwork