Going Multiplayer

£54.99

Going Multiplayer

A Complete Guide: From Design to Post-release

Games development and programming

Author: Paolo Abela

Dinosaur mascot

Collection: Professional and Applied Computing

Language: English

Published by: Apress

Published on: 1st January 2026

Format: LCP-protected ePub

ISBN: 9798868820311


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

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.

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