GameSparks Platform

Re-Architecting the GameSparks Portal

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Over the past few months, the GameSparks tech team and I have been working hard to bring you the next generation of our developer portal. Here’s a run down of what drove this next stage in the portal’s evolution, along with technical details of how it was implemented. The Issues When we initially designed the portal

The Next Generation of GameSparks has Arrived

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You may have caught some of the hints bouncing around our social media accounts lately that something pretty big is about to land. What you may not have known however, is that over the few past months, the GameSparks team have been shrouded in secrecy, working away on a series of momentous platform-wide updates referred to as

Writing a Highly Scalable, Server-Authoritative Game – Part 4

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In the previous articles, we discussed the benefits of server authoritative design, and minimizing network and hardware IO to enable your game to scale effectively to many millions of players. Now, let’s take a look at how you make sure you’ve done all of that correctly. It’s test time!   Test under load The only

Writing a Highly Scalable, Server-Authoritative Game – Part 3

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In the previous instalment of the ‘writing a highly scalable, server-authoritative game’ series, we looked at optimizing client-server communication, and ensuring your communications won’t prevent scaling of your game to millions of players. Now, let’s look at some server-side techniques for ensuring that your code won’t become a bottleneck when you are handling large numbers

GameSparks Launches Real-Time Services for Unity and C++

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  The GameSparks platform has long offered an arsenal of social and multiplayer tools to developers, seeing them add deeply collaborative and competitive elements to their PC, console and mobile games, all without having to dedicate a huge amount of time and talent to set up and maintain their own servers.   Now, with our

Introducing MongoDB 3.2 Update for Live Environment

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As part of our commitment to continually improving the stability, scalability and functionality of the GameSparks platform, and following the successful deployment of MongoDB 3.2 to our Preview environment,we are very pleased to announce the upgrade of our Live environment to use MongoDB 3.2. The upgrade to MongoDB 3.2 contains a number of new features and

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 1

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Using the GameSparks platform when writing your next chart-topping game offers plenty of advantages – off-the-shelf functionality such as social network integration, leaderboards, virtual goods, in-game currencies, matchmaking, challenges, etc.   Apart from being able to leverage all this off-the-shelf functionality, GameSparks offers you the opportunity to write a “server-authoritative” game. There are many definitions

Four Tips for Solving Technical Challenges When Running a Real-Time Multiplayer Game

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Real-time multiplayer games have made some vast technological advances in recent years. PC and console titles like Overwatch and Total War have had millions hooked, and now even mobile has come into its own in the past few years. As devices have become more powerful, enabling more immersive gameplay, players demand quality experiences, as standard.

What Developers can Learn from the Mistakes of Pokémon GO

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Pokémon GO achieved world domination before being officially available in every country. A mass explosion of people can now be found roaming the streets with but one goal to be achieved, “Gotta catch’em all!”   Although millions of Pokémon GO players have embraced the nostalgic and addictive sensation, they have also had to endure many bumps and

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