Shipping costs will be calculated based on this address throughout the site.
Select your country
Americas
Argentina
Brazil
Canada
Chile
Colombia
Costa Rica
Dominican Republic
Ecuador
El Salvador
Mexico
Peru
U.S.A.
Uruguay
Europe
Austria
Belgium
Croatia
Czech Republic
Denmark
Finland
France
Germany
Greece
Hungary
Ireland
Italy
Latvia
Malta
Netherlands
Norway
Poland
Portugal
Serbia
Slovakia
Slovenia
Spain
Sweden
Switzerland
United Kingdom
Rest of the world


Going Multiplayer: A Complete Guide: From Design to Post-release
Design, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one!
Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you re developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles.
Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content.
You Will Learn
· What pieces you need to build to have a globally accessible multiplayer experience and how they work
· How communication and synchronization work in a multiplayer game and how to design around that
· The different types of monetization strategies that you can implement to generate revenue from your game
·
Do you have a question about the book? Login to be able to add your own question.

