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EA’s Metalhead launches ‘Super Mega Baseball 4’ with cross-play for six platforms using Amazon GameLift
Early adopters of
Christian Zuger, who co-founded Metalhead with Scott Drader, noted, “We didn’t have CloudFormation last go around, and it’s made our deployment much easier. We have a master fleet, and our QA team can deploy and maintain regional server fleets with the push of a button; it’s entirely automated, with guardrails, and removed a big headache for us.”
Centralized development on Amazon Web Services has also made it easier for the team to deploy the game across platforms and facilitate cross-platform play. They use a single multiplayer protocol that all clients can access. Then, Amazon Web Services services like
“We want to be platform agnostic, so players have a great experience on whatever device they’re using,” said Zuger. “With Amazon Web Services, we have a common central point and fewer complexities. This means players can be fairly matched by ability and geography so they experience the same latency, with the goal to keep it as low as possible.”
Another key upgrade for “SMB 4” is integration with
Drader explained, “Batting is the key mechanic in ‘SMB,’ and we are conducting extensive analysis on pitch locations and outcomes, then tweaking the gameplay as needed. We track performance and compare that to our expectations, as well as statistical models, so we can ensure our results closely match real-world gameplay. We’re also looking at the multiplayer experience for our online competitive mode: pennant race. We want to make certain the game is making quality, balanced matches, and pairing players of similar abilities to create exciting outcomes.”
“We’ve found the ability to decouple the recorded data and how to ask questions to be very powerful,” added Zuger. “Our previous solutions were more rigid, but our current approach helps our gameplay engineers better determine the most important areas of focus.”
Metalhead also shifted its scripting language from Python to CDC C# and started using a single
“From a software perspective, developers can treat the environment like other applications and that’s been a huge productivity win,” Zuger explained. “Also, since it’s a replicated environment, but not live, developers of all experience levels can interact with and test the code, without affecting the live build, and when a feature is ready to deploy, we’re confident it will work.”
With the game now available worldwide, the team is continuing to capture and analyze data to further enhance the player experience.
For details on “SMB 4,”
To learn more about accelerating and streamlining game development with Amazon GameLift and other Amazon Web Services for Games services, check out:
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