GameArter: A Tool for Game Management (1/2 — Game development phase)
GameArter helps developers in all phases of game development. From initial idea and inspiration, over development itself, till release phase connected with distribution, promotion, monetisation & analytics.
This article is a brief overview of GameArter’s automated services provided via GameArter SDK (further as GSDK).
GSDK makes game development simpler and faster by bringing full ready-to-use services and features. GSDK and its environment is composed from client & server-side environment. Every section is designed for different kind of a game configuration.
Usage of GameArter will be fully automated (currently distribution and promotion phase requires our assistance - wait for article 2/2 - Post-release phase) and contains following steps:
- Creating a game project
Once you have an idea or event ready game, you need to add the project of this game to GameArter system. By creating a project, you will get a unique signature (projectId) for placing to the game. Via this signature, the game will sign up itself during using gamearter services. Game project environment also associates all versions of certain game and options for their configuration.
2. Environment for game configuration:
List of existing versions of one game and their state is managed automatically by client-side SDK which also posts current game configurations to server-side environment. Server-side environment is used for data visualisation and configuration of advanced features such as badges (achievements), leaderboards, in-app purchases, property management, external tools for displaying stories, and so on. Configuration options depends on selected interpreter.
Support of more versions of one game is useful for needs of testing game performance. (common or A/B tests). Every version can be configured individually in various modes (production, concept)
2.1 Activation of leaderboards, adding badges (Events configuration)
Leaderboards and badges are supported via so-called “events”. An event is any game action defined by developer. GameArter system recognizes events types and creates leaderboards above their data. By similar way, GameArter system autonomously distributes defined badges (achievements). All of this is automatical and does not need any programming.
2.2 Adding in-game purchases / generating shop (packages / property configuration)
Availability of packages and property configuration depends on a mode GSDK is running in.
2.2.1 Packages configuration
Packages are the easiest way to connect a game with GRT currency token even when the game uses own game currency. Currency conversion between these two different currencies is possible in both directions, exchange ratio is controlled by GameArter currency engine. Beside currency, GameArter allows also exchange of GRT token for various game-based comodities.
2.2.2 Items shop configuration
GSDK allows to automatically generate in-game shop with game items and accessories or any different property on few clicks. GameArter shop manager allows additional configurations via which a developer can set very easily important things in regard to the game design ((time of unlocking items (guns, cars, maps…)), prices of items, define upgrades for every item in various modes, availability of items, stack management, and so on. All then works fully automatically and does not require any programming skills. In this mode, GRT token is a native currency of the game.
Full SDK mode is right now in the testing period with planned release by the end of summer.
2.2.3 Native In-app purchases
Via possibility to buy GRT token for FIAT money, currency conversion indirectly brings native in-app purchases into every game connected with GRT token.
2.3 More tools to use
Cutscenes module
Every game contains many data-weight cutscenes, stories and animations which are displayed calmly only one time for the whole game. GSDK helps to reduce game filesizes by providing a story module — an option for downloading these stories from external storage only in a time when it’s required.
2.4 Environment for data visualization and manipulation
Property ownership and market
In Lite and especially in Full GSDK mode, all data are currently stored and managed by GameArter system. After tuning the system, we are going to add a blockchain-based background. This will allow portability or leasing of game items between accounts for free, or by exchange in the GameArter market.
2.5 Files uploading
2.7 Test environment
GameArter is currently focused on native games with minimum barriers for users entries. Currently, we provide full support for Unity engine (webgl games) + we are starting to work on adding a solution for HTML5 games (desktop + mobile). Next phase will be adding support for mobile games at Google play and App store.
On the web, games run in GameArter gameplayer
3) Environment for gameplayer configuration
GameArter gameplayer provides many various modules allowing monetisation, increasing user engagement, promotion options, and keeping a connection between developer and players by development log or discussions.
Configuration happens in GameArter GUI and directly affects GameArter gameplayer.
Images below are from various games, because not every game uses all modules. GameArter gameplayer can run under any brand, see PacoGames brand at the images below.
3.11 Development log: Development timeline. A place you can inform about things in development and create polls for things users want to have in the game. Release time: Winter 2018.
3.12 Other GamePlayer modules:
4) Environment for publication, distribution and monetisation
Once all services are filled and tested, a developer can release some game version by confirming required agreements. In a case of first release, a developer will get a production game link to spread. In a case of already existing production version, the production version will be replaced by the new version and production link will remain same.
Brand & monetisation configuration
Game setting can be customized for every website individually. It includes game mode (full game, demo version, showcase…), brand logos, external links and monetisation settings. By default, we run the games in optimum settings while developers may check settings in any time they want. Next updates will bring possibility for developers to customize the settings themselves, meanwhile they can send us a ticket for customization and we will make it for them.
Next time we will look at GameArter services for post-release development phase. Especially, distribution, promotion, monetisation, and tracking game performance (analytics, users behavior, game crashes).