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Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
WHO WE ARE
We’re SYBO - makers of one of the world’s
most downloaded mobiles games out
there, Subway Surfers, with over 3 billion
downloads and counting!
Hundreds of millions of players playing
our games every month...
...on more than 20,000 unique Android device
types, and every iOS device out there (yes,
including the 4S). All this, from an engineering
standpoint is the result of phenomenal work by
our engineering teams, which we’d love for you
to be a part of.
Confidential and Proprietary. Copyright © by SYBO 2020. All Rights Reserved.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
OUR FOUNDERS, STUDIO & CULTURE
SYBO was founded by Sylvester and Bodie, and they built
the company and the mega success "Subway Surfers" out of
their shared love for the hip-hop, street and graffiti culture.
Our Studio is located in the heart of Copenhagen, and our
staff are the beating heart of everything we make and do.
We have a playful, nerdy, creative and down-to-earth-culture with
100+ ambitious minds from all over the world working together to
craft engaging experiences for the palm of your hand. Celebration of
diversity is part of our products, culture and values. We also believe
that we create trust through transparency and that ownership
unlocks performance - values that we strive to make more than just
fancy words on paper but embedded in the way we work in our day
to day.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
SYBO WAY OF ENGINEERING
In order to achieve this, we have the SYBO way of engineering which, in a nutshell,
consists of:
● Aligning with product teams and designers, being eager to collaborate to find the best solutions
● Preparing thorough, understandable technical designs that match the requirements agreed, and
gathering feedback from the rest of the engineering team
● Implementing these designs as a team by using GitFlow strategies, branching and collaborative
code reviews are part of our DNA
● Ensuring that features / systems run as performant as possible, on the device targets that are set for
the projects
● Writing as many automated tests as we can! We want most of the software to do the work for us
And finally, we have a very rich, modern tech stack that is at the cutting edge of the
industry.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
GAME CODE
Our games are made with Unity at the core, using C# to its full extent,
and taking advantage of modern development paradigms (e.g.
asynchronous programming, multithreading) wherever we see the
opportunity.
We take game architecture seriously, and strive towards the long-term goal of a
shared modular, extensible architecture that can be used across all our games.
Towards this goal, we write game code to be as reusable as possible, with clear
separation between data and the systems that operate on them.
We have a close working relationship with Unity, and have directly collaborated
with them in the past on features such as ECS, nested prefabs, animation workflows
and so on, including giving talks at Unite events about our collaborations.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
GAME CODE
We also have specialised courses given by
Unity employees, on the following topics:
● UI
● Performance
● Profiling
● Gameplay
● Unity design patterns
● Addressables
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
SHARED LIBRARIES
Our games also use a library of shared C# components, that we
develop and distribute internally as packages using an NPM registry.
These packages are written in C# for Unity, installable through Unity
Package Manager (UPM) and allow the game teams to effortlessly
integrate platform, transport, and build layers into their games, as well
as common tooling around them.
They are developed using:
● Best networking practices using async/await for efficient IO
operations
● Best .NET practices by following Microsoft documentation
● Native iOS and Android code for Advertisement, User Attribution, etc.
● Swift & Java
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
SERVER ENGINEERING &
CLOUD OPS
Our games target a scalable, modular server infrastructure that runs
entirely on Google Cloud Platform, using modern development
paradigms such as containerisation.
We use Golang as the main programming language, to write
microservices that are deployed into Kubernetes, as the orchestrator
of our powerful backend, that we use across all our games.
As part of running the live operations for Subway Surfers, a game with
approx. 100M+ users every month, we load-test our infrastructure
thoroughly, and monitor our APIs to make sure the RTTs are as low as
possible.
We use Terraform for Infrastructure-as-code, Istio as our service
mesh & Redis for fast in-memory ops.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
CONTINUOUS INTEGRATION &
DELIVERY
We have a mature CI/CD pipeline that lets our game teams
generate builds quickly and reliably, for different build
environments such as development, staging and production, on all
target platforms.
We also have automated release processes for uploading builds and
any associated marketing information (descriptions, icons,
screenshots, etc.) to the various app stores, as well as AppCenter, a
cross-platform app testing service we use.
Our pipeline uses Jenkins for building, integrating and delivery
high-quality Unity builds, Spinnaker as our delivery tool for the
microservices into kubernetes clusters, Firebase TestLab as our
cloud device farm for performance tests, robo tests and gameloops
& Cloudbuild as our CI tool for microservice unit and integration
testing.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
LIVE-OPS DASHBOARDS
We have an extensive suite of LiveOps tools that allow
our Product Managers, Designers and BI personnel to be
able to tweak the live performance of our games, to a fine
degree of detail.
This includes things like changing all live tweakable data in
the game (prices of items, inventory item benefits,
multiplier values, etc.), setting up and monitoring live
events that run for periods of time, setting up A/B tests for
different values, sending customer support emails and
rewards, and many others.
In doing so, we use Serverside rendered webpages using
Golang and React; Rollup packing and obfuscation,
Typescript & Best live-ops practices.
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
ANALYTICS STACK
As part of running live operations on a game that is on such a huge
scale as Subway Surfers, we have an analytics pipeline to gather
event data from hundreds of millions of players, using Google
BigQuery as our data warehouse of choice, that we then query and
process into friendlier Tableau dashboards that our analysts use.
We have a dedicated world-class analytics and data science team,
that work with our game team PMs to design new features that
make a big impact to our players. We are constantly looking for ways
to improve our analytics, and are also looking into ML-based
methods to help tailor our games to players' needs and behaviours.
● Python scripting
● Google Firebase as transport layer, that transmits events from
the Unity game to our BigQuery warehouse
● Golang as data engineering pipelines
Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.

