Event Processing at Mind Candy

At Mind Candy we want to build great games that are fun and that captivate our audience. We gather a great deal of data from all of our products and analyse it to determine how our players interact with our games, and to find out how we can improve. The vast majority of this data consists of ‘events’; a blob of json that is fired by the client or server in response to an interesting action happening in the game.

This blog post is about the approach that we have taken at Mind Candy to gather and process these events, and scale the systems into the cloud using fluentd, akka, SQS, Redshift and other AWS Web Services.

What is an event?

From our point of view, an event is any arbitrary valid json that is fired (sent) to our Eventing service via a simple REST api.

When an event is received, it is enriched with some additional fields which includes a ‘fired_ts’ of when the event was received, a unique uuid and, importantly, the game name, version, and event name taken from the endpoint. These three together form what we call the ‘event key’.

This service is extremely lean, and does not itself expect or enforce a rigid taxonomy. It simply writes the enriched events to disk. As a result, the service is incredibly easy to scale and to achieve high availability.

Validation and processing

We then use fluentd, an open source data collector and aggregator, to take the enriched data written to disk and place it onto an SQS queue. Currently, we use a single queue (per environment) which receives data from many different eventing servers.

Once all that data is arriving on the queue, we need to do something useful with it! This is where our home grown event processing engine, Whirlpool, comes into play.

Whirlpool is a scala and akka based service which retrieves messages from SQS and processes and validates them accordingly. It uses a variant of the akka work-pull pattern with dedicated workers for pre-fetching, processing, and writing events, communicating with a master worker. The number of workers and other parameters can be tweaked for maximum throughput.

Where does the metadata for processing come from? We have a shared ‘data model’ which contains information on what an event should look like for a specific game and version. This is essentially a scala library that reads from a backing Postgres store.

The structure of that schema is (simplified):

Screen Shot 2014-07-25 at 15.49.50

An event field is a single field to be found in the json of the sent event. It has a number of different properties, for example whether it is mandatory or not, and whether it should be expanded (exploded out into multiple events), and the json path to where that field should be expected. The point of the eventversion table is to provide a history, so that all changes to all events are recorded over time so we have a rollback, as well as an audit trail for free.

An event destination configures where an event should end up in our warehouse. It can be copied to any number of schemas and tables as we require.

Whirlpool retrieves the metadata for an event based on the extracted event key. It then passes the event through a series of validation steps. If it fails at any level, the reason why is recorded. If it completes all validations, the event can be processed as expected.

The processMessage function looks like this:

Screen Shot 2014-07-25 at 16.49.28

We use Argonaut as our JSON processing library. It is a fully functional library written in Scala that is very nice to work with, as well as having the added benefit that our resident Mind Candy, Sean, is a contributor!

After our events have been validated, they are either a successful event for a particular game and version, or a failure. At this point we make use of fluentd again with a modified version of the Redshift plugin to load them into our Redshift data warehouse. Here they are available for querying by our data scientists and data analysts. Typically, the period from an event being received to being queryable within the data warehouse is measured in seconds, and in any case within a couple of minutes in normal cases.

Configuring events

To actually setup the metadata for what constitutes an event, we have created a simple GUI that can be accessed by all game teams. Any changes are picked up within a few minutes by Whirlpool, and those events will start to flow through our pipeline.

We also needed to solve one large problem with the configuration, namely: “How do you avoid having to create a mapping for every single game version when the events haven’t changed, and how do you accommodate for changes when they do occur?”

It took us a while to find a nice balance for solving this, but what we have now is a mapping from any POSIX regex which is matched against an incoming game version, to a specific version that should be used for retrieving the metadata (this is the purpose of the ‘configmapping’ table in the schema). So, when we release 1.0 of our game, we can create metadata that applies to “1.x”. If in version 1.5 we introduce a new event, we can create a new config at that point to apply to all later versions, while still having versions 1.0-1.4 processed correctly.

Handling Failure

Events can fail for a large variety of reasons. Currently there are 17 specific types of these, with a couple being:

  • The event is malformed; it does not contain the fields that we expect
  • The event is unknown

A failure is captured by the following class:

Screen Shot 2014-07-25 at 16.49.46

The FailureType here is another case class corresponding to the specific failure that was generated, and the fields contain some additional attributes which may or may not be extracted from the failure.

