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From 'Clash of Clans' to 'Everdale': Scaling from Solo to Social

Tristan Williams  (Senior Programmer, Supercell Oy)

Location: Room 2010, West Hall

Date: Thursday, March 24

Time: 4:00 pm - 5:00 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design, Programming

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

This presentation will walk the attendee through the journey and challenges of building the technology for one of Supercell's newest games, Everdale. Everdale evolved from a fork of the Clash of Clans codebase. In Clash of Clans the player can see only one village at a time, and multiplayer/social aspects are largely asynchronous. In Everdale, every player in the valley can see what every other player is doing in real time, all the time. The player can simply zoom out of their village and zoom into another player's village to see what they are doing in real time. Players participate together in shared projects to build their valley, with joint persistent progress. Attendees will learn about some of the interesting technical and design challenges faced during development, and the interplay between game design and technology.

Takeaway

Dream big - but go in with eyes open! Game design and technology affect each other deeply, and can yield exciting results. Attendees will hopefully be inspired to tackle their own lofty game design goals.

Intended Audience

The target audience is primarily programmers, especially those interested in developing heavily social persistent online experiences. Game designers may also find this interesting, as game design drove many of the technical decisions made.