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A decade of game development
How technology evolved within our ever-changing environment
Andreas Katzig
@derFunk
Technical Director of Chimera Entertainment
@ChimeraEnt
Andreas Katzig,
Technical Director
About me
• Online user since 1994
• BBS, FidoNet, Compuserve
• Online programmer since 1996
• Web: HTML, Javascript, PHP 2, MySQL 3
• Founder of Photono Design and
Co-Founder of Photono Software in 1999
Andreas Katzig,
Technical Director
About me
• Graduate Degree in Computer Science
• Co-Founded the Augsburg Rugby Football Club in 2007 
• Co-Founder of Vulcando Games in 2006
• Funded by Exist/BMWi in 2008
• Released 2 MMOG Titles
• Own OpenGL-based Game Engine with dozens of custom tools
Andreas Katzig,
Technical Director
About me
• Joined Chimera Entertainment in 2009
• Now overseeing the Tech Department
• Chimera is the flagship studio of the
remote control productions family
• More than 14 other studios are part of it
• Worked on more than 15 game releases
on more than 7 different platforms

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Andreas Katzig,
Technical Director
Chimera. Humble Beginnings. 2006-2009
• Initial team of 5-9 people (varied).
• First Game: Windchaser 3D. Released 2008
• C++ and Shark 3D. PC-Only.
• Second Game: Train your Brain with Dr. Kawashima. Released 2009
• C# and Unity 3D. PC and Mac.
• Chimera was the first Unity 3D licensee in Germany!
• License Date: 30.10.2008
• ..until proven otherwise ;)
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When I joined, 2009:
• The Bad:
• No in-house online development knowledge (yet)
• (actually a good thing, otherwise Chimera hadn‘t hired me  )
• No buildservers / No automation
• Only local builds
• Repeated tasks everywhere
• No virtual servers
• Only one physical server which was called „windchaser“, for obvious reasons 
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When I joined, 2009:
• The Bad:
• No in-house online development knowledge (yet)
• (actually a good thing, otherwise Chimera hadn‘t hired me  )
• No buildservers / No automation
• Only local builds
• Repeated tasks everywhere
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When I joined, 2009:
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• Professional expertise on the business side
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When I joined, 2009:
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projects
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The slides from my talk "Building High Quality Android Applications with Continuous Integration and Automated device tests" from April 9th at DroidCon 2013 in Berlin

jenkinsandroidsoftware development
Andreas Katzig,
Technical Director
Chimera. Growing Up. 2012-2013
• „App Screening Tool“
• Shared with all rcp family
members, developed
by Chimera
Andreas Katzig,
Technical Director
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• Unity Package Unpacker
• Available at
http://upu.derfunk.com
• The CLI version is open
source at
http://github.com/derFunk
and
http://github.com/ChimeraEntertainment
Andreas Katzig,
Technical Director
Chimera. Maturity. 2014-2015
• Angry Birds Epic: Worldwide Release
in June 2014. Partey!
• Today: 60Million+ downloads worldwide
(All Platforms)
• Google Play Store:
• iTunes:
If you want to learn more about Angry Bird
Epic‘s live phase, visit Ellen‘s „Post Mortem –
Live after launch“ tomorrow here at Respawn.
Andreas Katzig,
Technical Director
Chimera. Maturity. 2014-2015
• 2014 and 2015 is characterized by the Cloud, backend-wise
• AWS, Azure, Google Cloud…
• Docker! DevOps!
• Scaling and High Availability
• Also: Internationalization!
• Colleagues from USA, Egypt, Serbia,
Norway, Russia, Italy and even
North-Rhine-Westfalia!

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TY!

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We‘re Hiring!
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@ChimeraEnt
@derFunk

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Respawn 2015: Chimera Entertainment - A decade of game development