We treat failures separately from processed events, but they still make their way into Redshift in a separate schema. Each failure contains enough information to identity the problem with the event, which can then be fixed in most cases in the metadata; typically, event failures occur during development, and are a rare occurrence in production.

Scaling our infrastructure

We make heavy use of AWS at Mind Candy, and the eventing pipeline is no exception. All the eventing servers are described via Cloud Formation, and setup in an autoscale group fronted by an ELB. As a result, the number of servers deployed scales up and down in response to rising and waning demand.

The use of SQS also separates out our event gathering and event processing infrastructure. This means that Whirlpool instances do not have to scale as aggressively, as the queue provides a natural buffer to iron out fluctuations in the event stream due to peaks of traffic. For Redshift, we have a 6XL node cluster which we can scale up when required, thanks to the awesome features provided by Amazon.


We’ve benchmarked each of our eventing servers comfortably processing 5k events/sec, on m1.medium instances.

Whirlpool does a little more work, but we are currently running a configuration offering a sustained rate of just over 3k events/sec per instance, on c1.medium instances, with a quick ramp up time.

Instances of both Eventing and Whirlpool operate independently, so we scale horizontally as required.

Screen Shot 2014-07-25 at 16.24.54

The Future

We have real-time dashboards that run aggregations against our event data and display it on screens around the office. It’s very useful, but is only the first incarnation. Currently we’re working on streaming processed events from Whirlpool into Spark via Kafka, to complete our lambda architecture and greatly reduce the load on our Redshift cluster. We’re also improving the structure of how we store events in Redshift, based on our learnings over the last year or so! At some point when we have more time, we would also like to open-source Whirlpool into the community.


Advanced Scala Meetup at Mind Candy

We’re very happy to announce the Advanced Scala Meetup in collaboration with the London Scala Users’ Group. This is a new regular meet up for proficient Scala developers to share out their problems, solutions and experience to make for better code.

At Mind Candy, all our new games and products use Scala, so we’re very interested in Scala and happy to host the meetup!

For more details and to sign up see the event page: http://www.meetup.com/london-scala/events/195004482/

If you’d like to learn more about joining us at Mind Candy to work on highly scalable servers for our new wave of games, check out our Careers page for current vacancies. We’re hiring!

How I Learned to Stop Worrying and Love AWS CloudFormation

We love using AWS CloudFormation, here, at Mind Candy. Last year we moved all our cloud-based products application stacks to CloudFormations. We have learned, sometimes the hard way, how to design and use them in the best possible way for us. In this post I’m trying to summarize how we build and operate CloudFormations and what are the DOs and DON’Ts when using this technology. Throughout this post I will refer to CloudFormation as CF, to save some precious typing time.

First of all, you need to get to know cloud formation templates. This are just blocks of JSON, and as such are not really nice to edit (remember – no comments allowed in JSON). Because of that we use a helper technology – a templating tool to build CF templates. We decided to use tuxpiper’s cloudcast library (we are a python shop). You can take a peek or download it here https://github.com/tuxpiper/cloudcast. If your primary language is different than python you can easily find or write your own templating tool – it was pointed to me by a former colleague that CFNDSL is a good starting point for rubyists (https://github.com/howech/cfndsl). So lesson one is – don’t use plain JSON to write your CF templates. You will save yourself a lot of tedious time.

Once you have your first stack up and running you’ll realise how easy it is to modify and use it. But wait, what about testing the changes? That’s one of the biggest flaws of the CF technology. There is no other way to test your template than to apply it. CF does not give you a second chance – you can easily terminate/recreate your whole stack by changing of single line in your template. The good practice we try to adhere to is to test every single change in the template using different AWS account (we use separate AWS accounts for our development, integration, staging and production environments) or region, i.e. launch identical stack first in another AWS location and then perform the change on it to test if we end up in the desired state.

