GAMEhud - Game Analytics for Unity

Hi, my name is Creston Jamison. I am the co-founder of GAMEhud, a game analytics and monitoring service that works with Unity 3D. We have been working on GAMEhud for a while with local game developers and now that we are seeing interest from other game devs on the internet, we are starting to ramp up our marketing efforts.

GAMEhud lets you track the events that happen within your game to better understand how it is played and how to better retain players. We provide an HTTP / HTTPS API that lets you send events, players and their devices each tagged with custom properties for your game. Once you start sending us data, we provide you real time search capabilities, automatic calculation of key game metrics and the ability to share your insights with your entire team.

Real Time Game Analytics

We give you the ability to search for events, players and devices by any property you sent. You can then display the results to a table so you can drill down to see individual activity or chart the results in a graph for presentation. Here is an example of our interface with a sample graph.

Key Game Metrics

We automatically calculate 16 key metrics updated daily that report on the health of your game. Some of the metrics include DAU, MAU, DAU/MAU, New players, retention metrics, average session length, total revenue, ARPU and ARPPU. For each metric, we show the last 30 days of activity along with the average over the last 30 days. In addition, you can drill down on each metric to see 90 days of activity with the averages over the last 1-30, 31-60 and 61-90 days. Here is a sample of these metrics.

Share Insights With Your Team

All of our plans allow the tracking of unlimited games and allow you to share your account with all of your collaborators. Now everyone can be on the same page.

Monitor Errors and Exceptions

As errors or exceptions occur in your game, you can send this information to our service for tracking. We provide a “property bucket” that allows you to send a large set of unstructured data with your event (like a stack trace). That way you can know if your game is crashing and why. Plus, since you can link players and devices to events, you know if the errors only occur with certain players or certain devices.

Built To Work With Unity

To better ease integration with Unity, we built a custom wrapper that provides the following features:

  • Automatically handles sending device properties (e.g., processor specs and memory stats).
  • Provides an Event Queue to batch events locally and then send them on a time and/or event basis.
  • Sends events asynchronously so as not to interrupt game play.
  • Provides a number of overload methods to easily log events.

Brought To You By An Independent Company

GAMEhud is a service of Ruby Tree Software, Inc. which is a private company based out of Florida. Unlike other analytics services, We have no external investors and are funded by the revenue from our customers. Therefore, we only have to listen to and serve our customers well. Nothing is more important to us than your success.

If you are looking for a game analytics service to use with Unity, we would love for you to check out ours. We do not claim to be the “best” or the “leading” game analtyics service. But, we continue to add new features on a frequent basis, and we pledge to do what we can to make each customer successful. While we do not offer a perpetually free plan, we do offer a 30 day free trial. We welcome you to check out GAMEhud at http://www.mygamehud.com.

Many thanks,
Creston Jamison
GAMEhud Co-Founder
http://www.mygamehud.com

I have tried the service and I can say that it is pretty nice. They have a clean interface that display important information such as Daily Active Users (DAU) and the number of new users in the game. Implementation takes no more than a few minutes. I can see my events populate when I refresh the page. The most useful thing I found about analytics is how we can examine and measure player performance during gameplay. If we find users stuck on a certain level, we would examine the issue and solve it, usually by lowering AI difficulty and weapon damage or removing enemy units in the map.

I would highly recommend implementing analytics into your games.

Thanks Hivemind :slight_smile:

We just enhanced our individual player screen.

We added some individual player metrics for session and revenue related data. If you want to find out more, you can check out our blog post: http://www.mygamehud.com/post/44/individual-player-metrics

Hope you guys like it!

Looks interesting. I will be checking your service out in more detail once we’re ready to start beta testing this spring.

Thanks blurededge! If you want to follow how our service is progressing in the mean time, feel free to signup to receive our blog updates via email at http://www.gamehud.com/blog or you can just follow me on Twitter at @crestonjamison or @mygamehud.

Greetings everyone! We just added a few more features to GAMEhud.

First, we added an Identifier Search that allows you to find and inspect individual players, devices or sessions by the identifier you sent to our service.

Second, our player and device reports now allow you to narrow your search by when they played. For example, you could compare machine stats or player traits for two different time periods.

Please let me know if you have any questions.

Lastly, we are running a special on our service that expires next week. Check out our Signup page for more details.

Hi everyone,

We just added funnel reports to GAMEhud.

These allow you to follow players through a pre-defined path in your game. You can find out more details in our blog post: http://www.mygamehud.com/post/46/funnel-reports-are-live

Please let me know if you have any questions!

Hi Hivemind
I was wondering when you lowered the difficulty of the game and removing enemy units and such, Was this done in real time? and do you do this manually for a particular user that you determined is stuck. or you setup some kind of procedure that automatically checks for “interesting events” and took actions based on that?

Thanks alot

The use of analytics is to aggregate, measure, and react. Generally, we would look at how much time it takes the user to complete the level (in seconds) and look at the win/loss ratio and determine whether we want to adjust the difficulty accordingly. These changes generally won’t be live until the next build.

If I were to implement something that changes the difficulty in real-time, I would start with looking at the analytics behind level completion and difficulty. If I feel like it isn’t where the number should be at, I would modify the relative properties such as enemy health or damage and these values will be loaded to the application. The application will need to have a system that loads numbers from the web and be able to assign the most up-to-date values to difficulty-related properties on the app side. I would recommend storing the info in a database and have the application update the values from it every few days.

@ HiveMind
Thanks alot, I think that is the direction that we are going to take.