Technical Disruption and a New Golden Era of Games

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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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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

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