The Multiplayer Guys has been acquired by Improbable. We will continue to operate independently, committed to supporting our customers in delivering great multiplayer experiences. This exciting move will also enable us to be even faster, more effective, and more flexible, with access to the scale and ambition of Improbable. For more information, go to https://improbable.io/blog/improbable-acquires-the-multiplayer-guys
“We believe that multiplayer games are the best way to provide years of entertainment to our players, they fundamentally hook into an instinctive desire for social belonging and interpersonal exchange.”
The Multiplayer Guys have been making multiplayer games for a combined total of over 100 years, with an average of 10 years for each team member.
We’ve been involved in definitive best practices on console, MMO’s, console-first multiplayer records, full-physics based multiplayer (gulp!), many high profile console racing games and relaunching a 10 year old game onto a new platform which then went on to sell 1m+ units.
We know how to build Server/Client architecture, P2P, rolling out live ops and running successful services.
If you need us and you can find us (you can, details below)
Then you can hire: The Multiplayer Guys.
Development – We’re setup to help developers deliver their multiplayer experiences, including fully scalable server/client architecture, sync/async peer to peer and rolling out live ops on consoles, PC or mobile.
We’ve pretty much done it all in our long service to the games industry so give us a call if you need some help, we’re sure we can.
Design – Need help scoping your cutting edge multiplayer experience? We’ve designed and implemented modern lobby systems, fast mobile server based systems, MMOs and good old-fashioned encryption and anti-hacking systems so we’ll have some solid ideas on what works and what you should avoid.
In our view a good multiplayer mode enhances EVERY game, even ones where a multiplayer element can’t easily be identified. There’s always a good way to increase your player’s retention & happiness, though sometimes you have to get a bit crazy to think of it, that’s where we can help too.
How do we work with you?
We’re flexible on this point and have experience using scrum, agile, waterfall and various other ways to project manage games. Right now, we use Slack & Skype for updates with our partners including a call at 10am each day to ensure the priorities are set correctly, work is visible to all and communication is high.
We pride ourselves on being able to hit milestones on time and achieving above expectations set by our partners, even with tight deadlines.
Yeah all that’s great but I need an internal solution!
Many companies and team leads are reluctant to outsource this kind of development as they’d prefer an in-house solution for obvious reasons.
We think you’re right, that’s definitely the best way when you can get the right skills.
We’re here for those companies that don’t have the skills in-house already or can’t pragmatically get them in time, we’ll integrate with your team remotely and work with your leads to maintain visibility at all times.
Feel free to ask our partners how this works for them, they had the same view at the start but we don’t think they’ve looked back since.
In our previous company Monumental Games, which was an MMO focused developer, we developed our our MMO tech (The Prime Engine) which we licensed out to other companies. we developed a number of games with the technology including Football Superstars, which hit a peak of 10k concurrent players, on 1 server back in 2012
MotoGP x 5
Rik was also responsible for developing the original MotoGP: Ultimate Racing Technology series on Xbox, which was used a the defacto standard for Live Implementation for multiplayer. MotoGP was the first game to have 16 player support (was this 09/10?). We went on to make 3 MotoGP games in that franchise and 2 more on the last generation of consoles (PS3/Xbox360) all involved 16 player multiplayer.
With less than a year until our planned launch date, it became clear that we did not have the time and manpower to complete our multiplayer implementation. This is a crucial feature for our game, and being heavily physics-based, a particularly hard case for networking gameplay. We turned to The Multiplayer Guys to make it happen. Their extraordinary depth of experience and unfailing resourcefulness have brought us from looking at potential failure, to anticipating a successful launch. We now have a fun, madcap 16-player multiplayer mode and the players are loving it - we would not have got to this point without The Multiplayer Guys.Russ Clarke - CEO Payload StudiosTerratech - PC, Xbox, PlayStation
We have used these guys to help us on two projects so far, in both cases they consistently delivered on time and to budget. They can deal with highly complex codebases and have a specialism for networking and we expect to use them again, so can’t recommend enoughDovetail Games2 Projects
The Multiplayer Guys was formed by industry veterans Rik Alexander and Steve Bennett. Our development team is 30 strong and growing and are all multiplayer nuts, each having over 10 years developing predominantly multiplayer aspects for games, including various MMO’s, console, PC & mobile titles.
Get in touch if you want to know more about us, our experience and availability.
The easiest way to find us is through this beautiful form created specifically for this purpose or connect with Rik on LinkedIn for Business Development Purposes, and Vaughan on LinkedIn for Career Opportunities.
You can also find us at various shows (GDC & E3 this year), we’ll be drinking tea and trying to get invites to all the cool parties…