Fulfilling your multiplayer game’s potential
summary
Shows how Unity Gaming Services and Multiplay get a struggling multiplayer project to “boring” launches by swapping bespoke backend work for proven components: self-service UGS, consumption billing, Multiplay orchestration, and server-authoritative multiplayer integration. Case study: Last Epoch moves from hobby devs to a 60–70 person studio with 500k Early Access buyers, 16 major releases and ~79 patches, uses relay and lobby for peer-first rollout, and reports steady scaling after partner integration.
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chapters (8)
- 0:00Multiplayer game success intro
- 3:20Scaling multiplayer challenges
- 7:54Unity services for living games
- 10:06Eleventh Hour Games' journey
- 18:03Multiplayer technical hurdles
- 20:27Unity simplifies multiplayer services
- 21:49Learn about Unity Gaming Services
- 22:12Q&A on funding and prototyping
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