To make it possible to launch identical stacks in different accounts or regions one can leverage CF mappings and parameters. We don’t use parameters yet, but we use mapping heavily. That allows us to use a single CF template file to create multiple stacks in different environments. All you have to do is to define environment-specific properties within a global mapping on top of our template and then use CF’s “Fn::FindInMap” intrinsic function (actually, cloudcast does it for you). Also, use CF Outputs – they will allow you to programmatically access the resources created in your CF.

Next one is a set of more generic hints for those who work with AWS, still 100% valid for CF. First, use IAM roles to launch your stacks/instances. Let me quote AWS IAM official documentation here:

A role is an entity that has its own set of permissions, but that isn’t a user or group. Roles also don’t have their own permanent set of credentials the way IAM users do. Instead, a role is assumed by other entities. Credentials are then either associated with the assuming identity, or IAM dynamically provides temporary credentials (in the case of Amazon EC2)“.

That will make your environment more secure and save you misery of maintaining IAM users and keys. Bear in mind that once the instance is created you cannot assign it to an IAM role, so if you’re not using IAM roles yet you should create IAM role with an “empty” policy now and use it for all your resources until you’re ready to benefit from full-fat IAM roles.

Secondly, use a minimalistic user data – make it identical for your whole estate. Delegate environment/application specific settings to your configuration management system. This will just make your life easier. Get familiar with and start using auto-scaling groups, even if you’re launching a single instance (in that case you can have an auto-scaling group with minimum and maximum number of instances equal to 1). You’ll benefit from that approach later, once your service starts to scale up.

Finally, use AWS tags to tag your AWS resources. Tags allow you to do a lot of funky stuff with your AWS resources (let me only mention grouping, accounting, monitoring and reporting here).

Now, a few DON’Ts for your CF:

  • Don’t mix VPC and non-VPC regions in your mappings – CF uses different set of properties for EC2-VPC resources than for EC2-classic resources
  • Don’t ever specify resource name properties in your CF template. Using auto-generated names makes your stack easily portable. Thus, you can copy your existing stack to another environment or launch a completely new stack (say your canary stack) using the same template. Also some of AWS resource names need to be globally/regionally unique, so defining a name in your stack is not such a good idea. Finally, virtually any resource which allows you to set its name will require replacement on update – just imagine your whole stack relaunching from scratch when someone comes with a clever idea to rename resources in line with a new naming convention or a new product name?
  • Don’t use existing (non-CF built) AWS objects in your stack, if you can. Using existing resources also makes your stack non-portable. A lot here depends on the use case (i.e. we have a couple of security groups which we use in our stacks, but even then we provide their names/ids in the mappings or parameters, rather than using them directly in resource declaration).

Know your limits – CF is great orchestration tool, but it has its limits. You cannot create or update some AWS resources (e.g. EC2 keypairs). You cannot self-reference security groups in their definitions, which sucks (how do I open all my cassandra nodes for inter-node communication on port 7001 within the CF?). Stacks are difficult to maintain, as there are no incremental changes. For the above and other, obvious, reasons – don’t forget to source control your CF stacks (we have a dedicated git repository for that).

Finally, the last, and maybe most important, point – separate your applications into multiple CF stacks. One can easily get excited about CF and create a single stack for the whole application (network, databases, application servers, load balancers, caches, queues and so one). That’s not a good idea – you don’t want your database servers to relaunch when you decide to modify the properties of the auto-scaling group for you application layer. The solution is simple – create multiple CF stacks for your four application stack. Make your database layer a separate CF stack, then your distribution (app server auto-scaling groups and ELBs) a second CF stack and so on. This will give you the flexibility of CF without taking a risk of unwanted service disruption, due to CF stack update (been there, done that…). It’s very tempting to create very sophisticated CF stack, with many inter-dependent components, but I cannot stress enough how important is not to do it.

What’s next?

We are all the time looking to improve our stacks and processes, so definitely we are only at the beginning of our CF journey. One of my colleagues is looking at another CF templating library (https://github.com/cloudtools/troposphere) to help us automate our processes of CF creation even more. We will very likely start to protect our CF resources in production using stack policies soon. We will start working with CF parameters and dependencies more to make our templates 100% independent of our account/regional settings. Finally, we need to research if Custom Resources are fit for our purposes.

