Unity Game Simulation
Optimize your game balance more efficiently and accurately by simulating millions of game playthroughs in the cloud.
A better way to balance your games
Launching high-quality and balanced games is hard, especially when there are numerous variables such as character attributes, level design, and difficulty progression.
Playtesting before launch helps achieve better balance, but it’s costly, time-consuming, and inefficient.
Unity Game Simulation is an affordable solution that complements your playtests by using cloud simulation to optimize your game balance more efficiently and accurately.
Weapon socket system balancing for Furyion Games
Death Carnival is an intense top-down shooter with powerful weapons and online multiplayer mayhem. In earlier versions of the game, Furyion balanced weapons by hand. They would configure a weapon, compile a build, send it out to playtesters, and watch them play. Then they would reconfigure the weapons and repeat. This took hours.
With Unity Game Simulation, Furyion was able to run thousands of simulations, helping them identify the right combinations of base weapon, ammo, weapon module, and power-up for their desired survivability and level completion time.
By configuring the weapon parameters in multistage simulations, Furyion was able to condense the equivalent of 165 million playthroughs into just 10 efficient simulations, taking just over 3 days to balance their weapons system. They estimate that the tool saved them 600 hours of dev time.
How iLLOGIKA optimized for game balance
Game balancing is crucial for player engagement and experience but can be tedious and expensive to achieve with just playtesters. Canadian game studio iLLOGIKA wanted to optimize its game so players would have the right mix of challenges and advantages.
Unity Game Simulation was able to address this using large-scale simulation – 25,000 simulations totalling over 1,125 playthrough hours, all simulated in just 4 hours.
The results enabled iLLOGIKA to make adjustments to keep the race close, even among players of differing skill levels.
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