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Building a Social Game? There’s an App for That

Building a Social Game? There’s an App for That

Roar Engine’s co-Founder and CEO, Clint Walker, publicly demonstrated the power of version 2.0 of its social game building platform for the first time by flying a Little Pet Monster to the moon, winning the MobileBeat2011 startup competition in the infrastructure/services category. An entire social game back end, powerful enough to scale to millions of users, was built in less than 4 minutes and 10 API calls, live on stage in front of a packed crowd at San Francisco’s The Palace Hotel.

 

“We’re super excited to win MobileBeat2011’s services/infrastructure startup competition against some pretty amazing competition,” said CEO Clint Walker. “This is the first time Roar 2.0 has been publicly demonstrated. All of the learning we’ve done since we launched our first beta in October 2010 has made Roar even more powerful and easy to use. It means game developers focus on what they’re good at – making fun games – while we manage the backend.”

Roar Engine provides an HTML5 web app that enables game designers to rapidly prototype and deploy social game mechanics. The app connects to Roar Engine via a configuration API that can be used to incorporate Roar into existing development workflows.

San Carlos based developer, Hive Media recently launched Discovery Channel’s Deadliest Catch: The Social Game on Roar Engine 2.0. Brian Laing, CEO of Hive Media, said, “We work with the top entertainment properties to allow their fans to extend their engagement and live the shows they love via Facebook, iPad and mobile devices. So we need a robust, scalable, cross-platform social game back end that we can configure fast and then plug into any front-end. Roar Engine really is the only service out there that provides all of the server level features you need to create a hit social game.”

Games connect to Roar engine via a web API so developers can create games using any development tool for any platform that communicates with the open web. For example, Objective C for iOS, Java for Android, HTML5, Unity or Flash for the browser.

Live games are managed from Roar Engine’s analytics dashboard. It provides a constant flow of high level metrics on key performance indicators such as change in users, engagement and revenue. Roar’s reporting tool allows developers to drill down into detailed data on exactly how players are interacting with games and measure the effects of changes to the game model on user behavior.

As well as gearing up for the public release of version 2.0, Roar Engine is working on a new game with an iOS developer with a string of number 1 hits. Clint Walker said: “Roar Engine lets developers get to market fast, makes managing a game easier and removes the need to have a server team keeping the game live as it scales. It simply makes economic sense for mobile game developers to use server technology that’s proven and ready today.”

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