Great British Summer Game Jam


Ready… Steady… JAM!
Autodesk and Mind Candy are combining forces to host an epic GAME JAM at Mindcandy’s famous central London HQ.
Keep a very British stiff upper lip whilst you get to grips with the best Game Developer technology in the business, such as Autodesk MAYA LT and Scaleform for Unity, and be ready to get your next game discovered as you put your skills to the test in this year’s most exciting game jam!

Tell your friends, form your team, learn the tools- then compete to win!
The full agenda of speakers is still to be announced, but make sure you save the date and stay tuned to Twitter (@GBSGameJam) and right here on Facebook, as the #GBSGameJam is not something to be missed!

Scaling Puppet for Donuts

In the last year we’ve had a fair number of challenges within NetOps, especially with our config management of choice which is Puppet. Not only did we have a big piece of work that involved taking the giant leap from Puppet 2.x to 3.x, we also faced some architectural and performance challenges.

Whilst the upgrade was successful, we continued to have an architecture that was vertically scaled, and worse still we had CA signing authority host that had become a snowflake due to manual intervention during our upgrade. The architecture issues then really started to become apparent when we started hitting around 600 client nodes.

Now, as the old saying goes, if you have a problem, and no one else can help, maybe you should open…. a JIRA! So we did and it included the promise of donuts to the person willing to do the following:

1: Puppetise all our puppet infrastructure – inception FTW.
2: Add a level of redundancy and resilience to our Puppet CA signing authority.
3: Get us moved to the latest version of PuppetDB.
4: Make Puppet Dashboard better somehow.
5: Do it all on Debian Wheezy because Debian Squeeze support expires soon.
6: Seamlessly move to the new infrastructure.

What happened next was three weeks of work creating new modules in our Puppet git repo that could sit alongside our current configuration and be ready for the proverbial flip of the switch at the appropriate moment.

After a quick bit of research it became clear that the best approach to take was to separate out our CA signing authority host from our Puppet masters that would serve the vast majority of requests. This would allow us to make the CA resilient, which we achieved through bi-directional syncing of the signed certificates between our primary and failover CA.

Separation also meant that our “worker” cluster could be horizontally scaled on demand, and we estimate we can easily accommodate 2000 client nodes with our new set-up, which looks like this:


You may be thinking at this point that PuppetDB is an anomaly because it’s not redundant. However, we took the view that as the reporting data was transient and could potentially change with every puppet run on our agent nodes, we could quite happily take the hit on losing it (temporarily).

Yes we would have to rebuild it, but the data would repopulate once back online. In order to cope with a PuppetDB failure we enabled the “soft_write_failure” option on our Puppet masters, i.e. CA and Worker hosts. This meant that they would still serve in the event of a PuppetDB outage.

Finally, we decided to move away from using the official Puppet Dashboard – which relied on reports and local sql storage – and used Puppetboard Github project instead as it talks directly to PuppetDB. Puppetboard was written using the Flask (Python) web framework and we run it internally fronted with Facebook’s Tornado web server

How bloated is your PostgreSQL database?

When dealing with databases (or, in fact, any data that you need to read from disk), we all know how important it’s to have a lot of memory.  When we’ve a lot of memory, a good portion of data gets nicely cached due to smart operating system caching and most of the data, when requested comes from memory rather then disk which is much, much faster.  Hence trying to keep your dataset size possibly small becomes quite important maintenance task.

One of the things that take quite a bit of space in PostgreSQL which we use across most of the systems here at Mind Candy, are indexes.  And it’s good because they speed up access to data vastly, however they easily get “bloated”, especially if data you store in your tables gets modified often.

However, before we even are able to tackle the actual problem of bloated indexes, first we need to figure out which indexes are bloated.  There’re some tricky SQL queries that you can run against the database to see the index bloat, but in our experience, results we got were not always accurate (and actually quite far off).

Beside having happy databases we also care a lot about the actual data we store so we back it up very often (nightly backups + PITR backups) and once a day we do a fully automatic database restore to make sure backups we take, work.

Now, a restore operation includes building indexes from scratch, what means, those indexes are fresh and free of bloat.