  • 1. A decade of game development How technology evolved within our ever-changing environment Andreas Katzig @derFunk Technical Director of Chimera Entertainment @ChimeraEnt
  • 2. Andreas Katzig, Technical Director About me • Online user since 1994 • BBS, FidoNet, Compuserve • Online programmer since 1996 • Web: HTML, Javascript, PHP 2, MySQL 3 • Founder of Photono Design and Co-Founder of Photono Software in 1999
  • 3. Andreas Katzig, Technical Director About me • Graduate Degree in Computer Science • Co-Founded the Augsburg Rugby Football Club in 2007  • Co-Founder of Vulcando Games in 2006 • Funded by Exist/BMWi in 2008 • Released 2 MMOG Titles • Own OpenGL-based Game Engine with dozens of custom tools
  • 4. Andreas Katzig, Technical Director About me • Joined Chimera Entertainment in 2009 • Now overseeing the Tech Department • Chimera is the flagship studio of the remote control productions family • More than 14 other studios are part of it • Worked on more than 15 game releases on more than 7 different platforms
  • 5. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 • Initial team of 5-9 people (varied). • First Game: Windchaser 3D. Released 2008 • C++ and Shark 3D. PC-Only. • Second Game: Train your Brain with Dr. Kawashima. Released 2009 • C# and Unity 3D. PC and Mac. • Chimera was the first Unity 3D licensee in Germany! • License Date: 30.10.2008 • ..until proven otherwise ;)
  • 6. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 When I joined, 2009: • The Bad: • No in-house online development knowledge (yet) • (actually a good thing, otherwise Chimera hadn‘t hired me  ) • No buildservers / No automation • Only local builds • Repeated tasks everywhere • No virtual servers • Only one physical server which was called „windchaser“, for obvious reasons  • External POP3/SMTP email provider • Dell Workstations • Backups?
  • 7. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 When I joined, 2009: • The Bad: • No in-house online development knowledge (yet) • (actually a good thing, otherwise Chimera hadn‘t hired me  ) • No buildservers / No automation • Only local builds • Repeated tasks everywhere • No virtual servers • Only one physical server which was called „windchaser“, for obvious reasons  • External POP3/SMTP email provider • Dell Workstations • Backups?
  • 8. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 When I joined, 2009: •The Good: • Great Team & Huge motivation to start the next projects • Professional expertise on the business side • A wiki with great project and research documentation! • Mantis Bug Tracker already in place • SVN set up! •..on Windows
  • 9. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 When I joined, 2009: •The Good: • Great Team & Huge motivation to start the next projects • Professional expertise on the business side • A wiki with great project and research documentation! • Mantis Bug Tracker already in place • SVN set up! •..on Windows
  • 10. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 • End of 2009 was characterized by developing the „next big thing“ and researching the right technology platform for our future. • Research of Silverlight, Flash, Unreal • „No programming of custom game engines!“ • Evaluation of our new upcoming corporate tools
  • 11. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 • After researching Silverlight, Flash and Unreal, it turned out that
  • 12. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 • After researching Silverlight, Flash and Unreal, it turned out that 2009
  • 13. Andreas Katzig, Technical Director Chimera. Humble Beginnings. 2006-2009 • After researching Silverlight, Flash and Unreal, it turned out that • Because: • Unity was not production ready for 2D web games • Silverlight was good for UI-heavy apps and games • RIA was THE buzzword back then
  • 14. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • WARSTORY – Europe in Flames (2010) • Silverlight • Custom self-writen network middleware • TCP-based • Clusterable („Mini-Cloud“) • Windows Servers & MySQL • TeamCity for CI
  • 15. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • WARSTORY – Europe in Flames (2010) • Silverlight • Custom self-writen network middleware • TCP-based • Clusterable („Mini-Cloud“) • Windows Servers & MySQL • TeamCity for CI
  • 16. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • WARSTORY – Europe in Flames (2010) • Silverlight • Custom self-writen network middleware • TCP-based • Clusterable („Mini-Cloud“) • Windows Servers & MySQL • TeamCity for CI
  • 17. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • WARSTORY – Europe in Flames (2010) • Silverlight • Custom self-writen network middleware • TCP-based • Clusterable („Mini-Cloud“) • Windows Servers & MySQL • TeamCity for CI
  • 18. Andreas Katzig, Technical Director Chimera. Adolescence . 2010-2011 • WARSTORY – Europe in Flames (2010) • Silverlight • Custom self-writen network middleware • TCP-based • Clusterable („Mini-Cloud“) • Windows Servers & MySQL • TeamCity for CI
  • 19. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • First custom client based balancing tools
  • 20. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • First custom client based balancing tools • Balancing data was stored in MySQL, and sent as data objects from the server to the client at logon
  • 21. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • Chimera Management Tool (Deployment & Monitoring)
  • 22. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • After researching Silverlight, Flash and Unreal, it turned out that 2010
  • 23. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • We researched Silverlight thoroughly! • „Silverlight is already deployed on 90% of all target PCs“ • „Silverlight Plugin works well in every browser“ • „Silverlight will be deployed to all Windows PCs automatically“ • This was an educated bet, and it happened
