Back to Search

Going Multiplayer: A Complete Guide: From Design to Post-Release

AUTHOR Abela, Paolo
PUBLISHER Apress (01/03/2026)
PRODUCT TYPE Paperback (Paperback)

Description
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

- - How User Generated Content-centric games work and the challenges related to them

Who This Book Is For

Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.

Show More
Product Format
Product Details
ISBN-13: 9798868820304
Binding: Paperback or Softback (Trade Paperback (Us))
Content Language: English
More Product Details
Page Count: 218
Carton Quantity: 0
Country of Origin: NL
Subject Information
BISAC Categories
Computers | Programming - Games
Descriptions, Reviews, Etc.
jacket back

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

- How User Generated Content-centric games work and the challenges related to them

Show More
publisher marketing
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

- - How User Generated Content-centric games work and the challenges related to them

Who This Book Is For

Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.

Show More
List Price $59.99
Your Price  $59.39
Paperback