Now, if we only could compare the sizes of indexes from our production databases to the ones from restored backups, we could easily say, very precisely, how much bloat we’ve got in our production database.  To help with that, we wrote a simple python script.

$ ./indexbloat.py -ps csva.csv csvb.csv
Index idx3 size compare to clean import: 117 % (14.49G vs. 12.35G)
Index idx2 size compare to clean import: 279 % (14.49G vs. 5.18G)
Ough!  idx4 index is missing in the csvb.csv file.  Likely a problem with backup!
Total index bloat: 11.46G

The whole process works as following:

  1. At the time of backup, we run a long SQL query which prints all indexes in production database alongside with their sizes in CSV format
  2. After the backup is restored, we run the same SQL query that prints all indexes in “fresh” database alongside with their sizes in CSV format
  3. We then run the aforementioned Python script which parses both CSV files and prints out human-friendly information show exactly how much bloat we’ve got in our indexes

We also added a percent thresold option so it’ll print out only indexes with bloat more then X %.  This is so we won’t get bothered by little differencies.

The aforementioned script, called pgindexbloat, can be found on Mind Candy Github account.  It’s very easy to be run from cronjob or wrapped around into a check script and used to feed Nagios / Sensu.

As a interesting note, I’ll just add that the first go of the script uncovered we had nearly 40GB worth of bloat on our production database.  Much more then we anticipated and getting rid of that bloat, definitelly made our database much happier.

Musings on BDD

This month at the London Python Dojo I gave a talk on Behaviour Driven Development. People were a lot more interested than I expected, so I thought I’d share my thoughts more widely on here. The main motivation behind this talk was to dispel some of the myths around BDD and make it more accessible. You can view the slides on google drive.

What is BDD?
The main points I made could be summarised as:

  • BDD is a methodology, not a tool or a process
  • As a methodology it’s a collection of best practices
  • You don’t have to take the whole thing for it to be useful
  • As the name should make clear – it’s about focussing on behaviour not implementation.

For a more thorough introduction I recommend that you read the slides with the speaker notes.

What I found more interesting though was the Q&A, which lasted longer than the slides themselves. There appeared to be a lot of misconceptions about testing in general. This came out because BDD encourages you to look at behaviour at the user level. This is important as it helps focus your tests and give them tangible meaning. The leap of comprehension though is that when you test at different levels you are concerned with different users.

At a unit level your user is a software developer who will be using that unit of code. The most important thing at this level is the behaviour to this developer, who could be you, or could be someone else.

At an integration level your user is another service or unit of code. Here you are concerned with the interface that is provided to these other services and code units. When this second piece of code interfaces with the first, how does it expect it to behave?

At a system level your user is probably a person, or possibly a script. At this level you should really be using the user interface, be it a GUI or text. This is the level at which there was least confusion, as it should be fairly obvious that the behaviour your interested in here is that of the system as a whole when the user attempts to interact with it.

BDD in Practice

One of the questions I was asked was one about speed – as behaviour is only the first word, it is important to be able to use this to drive your development. Indeed system level tests shall rarely be as fast to execute as your unit tests. This does not however destroy the value of having these tests, and with a little work, in most cases, system and integration tests do not have to be as slow and unpredictable as you might have experienced. This comes down to the proper application of mocking.

The most useful way I have heard of explaining this is from a talk by Simon Stewart where he talks about having small, medium and large tests. A small test lives entirely in memory, is single threaded, doesn’t sleep, and doesn’t access system properties. They should ideally be entirely self contained and able to be run in parallel without any restrictions on ordering, and each one should take less than a minute to run.

A medium test is given much more free reign. Its only restriction is that it cannot touch anything not running on localhost, i.e. any network operations should run on loopback. It should take no more than five minutes. A large test has none of these restrictions.

From this it should be clear that your small tests are almost certainly unit tests of some description. They will act entirely on one unit of code, and any other units of code they interact with should be mocked out with the behaviour they expect to consume. Because they run so fast, you can afford to set these up to run on every commit, and wait for the results before you continue to write code that corrects any errors.

