unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...

unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...

unity单例模式两种

令人兴奋的消息! GameAnalytics和Unity Technologies合作,为开发人员带来了前所未有的分析解决方案! 对于游戏生产者和开发者而言,分析已成为越来越重要的主题,不仅对于免费游戏,而且对于所有形式的交互式媒体而言。 与创造力,想象力和经验相结合,利用坚如磐石的统计和分析信息的游戏设计师可以做出最明智,最明智的决策,因此始终占据上风。 这为开发人员和最终用户提供了最稳定,最大程度的用户体验。.从而带来了更多吸引人的游戏,更少的挫败感以及更多的收益! 在Unity Asset Store上找到开始使用此功能强大的新服务所需的一切。 (Exciting news! GameAnalytics and Unity Technologies have partnered up to bring developers an unprecedented analytics solution!  Analytics have become an increasingly important subject for game producers and developers, not only for free-to-play games, but all forms of interactive media.   In concert with the tools of creativity, imagination and experience, game designers who make use of rock-solid statistical and analytic information are able to make the most informed and intelligent decisions, and therefore will always have the upper hand.  This gives developers and end user the most solid, maximized user experience possible.. resulting in more engaging and exciting games, less frustration, and a lot more revenue!  Find everything you need to get started with this powerful new service on the Unity Asset Store. )

Read this featured interview with Roadhouse Interactive’s CEO, James Hursthouse, on how they have taken advantage of the Unity Asset Store eco-system to discover and integrate GameAnalytics. The GameAnalytics tool brought Roadhouse Interactive closer to their players and enabled them to get deep insights into their game performance with a data driven approach to game development.

阅读有关Roadhouse Interactive首席执行官James Hursthouse的专题采访,了解他们如何利用Unity Asset Store生态系统发现和集成GameAnalytics。 GameAnalytics工具使Roadhouse Interactive与玩家之间的距离更近,并使他们能够通过数据驱动的游戏开发方法深入了解其游戏性能。

Tell us a bit about Roadhouse Interactive.

告诉我们一些有关Roadhouse Interactive的信息。

Roadhouse is an independent game developer based in Vancouver BC. Our focus is very much on free to play, but we’re always looking at other models that make sense.

Roadhouse是一家位于不列颠哥伦比亚省温哥华市的独立游戏开发商。 我们的重点是免费游戏,但我们一直在寻找其他有意义的模型。

 Our talented team has years of development experience on multiple platforms, so we’re well equipped to create great games no matter the genre, from innovative social casino titles such as Trophy Bingo to established IP titles such as Warhammer 40,000: Carnage.

我们的才华横溢的团队在多个平台上拥有多年的开发经验,因此我们具备出色的能力来制作出色的游戏,无论类型如何,从Trophy Bingo等创新的社交娱乐场冠军到Warhammer 40,000:Carnage等成熟的IP冠军。

You may have also noticed that our Freeride: Ski Cross title was announced in Unity’s own Unity Games publishing initiative.

您可能还注意到,我们的Freeride:Ski Cross头衔是在Unity自己的Unity Games发行计划中宣布的。

We did indeed notice Freeride: Ski Cross. You are one of the first studios to join the Unity Game publishing effort. Can you tell us more about this move?

我们确实注意到了Freeride:滑雪十字。 您是最早加入Unity Game发布工作的工作室之一。 您能告诉我们更多有关此举的信息吗?

Freeride: Ski Cross is the brainchild of Ian Verchere (SSX Tricky) and Jay Balmer (Skate) and is one of the first serious entries into the action sports category on mobile and tablet. The idea of blending free to play with high quality action sports has been germinating at Roadhouse since the early days of the company, and we’re happy that we’re partnering with Unity on this first iteration.

Freeride:Ski Cross是Ian Verchere(SSX Tricky)和Jay Balmer(Skate)的创意,并且是手机和平板电脑上最早进入动作运动类别的重要人物之一。 自公司成立之初,将免费游戏与高品质动作运动融合在一起的想法在Roadhouse便已萌芽,并且我们很高兴能与Unity合作进行第一次迭代。

You mentioned that most of your games follow the freemium model. How do you usually monetize them?

您提到您的大多数游戏都遵循免费增值模式。 您通常如何通过它们获利?

We want to make sure that, first and foremost, our games are fun and rewarding for the gamer. That’s essential. While it’s possible to play through our games without needing to purchase anything, we also offer a number of options that enhance or accelerate the experience and give players who maybe don’t have huge amounts of time to devote to the game a little bit of help keeping up with their buddies.

