What's React like if you come from a C#/C++ and Unity background? Making tools is easy, but can you ship a whole game with it?
This talk has been presented at React Day Berlin 2022, check out the latest edition of this React Conference.
What's React like if you come from a C#/C++ and Unity background? Making tools is easy, but can you ship a whole game with it?
This talk has been presented at React Day Berlin 2022, check out the latest edition of this React Conference.
Hendrik is a speaker at a conference who has a background in mobile game development using C++ or C# with Unity. He has also worked with web technologies and is currently employed at Playpack Games, a studio based in Berlin.
Playpack Games aims to create cross-platform games that include a strong, meaningful social element.
Hendrik primarily uses C++ or C# along with Unity for developing mobile games.
According to Hendrik, game development processes haven't changed significantly since the 90s, involving the use of source code, assets, and various tools to produce executable packages for different platforms.
Modern mobile games are expected to support features such as cloud storage for saving games, and in-game customer support that allows direct feedback and rewards from within the game.
Hendrik discussed using Firebase for storing player progress and building a React-based customer service tool that interacts with the database for managing game state and player issues.
Hendrick suggests using a content management system (CMS) where game content can be managed and edited, potentially using a database where entries are stored as JSON files for ease of use with external tools.
Hendrick points out that while web development offers robust tools and frameworks, integrating these into game development, especially for complex simulations like AAA games, can be challenging due to performance and compatibility issues.
I am Hendrik. I make mostly mobile games, and I'm curious about the web. I work at Playpack Games, a new studio in Berlin. We make cross-platform games with a social element. I'll present three case studies, real but illustrative. Let's make a single player game for mobile, casual and free to play. Game development hasn't changed much since the 90s.
♪♪ ♪♪ Wonderful. Thank you very much, Kathleen. Welcome to everyone. Thanks for joining here. It's going to be an interesting day, definitely, so I'll start with a quick introduction, again.
I am Hendrik. I do live here in this city, so very pleasure to give a talk here. I make mostly mobile games, and I do that in C++ or C Sharp using Unity, but as I said, I've always been very, very curious about the web ever since the very first times I started working. And I did work for some very cool companies down there on exciting projects with really smart people. So, some good times, but nowadays I work at Playpack Games, which is a new studio here in Berlin. Well, we're based here, but we actually work from anywhere, and there you see my wonderful team from all over the world. Our mission statement is to make cross-platform games with a strong, meaningful social element in there.
Right. So, a quick disclaimer, maybe. I'm quite new to React. If you're looking for a deep dive or technical things, there are much better talks for that at this conference, I'm sure of it. I'm going to present three case studies, and all of these are real, but I did change some of the names and the graphics, because that is from freelance times, and also to make it more illustrative.
Right, can I start with a quick show of hands? Who of you has ever made any form of game? Wonderful. Who has ever used Unity to do that? That's still quite a lot. Awesome. Very, very cool. I mean, this is the game's track, so I shouldn't be that surprised, but it's great to see. So, let's make a game. Let's make it single player. Why? Multiplayer is really, really, really hard. So, single player is much easier. Let's ship it on mobile and let's make it casual free to play, because that's what my studio does.
Game development, as it turned out, hasn't changed that much since the 90s, if we're honest. So, you sit at a computer, you have some source code, you have some assets, you have tools and editors to work with those. You pour them into a big box, and then out comes a package, which is like an executable, and that runs on some other person's computer.
If you built nowadays to an Android device or an iOS device, you're still building a package. Game developers are specialized in making things look great and feel great. Let's set off, make a game, ship it to mobile platforms. People expect to keep their saved games in the cloud. Customer support can give feedback and rewards to players. Player progress is stored in a database. We can remotely change player progress. Build a customer service tool with a small React app. The tool schedules a command in the database.
Still pretty much the same thing. If you built nowadays to an Android device or an iOS device, in the end, you're still building a package, right? And as you see, at no point does the cloud or any form of servers come into play here.
Game developers are really specialized, right? They're front-end people who are really good at making things look great, feel great, performance, making games fun. But a lot of them are actually not very knowledgeable about the wider web world out there.
All right, let's set off, make a game, it takes a while, and then after three to six months, you have a game. Wonderful, maybe you made it in Unity, you ship it to mobile platforms, it is there, it's on device, right, it's single player, everything looks great. But it is not 1999 anymore, and people do have expectations. So, for example, when a player switches their phone, as people do, like every year, some of them, they expect to keep their saved games and not put them on a floppy disk. So we have to store them somewhere in the cloud. Right?
Another thing, people expect customer support, right? Customer support should be able to, within the game, directly give feedback or give rewards back to players. Right. Well, how do we start with that? Let's start with putting the player progress inside a database, right? How hard can that be? The progress is a single JSON document, it lives on the device. So instead of just having it on the device, we put it in a key value store, something like Firebase works really well. Big companies have their own solutions, right? There's an SDK for it. So we don't actually have to do any backend stuff.
Right. When the game loads, we load it, right? Whenever we do any changes, we write it back to the database. Works quite well. Cool. You notice something here. We can remotely change player progress now, right? Because we can mess around with the game state on the database. So let's do that and solve the customer service problem, right? OK, the case here is the player contacts us, the game misbehaved in some way, you know, something went wrong, and we want to reward them some currency or some items or something like that, right? And we want to write a small message in there. Now the customer service people should not like do manual entries in the database. So we should have a tool for this. What tools should we build? In what language? It should be usable by non-developers. Hmm, time to learn some React, right?
Case one, a customer service tool. You build a small React app, it talks to the database, right? Again, like Firebase, there is an SDK, you don't have to learn anything really hard, right? As a good pattern here, probably for stuff like this, don't write directly to the database and change the state, have the player confirm it, because it feels much, much nicer, right, as part of the customer service conversation. You can see here, the tool on the left schedules a command in the database. The device reads the command, applies it, and writes it back when it's consumed. Right, and then that is what this tool looks like, right? This should all feel very familiar to you guys, some material UI with some text boxes and maybe some custom editors, because you want to have these items in there and have some pickers and stuff.
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