Your large tests are going to be full end-to-end system tests, but might also include integrations with third party services, such as AWS. These are going to be slow. You might choose to use your continuous integration server to run these, or you might run them nightly. You might also choose to include your manual tests in this category, and I find it a perfectly acceptable, or in fact desirable, first step into BDD to have your behaviour specifications executed by a manual tester.

Your medium tests therefore might be assumed to be integration tests, and in some cases they will be, however by mocking out everything non-local which your user interface interacts with, you can make these medium tests too, and if you have a behaviour specification for the units this interacts with, you should have no less confidence in the results of this test. It is true that there is value in having end-to-end tests, but this can give you a much earlier indication of any issues your changes may have introduced or resolved on the system level. With up to a five minute execution time you’re probably not going to wait for them to run before you carry on coding, but you should definitely wait before merging your work to somewhere it will affect others.

Managing access from AWS EC2 through Cisco ASA firewalls

At Mind Candy, to support our games, we we have increasingly been looking toward AWS in order to take advantage of features such as autoscaling and RDS. With an existing estate spread across three datacentres, introducing instances in EC2 brought about a number of challenges.

Every time an EC2 instance is spun up, it’s given a random dynamic IP and hostname. It’s not possible to know in advance what this will be. While this might sound completely crazy if you’re used to working only with physical hardware, it’s actually been a great catalyst in the move towards ‘disposable’ infrastructure, where your server nodes can build and destroy themselves when required, with no sysadmin intervention. We’ll be talking more about how we do this another time, but today I wanted to talk about security.

As with any organisation, our physical locations have firewalls with very restictive policies. All of our servers have static addressing, and we know exactly where to find them. Creating firewall rules is predictable and no problem. Unfortunately, introducing EC2 nodes into the mix has caused us a bit of bother – how do we allow these dynamic nodes to talk back to our datacentres?

Amazon publish their list of IP ranges every now and then, via their support forum. Predictably, it’s huge. A number of companies I know have gone down the route of allowing the entire AWS address space to access their private networks. For me, this is simply asking for trouble.

We realised that we would need a more robust and targeted way of setting up access rules to only the hosts we were using, and ensuring that we didn’t persist rules for addresses which were no longer under our control.

Enter rulemanager!

This tool is written in Ruby, using the AWS SDK. Its job is to read a list of AWS account details, build a list of all active hosts and their IP addresses in every account and region, and then ensure that each IP is present in an object-group on a number of Cisco firewalls. Knowing that a certain object-group will always contain our entire AWS estate, we can happily create firewall rules without worrying about opening our network up to half the Internet.

Take a look at our github project page:

Mindcandy Hosts London Python Dojo

For those who don’t know, the London Python Dojo is a monthly meetup. While it doesn’t strictly adhere to the traditional code dojo formula, we do get together once a month to eat pizza, drink beer, and hack out a solution to an interesting problem in python.

Attendees of all backgrounds are welcome whether you’ve been coding in python for decades or you’re a complete coding newbie. Everyone is given the opportunity to write some code, but no one is forced.

The agenda is roughly as follows (although times are only approximate):

  • 6:30-7:30: People turn up, eat the food, drink the refreshments. Everyone has a chat, and people are free to suggest problems on the ideas board.
  • 7:30-8:00: Lightning talk(s), recruitment shout-outs, and the all important voting on which idea we will work on.
  • 8:00-9:30: People are arbitrarily split into teams, which set to work on the problem.
  • 9:30-10:00: Each team presents their work, so you get to see many varied solutions to the same problem.
  • 10:00-: Pub!
  • Tickets are free and are available on eventwax here

    Teaching Unity at Mind Candy

    At Mind Candy we use the Unity game engine for some of our games, especially those on mobile. We love Unity – it’s great for rapid prototyping and allows designers and artists to directly create game content, rather than having to go via programmers. We use it for prototyping, game jams and also to create some of our new mobile games!

    Why Learn Unity?

    Here at Mind Candy we’re spending a lot of time creating new games and we realised a great way to allow more people to get involved is to teach Unity to anyone who wanted to learn it! So back in October 2013 we set up a lunchtime “Learn Unity Club”. The aim is to teach more people how to make games!

    We had a few false starts, but we iterated and hit upon what we think is a winning formula, which we are sharing with the world – more on that later!

