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Hyper-Exclusive Content, 2020

The idea was games that are hosted, streamed, played once, and then expire. For example, imagine Super Mario Bros. but every time someone dies, another player takes over, until eventually someone finishes the game. Then, once it's over, the game shutters

Jeremy Alessi, Blogger

February 26, 2020

1 Min Read

Below is a press release for StreamSDK, but before we get there, I want to do a throwback to 2018.

I wrote a blog, right here on Gamasutra, about an idea called "Hyper-Exclusive Content". The blog was a bit wild and boldly written (and was clearly ahead of the latest crop of streaming services like Stadia), but I still think the concept has merit.

The idea was games that are hosted, streamed, played once, and then expire. For example, imagine Super Mario Bros. but every time someone dies, another player takes over, until eventually someone finishes the game. Then, once it's over, the game shuts down and the only thing left to remember it by are recordings of the stream!

Of course, this is just one way in which real-time streaming could be employed. What else could (or should) real-time streaming be used for, other than hosting our games in a giant datacenter?

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Press Release
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Norfolk, VA

StreamSDK arrived on the market in 2013 as a $50 tool on the Unity Asset Store. By 2018, it was a $2,500 tool being used by companies such as Microsoft and Charter Communications to prototype internal R&D efforts in the real-time streaming space.

Now, in 2020, StreamSDK has reached the point of democratization for streaming via a free-to-start subscription model with version 3.

Download and get started developing for free at:
www.StreamSDK.com

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New Features:

-Unity 2019.1 based

-80-100% better frame rates

-Stream all in-game audio

-Photon Self-Hosted Server Support

-50 pages of documentation

-Tightly organized project and demos

-Now free-to-start on PC/Mac/Linux and subscribe for additional services when you’re ready.
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About the Author(s)

Jeremy Alessi

Blogger

Jeremy Alessi has over 15 years of experience developing video games. He began his career as an indie developing several titles including Aerial Antics, which was published by Garage Games, Scholastic, and Reflexive Entertainment. Aerial Antics was listed as a top 5 physics download in Computer Gaming World, nominated for Sim Game of the Year by Game Tunnel, and featured on the G4 series Cinematech. After developing PC and Mac based indie games Jeremy moved into the mobile space and created several hit titles for the iPhone including Crash for Cash and Skyline Blade, which have been played by millions. This experience was passed on in the book iPhone 3D Game Programming All in One in which Jeremy walks new developers through the entire process of developing an iPhone game from conception to completion. Next, Jeremy entered the world of serious games and delivered complete training projects to both the Marine Corps and the Department of Transportation. Jeremy is particularly proud of Virtual Bridge Inspection, which is valuable tool in infrastructure maintenance. The tool trains bridge inspectors how to identify and quantify defects as small as 6 hundredths of an inch on a span of nearly a 1/4 mile. Jeremy presented the VBI project at Unite 2011. In addition Jeremy is a regular freelance contributor for Gamasutra having created the Games Demystified series of articles amongst other things. Currently, Jeremy is running Friendly Dots, a mobile studio dedicated to making fun games for busy buddies using the latest asynchronous technologies. The studio's flagship title, friendly.fire, allows players to build, share, and destroy physics enabled fortresses housing the friendly dots characters. You can follow him on Twitter @jeremyalessi.

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