我们首先要确保我们的游戏有趣且对游戏玩家有奖励。 这很重要。 尽管无需购买任何东西就可以玩我们的游戏,但我们还提供了许多增强或加速体验的选项,并为可能没有足够时间投入游戏的玩家提供一些帮助跟上他们的伙伴。

This generally comes in the form of power-ups, equipment and other boosts that add to the depth of gameplay. We’re always keen to offer true value for the money, so if we do charge for extras, we make sure they’re of true value.

通常以加电,设备和其他增强形式出现,从而增加了游戏的深度。 我们一直热衷于提供真正的价值,因此,如果我们确实收取额外费用,我们将确保它们具有真实价值。

How did you discover GameAnalytics? Through the Unity Asset Store?

您是如何发现GameAnalytics的? 通过Unity Asset Store?

Actually, it was initially through a visit to Roadhouse by people on the GameAnalytics team. We’d also seen it available in the Unity store and finally decided to give it a try. We did an in-depth review of all of the tools available out there and found GameAnalytics to best complement the other tools we use on the game operations side of the business.

实际上,最初是通过GameAnalytics小组的人员访问Roadhouse来实现的。 我们还在Unity商店中看到了它,并最终决定尝试一下。 我们对现有的所有工具进行了深入的审查,发现GameAnalytics可以最好地补充我们在企业游戏运营方面使用的其他工具。

What do you usually track with GameAnalytics?

您通常使用GameAnalytics跟踪什么?

Everything from seeing where people are spending money to what they are doing in-game, where there are roadblocks, etc. Of course, we are also looking at retention and how we keep our customers coming back.

从看到人们在哪里花钱到他们在游戏中做什么,在哪里有障碍等一切。当然,我们也在研究保留率以及如何让客户回头客。

What’s your favorite GameAnalytics tool? Cohorts, Funnels, Heatmaps etc.?

您最喜欢的GameAnalytics工具是什么? 同类群组,渠道,热图等?

Personally, we believe that cohort analysis is fascinating. It is providing us with some great insights that we’re continually taking on board and reacting to.

就个人而言,我们认为同类群组分析很有趣。 它为我们提供了一些宝贵的见解,我们不断地对此做出React。

unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...

Also, the power of having access to our core game metrics out of the box with GameAnalytics is key.

同样,通过GameAnalytics开箱即用地访问我们的核心游戏指标的能力也是关键。

For example, we usually look at session lengths and returning user data to get a general idea about user engagement.

例如,我们通常查看会话长度并返回用户数据,以获取有关用户参与度的一般信息。

unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...
unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...
unity单例模式两种_Unity和GameAnalytics合作起来! Roadhouse Interactive通过两种工具分享他们的经验...

Note: All funnels and charts have been anonymized.

注意:所有渠道和图表均已匿名。

With our custom events, we also rely a lot on funnels. They allow us to quickly test and isolate each tutorial flow, to see exactly where people drop out. This indicates exactly which tutorial steps are interesting enough to keep the players hooked and which steps are redundant. Looking at the lengths between the steps also offers great feedback on how smooth the learning curve is.

通过我们的自定义事件,我们还非常依赖渠道。 它们使我们能够快速测试和隔离每个教程流,以准确了解人们辍学的地方。 这恰好表明哪些教程步骤足够有趣,足以吸引玩家,哪些步骤是多余的。 查看步骤之间的长度也可以很好地反馈学习曲线的平滑程度。

Did using GameAnalytics give you any pleasant surprises about your games?

使用GameAnalytics是否给您带来有关游戏的惊喜?

We’ve learned a ton about our games – and have enhanced the experiences based on what we learned. As an example I can share that in one of our recently launched games, during beta testing, we were able to understand that ‘free’ items available in the store were not being collected; and they were essential to the gamers’ in-game success. Through GameAnalytics we identified this problem, and amended the game flow accordingly.

我们已经学到了很多关于我们的游戏的知识,并且根据我们学到的知识增强了体验。 举个例子,我可以分享一下,在我们最近发布的一款游戏中,在Beta测试期间,我们能够理解商店中的“免费”物品并未被收集; 它们对于玩家在游戏中的成功至关重要。 通过GameAnalytics,我们确定了这个问题,并相应地修改了游戏流程。

 You probably saw this one coming, but how is development life after starting to use GameAnalytics?

