Below is our recent interview with Craig Palli, from Beamable:
Q: Could you provide our readers with a brief introduction to your company?
A: Beamable exists to radically democratize game development. Making a live game should be a creative endeavor, not a technical one. We give game makers a platform to easily add live game features–social features, virtual economies, and the support to keep a game updated with fresh content. That way they can focus on what they love–storytelling, game design and creativity–and turn their idea into a sustainable business.
Q: Any highlights on your recent AWS ISV announcement?
A: I think it shows where the market is heading: from components you build with, towards platforms and kits that give you the scaffolding to accelerate your development.
It used to be that developers would be willing to build things from the ground up, using components. Various “backend as a service” vendors appeared to give engineers the pieces they could build their infrastructure from.
Amazon is seeing the same thing we are–which is that most of these approaches simply moved the work from coding components to coding integrations.
The real opportunity is overhauling the workflow so that customers can achieve order-of-magnitude improvements in their creative output, while saving capital and speeding time-to-market. I think Amazon genuinely cares about making game developers successful, and they wanted to work with us to give them the option to build great live games while staying on the AWS platform.
Q: Can you give us more insights into your offering?
A: When people ask me how to run a game, I usually refer to the “Live Games Trinity.” That’s live events, effective merchandising and regular updates. If you can get those three things right, you can operate a sustainable game. Beamable let’s you implement the Live Games Trinity easily.
How we do that is by delivering a package of social, monetization and content management features into the native Unity studio environment, and supporting it through a serverless backend that is automated and essentially invisible.
Q: What can we expect from your company in the next 6 months? What are your plans?
A: If you look back on any of the other “creator economy” companies from previous types of media (video, ecommerce, etc.) the fastest-growth platforms always had a laser-focus on the creator-as-customer.
What that means is to be successful, you need the best interface for creators (visual, easy, empathetic), and the best technology behind the scenes (automated, magical, scalable). It isn’t easy to get right, but we’re lucky to have had a few hundred games sign up for the Beamable platform, which gives us a lot of pattern recognition. So what you can expect to see from us over the next six months is all the fruits of this focused effort and learning.
Q: What is the best thing about your company that people might not know about?
A: Our mantra is “we fight for the game maker.” We really care about the creative process and the success of our developers. It’s a visceral feeling because we’re all creators ourselves. Every one of us comes from a background of having built or operated live games and knowing how hard it is. It gives us the empathy to understand the problems and build the right solutions with the best interests of game studios in mind.