  • 24. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • „Microsoft‘s strategy with Silverlight has shifted“ 2010
  • 25. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • Ravensburger Memory (2010) • Unity3D • Demolition Dash, Happy Hills(2011), Mission Genesis (rel. 2012) • Unity3D
  • 26. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • Custom web based localization tool • Used until today (2015) • Exports several different formats • Compiled C# assembly • JSON, XML, YAML … • Used for Silverlight and Unity3D • Usable for every thinkable platform • „LocaTool Reloaded“ in development
  • 27. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 • Custom Unity3D Javascript Logger • Handy for Unity web development • Used for Mission Genesis • Available at http://github.com/derFunk
  • 28. Andreas Katzig, Technical Director Chimera. Adolescence. 2010-2011 •Optimized internal corporate infrastructure and software •Tried Hansoft Project Management •Atlassian Tools (Confluence, Jira) •Microsoft Network (Exchange, AD)
  • 29. Andreas Katzig, Technical Director Chimera. Adolescence Learnings. 2010-2011 • Automate! • “Three Strikes And You Automate” & “Automate Boredom” • Define processes! • Write Documentation! • Write reusable code. Create libraries. Prepare for Unit Testing.
  • 30. Andreas Katzig, Technical Director Chimera. Adolescence Learnings. 2010-2011 • SVN: Use release branches, not feature branches • You‘ll hate merging features back with SVN. Make a branch and leave it alone/release it • Don‘t write custom deployment tools with an UI, use standards • Jenkins, Sinatra, Third party services… • Don‘t write custom monitoring and graphing tools, use standards • Icinga, Nagios, Monit, Graphite+Grafana, CloudWatch, Pingdom, NewRelic…
  • 31. Andreas Katzig, Technical Director Chimera. Adolescence Learnings. 2010-2011 • Try to avoid writing custom balancing Tools! • Use something everybody knows • Use centralized server logging • ELK, Splunk… • Avoid getting stuck – be flexible from the start yet follow KISS. • Move fast!
  • 32. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 •Massive automation • CI with Jenkins • Multi-server build farm • Parallel builds • Custom over the air distribution to mobile devices • Asset and Server Deployment • Installing new Unity versions automatically • Create Xcode projects completely new every build
  • 33. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 •Regular Code Reviews • Introduction phase: One dedicated senior code review lead who attends and kickstarts every code review session (One per sprint per project) • Will be handed over to the project‘s code leads in 2015
  • 34. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 •Further Optimized internal corporate infrastructure and software •External lightweight project management tools like Trello •Google Business services •Code Reviews with Atlassian Crucible
  • 35. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Mission Genesis beta launched in 2012, Unity3D • Ouch! Partner‘s insolvency led to major and heaviest impact that Chimera ever experienced. • Skylancer beta launched in 2012, Silverlight
  • 36. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Sara‘s Cooking Class, 2012 • Word Wonders, 2012 • Towers & Dungeons, 2012
  • 37. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Happy Hills 2, 2013
  • 38. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 •Pitched in 2012: „100 Heroes“ which then became…
  • 40. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Completely new balancing pipeline • „Epic requirements“ • Had to handle lots of balancing data • Editor requirements: • Easy to handle for non-tech-savvy colleagues • Allow for bulk editing and search+replace • Different exportable formats
  • 41. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Balancing Pipeline • Balancing Data Editor requirements: • Easy to handle for non-tech-savvy colleagues • Allow for bulk editing and search+replace • Different exportable formats
  • 42. Andreas Katzig, Technical Director Game Chimera. Growing Up. 2012-2013 • „Balancing Data Serializer“ XLS XML, JSON BINARY … XLS XML JSON BINARY … Game Design Intermediate Format Cloud
  • 43. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Let‘s talk about app store releases
  • 44. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Let‘s talk about app store releases
  • 45. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • „App Screening Tool“ • Shared with all rcp family members, developed by Chimera
  • 46. Andreas Katzig, Technical Director Chimera. Growing Up. 2012-2013 • Unity Package Unpacker • Available at http://upu.derfunk.com • The CLI version is open source at http://github.com/derFunk and http://github.com/ChimeraEntertainment
  • 47. Andreas Katzig, Technical Director Chimera. Maturity. 2014-2015 • Angry Birds Epic: Worldwide Release in June 2014. Partey! • Today: 60Million+ downloads worldwide (All Platforms) • Google Play Store: • iTunes: If you want to learn more about Angry Bird Epic‘s live phase, visit Ellen‘s „Post Mortem – Live after launch“ tomorrow here at Respawn.
  • 48. Andreas Katzig, Technical Director Chimera. Maturity. 2014-2015 • 2014 and 2015 is characterized by the Cloud, backend-wise • AWS, Azure, Google Cloud… • Docker! DevOps! • Scaling and High Availability • Also: Internationalization! • Colleagues from USA, Egypt, Serbia, Norway, Russia, Italy and even North-Rhine-Westfalia!
  • 49. Andreas Katzig, Technical Director Chimera. Maturity. 2014-2015 • Jon Woo‘s Blood Stroke, 2014 • Bernd das Brot, 2014
  • 50. Andreas Katzig, Technical Director Chimera. Maturity. 2014-2015 • Mystery of Neuschwanstein, 2014 • Hidden Object Game
  • 53. Andreas Katzig, Technical Director We‘re Hiring! http://jobs.chimera-entertainment.de @ChimeraEnt @derFunk