您可能已经看到了这一点,但是开始使用GameAnalytics之后的开发寿命如何?

I think as a group, we’re closer to our players than ever before – we know what features are resonating, where we’re making money directly, where it makes sense to look at alternative forms of revenue generation and so on.

我认为,作为一个整体,我们比以往任何时候都更接近我们的参与者–我们知道哪些功能引起共鸣,我们在哪里直接赚钱,在哪里可以找到替代的创收方式等等。

Ultimately, data is at the core of the organization, and it informs our decision making for each game on an ongoing basis. A good analytics platform in the hands of talented game designers can be a very powerful tool to make the games more appealing. And today, more than 15 people from our company log in to GameAnalytics every day as one of the tools we use to check KPIs on everything.

归根结底,数据是组织的核心,它可以不断为我们决策提供依据。 有才华的游戏设计师可以使用一个好的分析平台,这是使游戏更具吸引力的强大工具。 如今,我们公司每天有超过15个人登录GameAnalytics,这是我们用来检查所有方面KPI的工具之一。

 How would you describe the process of integrating GameAnalytics into your Unity games?

您如何描述将GameAnalytics集成到Unity游戏中的过程?

Our team is pretty familiar with the tools that Unity provides, so it was fairly easy. For us, the deep integration between GameAnalytics and Unity meant that we were up and running with 45+ important metrics in a few hours of development time.

我们的团队非常熟悉Unity提供的工具,因此非常简单。 对我们而言,GameAnalytics与Unity之间的深度整合意味着我们可以在数小时的开发时间内启动并运行45多个重要指标。

Do you have any advice for developers who are new to GameAnalytics?

您对GameAnalytics的新手有什么建议吗?

I think one key piece of advice is to use analytics but not necessarily to react to every little change on a day by day basis. The tendency is to want to ‘fix’ immediately, but it sometimes makes sense to wait for a while to make sure what you are seeing is really a trend, and not a blip.

我认为,一项关键建议是使用分析,但不一定每天都对每个细微变化做出React。 趋势是想立即“修复”,但有时要稍等片刻,以确保您看到的确实是一种趋势,而不是短暂的现象。

More about GameAnalytics

有关GameAnalytics的更多信息

There you have it. So if you want to start understanding everything about your game, from player acquisition and engagement to in-game monetization, remember that the GameAnalytics SDK for Unity is right here in the Asset Store: https://www.assetstore.unity3d.com/#/content/6755

你有它。 因此,如果您想开始了解有关游戏的一切,从玩家获取和参与到游戏中货币化,请记住,资产商店中的Unity GameAnalytics SDK就在这里: https ://www.assetstore.unity3d.com/ #/ content / 6755

Be sure to stop by the GameAnalytics blog, they share a wealth of insights and key learnings on data analysis in games, in-depth introduction to the basics, further reads on optimization of virtual economies. Their blog is where leading industry experts and researchers contribute on a regular basis.

请务必停留在GameAnalytics博客上 ,他们分享了有关游戏数据分析的丰富见解和关键经验,深入介绍了基础知识,并进一步介绍了虚拟经济的优化。 他们的博客是领先的行业专家和研究人员定期贡献的地方。

More about Roadhouse Interactive:

有关Roadhouse Interactive的更多信息:

Roadhouse is an independent game developer and operator based in Vancouver BC. The company started in late 2009, initially focusing on high quality browser-based games. Recently, it has been accelerating its efforts on the mobile and tablet platforms and expects to publish four to five games on the iOS and Android market by early 2014.

Roadhouse是一家位于不列颠哥伦比亚省温哥华市的独立游戏开发商和运营商。 该公司成立于2009年末,最初专注于基于浏览器的高质量游戏。 最近,它一直在加快在移动和平板电脑平台上的工作,并有望在2014年初在iOS和Android市场上发布四到五款游戏。

Games in their Portfolio include:

他们的投资组合中的游戏包括:

Freeride: Ski Cross, Warhammer 40,000: Carnage, Trophy Bingo, Elemental Power, Mechwarrior Tactics, UFC: Undisputed Fight Nation, Family Guy Online

随心所欲:滑雪十字架,战锤40,000:大屠杀,奖杯宾果游戏,元素力量,机甲战术,UFC:无可争议的战斗国家,网上亲人

翻译自: https://blogs.unity3d.com/2013/11/19/unity-and-gameanalytics-partner-up-roadhouse-interactive-shares-their-experience-with-both-tools/

unity单例模式两种