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Sybo Tech Kit

  • 1. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. WHO WE ARE We’re SYBO - makers of one of the world’s most downloaded mobiles games out there, Subway Surfers, with over 3 billion downloads and counting! Hundreds of millions of players playing our games every month... ...on more than 20,000 unique Android device types, and every iOS device out there (yes, including the 4S). All this, from an engineering standpoint is the result of phenomenal work by our engineering teams, which we’d love for you to be a part of.
  • 2. Confidential and Proprietary. Copyright © by SYBO 2020. All Rights Reserved. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.
  • 3. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. OUR FOUNDERS, STUDIO & CULTURE SYBO was founded by Sylvester and Bodie, and they built the company and the mega success "Subway Surfers" out of their shared love for the hip-hop, street and graffiti culture. Our Studio is located in the heart of Copenhagen, and our staff are the beating heart of everything we make and do. We have a playful, nerdy, creative and down-to-earth-culture with 100+ ambitious minds from all over the world working together to craft engaging experiences for the palm of your hand. Celebration of diversity is part of our products, culture and values. We also believe that we create trust through transparency and that ownership unlocks performance - values that we strive to make more than just fancy words on paper but embedded in the way we work in our day to day.
  • 4. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. SYBO WAY OF ENGINEERING In order to achieve this, we have the SYBO way of engineering which, in a nutshell, consists of: ● Aligning with product teams and designers, being eager to collaborate to find the best solutions ● Preparing thorough, understandable technical designs that match the requirements agreed, and gathering feedback from the rest of the engineering team ● Implementing these designs as a team by using GitFlow strategies, branching and collaborative code reviews are part of our DNA ● Ensuring that features / systems run as performant as possible, on the device targets that are set for the projects ● Writing as many automated tests as we can! We want most of the software to do the work for us And finally, we have a very rich, modern tech stack that is at the cutting edge of the industry.
  • 5. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. GAME CODE Our games are made with Unity at the core, using C# to its full extent, and taking advantage of modern development paradigms (e.g. asynchronous programming, multithreading) wherever we see the opportunity. We take game architecture seriously, and strive towards the long-term goal of a shared modular, extensible architecture that can be used across all our games. Towards this goal, we write game code to be as reusable as possible, with clear separation between data and the systems that operate on them. We have a close working relationship with Unity, and have directly collaborated with them in the past on features such as ECS, nested prefabs, animation workflows and so on, including giving talks at Unite events about our collaborations.
  • 6. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. GAME CODE We also have specialised courses given by Unity employees, on the following topics: ● UI ● Performance ● Profiling ● Gameplay ● Unity design patterns ● Addressables
  • 7. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. SHARED LIBRARIES Our games also use a library of shared C# components, that we develop and distribute internally as packages using an NPM registry. These packages are written in C# for Unity, installable through Unity Package Manager (UPM) and allow the game teams to effortlessly integrate platform, transport, and build layers into their games, as well as common tooling around them. They are developed using: ● Best networking practices using async/await for efficient IO operations ● Best .NET practices by following Microsoft documentation ● Native iOS and Android code for Advertisement, User Attribution, etc. ● Swift & Java
  • 8. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. SERVER ENGINEERING & CLOUD OPS Our games target a scalable, modular server infrastructure that runs entirely on Google Cloud Platform, using modern development paradigms such as containerisation. We use Golang as the main programming language, to write microservices that are deployed into Kubernetes, as the orchestrator of our powerful backend, that we use across all our games. As part of running the live operations for Subway Surfers, a game with approx. 100M+ users every month, we load-test our infrastructure thoroughly, and monitor our APIs to make sure the RTTs are as low as possible. We use Terraform for Infrastructure-as-code, Istio as our service mesh & Redis for fast in-memory ops.
  • 9. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. CONTINUOUS INTEGRATION & DELIVERY We have a mature CI/CD pipeline that lets our game teams generate builds quickly and reliably, for different build environments such as development, staging and production, on all target platforms. We also have automated release processes for uploading builds and any associated marketing information (descriptions, icons, screenshots, etc.) to the various app stores, as well as AppCenter, a cross-platform app testing service we use. Our pipeline uses Jenkins for building, integrating and delivery high-quality Unity builds, Spinnaker as our delivery tool for the microservices into kubernetes clusters, Firebase TestLab as our cloud device farm for performance tests, robo tests and gameloops & Cloudbuild as our CI tool for microservice unit and integration testing.
  • 10. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. LIVE-OPS DASHBOARDS We have an extensive suite of LiveOps tools that allow our Product Managers, Designers and BI personnel to be able to tweak the live performance of our games, to a fine degree of detail. This includes things like changing all live tweakable data in the game (prices of items, inventory item benefits, multiplier values, etc.), setting up and monitoring live events that run for periods of time, setting up A/B tests for different values, sending customer support emails and rewards, and many others. In doing so, we use Serverside rendered webpages using Golang and React; Rollup packing and obfuscation, Typescript & Best live-ops practices.
  • 11. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved. ANALYTICS STACK As part of running live operations on a game that is on such a huge scale as Subway Surfers, we have an analytics pipeline to gather event data from hundreds of millions of players, using Google BigQuery as our data warehouse of choice, that we then query and process into friendlier Tableau dashboards that our analysts use. We have a dedicated world-class analytics and data science team, that work with our game team PMs to design new features that make a big impact to our players. We are constantly looking for ways to improve our analytics, and are also looking into ML-based methods to help tailor our games to players' needs and behaviours. ● Python scripting ● Google Firebase as transport layer, that transmits events from the Unity game to our BigQuery warehouse ● Golang as data engineering pipelines
  • 12. Confidential and Proprietary. © 2021 SYBO ApS. All Rights Reserved.