    Watching Videos?

    We started off by watching various video tutorials on Unity. Whilst the videos from Unity themselves are great, other sources varied in quality. We found that videos tended to be good to teach you how to use the editor, but didn’t have good information on game logic and programming. They could also be hard to follow and could be pretty passive, so it didn’t feel like people were really learning. We noticed after a few weeks that we were losing people (as this was an optional lunchtime club) so decided to change approach.

    Game Jam to learn?

    We love Game Jams and thought that perhaps a more hands-on project would be a good way to learn practical Unity techniques. So in December 2013 we got a group together, generated some random videogame names and set off! But we found that this approach wasn’t successful either. We were spending too much time getting excited by the game concepts and talking about/prototyping game design (even making up a set of cards to test “Intense Baking – the card game”). So we didn’t spend much time actually doing things in Unity. Also it turned out that December was a really busy month, so people didn’t have any time outside of the lunch hour to work on their games. We even saw quite a drop-off in numbers as folks were just too busy.

    A winning format!

    As they say, the third time’s a charm – at the start of 2014 we decided to take everything we’d learnt from the previous months and reboot Learn Unity Club to a new format.

    The basic pitch is “Give us a lunchtime and you’ll learn how to make a game” – seems like a pretty good deal, right? The idea is that we would start each lunchtime less with a pre-prepared unity project which everyone would have on their laptops. The tutor would then step through, building this up until by the end of lunchtime everyone in the room would have a working game that they could then take away and play with more, if they have the time. Each week is self-contained.

    A key point is that if you don’t have the time, that’s ok as well – just come back next week and we’ll have another game to make! We’d realised that people often did not have the time or would miss a session, so we wanted to allow people to easily drop in and not feel lost.

    The sessions are intentionally very hands-on – you’re always making changes on your own laptop and learning as you do it. A lot of people learn by doing so this method should be effective.

    Because we’re building a game in an hour, we don’t want to try and introduce too many new concepts, so we’re aiming for 1-2 new things each time.

    Lastly and very conveniently, Unity 4.3 with official Unity 2D APIs came out just at the right time, so we have focused on doing everything in 2D so far. This is really handy as 2D games are much less complex and easier to understand than 3D. It also makes building art much easier as even terrible “programmer art” will do for teaching purposes. It’s also great to be teaching an official Unity API.

    So to sum up, the format is:

    • 1 hour

    • build a game

    • self contained

    • hands on

    • learn 1-2 new things

    • Unity 2D

    What’s the downside? It’s more work for the course organisers! We couldn’t find any courses for learning Unity2D that exactly matched our needs – not least because Unity2D was so new. However, we did use this excellent 2D tutorial for the first week as a test. http://pixelnest.io/tutorials/2d-game-unity/

    To share the load we have two people running the course, myself (Mark Baker) and Scott Mather. We take alternate weeks so we’ve got (in theory) 2 weeks to prepare each lesson.

    We’ve had 7 weeks so far and still have a great number of people coming. So we’re very happy with it so far!

    Good news everybody!

    Because we’ve only created this ourselves because we couldn’t find it elsewhere, we are sharing it with everyone! If you head over to http://mindcandy.github.io/ you will see we have all the starter Unity projects, asset files and step-by-step instructions for each lesson. We plan on adding videos also if you would rather see someone building it and follow along that way.

    At the time of writing we have:

    All this is being released under the MIT license. This means you are free to use it any way you want, even for commercial purposes. The only restriction is that you need to acknowledge us as authors of the work, and that the work itself must always be distributed under the MIT license.

    So if you are a school, university, code club or company that wants to use this for training – please go ahead!

    We’d love to hear any feedback you have – neither of us are professional educators so its entirely possible we don’t explain things well. Please get in touch via gitlab or comments on this blog.

    In coming weeks we’ll be adding more lessons – as we create them and run them at Mind Candy. We’ll also be adding video and featuring lessons on this blog.

    If you wanted to get more information and see a 30 minute sample of training, Scott and I both spoke at a recent London Unity User Group meeting:

    You can view the slides from the presentation here.

    (there will soon be a collection of video guides available on this Google+ page)