PUBG : PlayerUnknown's Battlegrounds
PUBG : PlayerUnknown's Battlegrounds

Where is PUBG Based?

PUBG Corporation is an online game developer based in Seoul, Capital of South Korea. It is the company behind PlayerUnknown’s Battlegrounds (PUBG), a multiplayer online Battle Royale Game. The company is a subsidiary of Korean publisher Bluehole.

Who is Owner of PUBG?

Since, Unreal Engine 4 powers “PUBG,” Bluehole pays royalties to Epic Games. Epic Games remains in private owned, however the Chinese investment company Tencent owns a roughly 40% shares in the company. Tencent also owns an 11.5% stake in Bluehole Studios.

What is Blue Area in PUBG?

blue area

The Blue Zone is a circular area that seems on the map. Within the confines of the Blue Zone players fight one another. Existing outside the Blue Zone inflicts periodically increasing injury that will eventually kill players.

The radius of the Blue Zone decreases during the match, to make the playable area of the map smaller and smaller.

What is the Play Zone in PUBG?


The playzone, or circle, is what makes each match in PUBG distinctive and refreshing. In essence, the circle is a large electricity field that frequently shrinks the designated play area on the island, forcing players into contact with each other.

What is PUBG Ping?


PUBG Ping Checker is a ping-testing tool that helps players check in-game ping before beginning the game. The PUBG Ping check only offers a general estimation of your actual in-game ping. Expect ping to be within one order of magnitude.

What is Room in PUBG?


A community for players of PUBG Mobile in iOS and android to share ask for help and to have fun. Player Unknown’s Battlegrounds (PUBG) is a competitive survival shooter. Players are dropped into a large, open area, and they should fight to the death – all while the field of battle shrinks, adding pressure to all in its grip.



Battlegrounds is a player shooter game in which up to one hundred players fight in a battle royale, a kind of large-scale last man standing death match where players fight to stay the last alive. Players will choose to enter the match solo, duo, or with a team of up to four people (Squad). The last person or team alive wins the match.

Each match starts with players parachuting from a plane onto one of the four maps, with areas of roughly 8 × 8 kilometres (5.0 × 5.0 mi), 6 × 6 kilometres (3.7 × 3.7 mi), and 4 × 4 kilometres (2.5 × 2.5 mi) in size. The plane’s flight path across the map varies with each every, requiring players to quickly confirm the best time to eject and parachute to the ground. Players begin with no gear beyond customized clothing selections, which don’t affect gameplay. Once they land, players will search buildings, towns and different sites to find weapons, vehicles, armor, and other equipment. These items are procedurally distributed throughout the map at the beginning of a match, with certain high-risk zones usually having better equipment. Killed players will be looted to acquire their gear as well. Players will opt to play from either the First-Person Perspective (FPP) or Third-Person Perspective (TPP), each having their own benefits and drawbacks in combat and situational awareness though server-specific settings can be used to force all players into one perspective to eliminate some benefits.

Every few minutes, the playable area of the map begins to shrink down towards a random location, with any player caught outside the safe area taking damage incrementally, and eventually being eliminated if the safe zone isn’t entered in time in the game, players see the boundary as a shimmering blue zone that contracts over time. This results in a more confined map, in turn increasing the possibilities of encounters. During the match, random regions of the map are highlighted in red and bombed posing a threat to players who remain in that area. In both cases, players are warned a few minutes before, to giving them time to relocate to safety. At random, a plane can fly over various parts of the playable map and drop a loot package, containing items, which are typically unobtainable during normal gameplay. These things emit highly visible red smoke, drawing interested players close it and creating further confrontations. On average, a full round takes not more than half-hour.

At the completion of every round, players gain in-game currency based on their performance. The currency is used to buy crates, which contain cosmetic items for character or weapon customization. A rotating “event mode” was added to the game around March 2018. These events amendment up the traditional game rules, like establishing larger groups or squads, or altering the distribution of weapons and armor across the game map.


game design

Battlegrounds represents the standalone version of what Greene believes is the “final version” of the Battle Royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1 that were built with proprietary game engines. Henry Graham Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which wasn’t designed with such maps in mind. The game was designed as a combination between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1.

Based on Greene’s experience with the genre, an island with several terrain features was picked as the first map, called “Erangel”. The map design was to offer players many possible options for strategic and distinct gameplay. Some buildings and structures were designed to depict the design of the brutalist architecture of the Soviet Union during the 1950s. The developer team play tested architecture features and random items placement systems, looking at both how close-quarters encounters went, and for open terrain areas. The goal was to optimize the proper distribution and placement of weapons and gear across the map, to encourage players to make strategic decisions regarding how to proceed in the game without overly penalizing players who may not find weapons within the primary few minutes of a round. During early access, extra maps were planned, like one set on a fictional island in the Adriatic Sea that included snow-covered Yugoslavian territories. Henry Graham Greene stated that he thought the Erangel map felt disjointed despite meeting their goals for gameplay, and sought to create more unified ideas with future maps. The freefall from an airplane at the beginning of every match was a new feature for the genre, to encourage strategy between staying with the pack of players and seeking out one’s own route for a better chance at finding good loot. With the added parachute drop, Henry Graham Greene considered that Battlegrounds had three distinct subgames:

The airdrop during which one should quickly figure out the best time to jump and where to land in relationship to the opposite players.

The loot game of knowing where and how to collect the best possible equipment, and,

The combat game with different players. Players who win a match are greeted with the phrase “Winner Winner Chicken Dinner” an idiom that Henry Graham Greene had used in his prior battle royale games and kept in Battlegrounds, which itself had an origin as early as the great depression.

Features that Henry Graham Greene anticipates adding include custom games and modding support. He considered modding support an important part of the complete release, as, just as he had his start with mods, he needs to enable others to create variations on his game so that he will “find the next Player Unknown”. Henry Graham Greene also needs to incorporate the game with streaming services like that would enable replays or other features amenable to treating Battlegrounds as an esport. Henry Graham Greene had anticipated that Battlegrounds would develop into an esport, and this was an ultimate end goal for his development, but he needed to let the nature of how it’d play out as an esport grow naturally with the player community. He also plans to introduce micro transactions to permit players to use real-world funds to purchase loot crates that provide randomly-selected cosmetic items, also called “Skins”, which they will trade with other players while Henry Graham Greene recognizes the issue with skin gambling, he believes that Valve has put safeguards in place to support a “Skin Economy” which will provide more revenue for them without concerns over gambling. However, by November 2017, gray market skin gambling sites began to seem, using Battlegrounds cosmetics as virtual currency. Following controversy over the use of loot boxes to offer “Pay-To-Win” items in other games in November 2017, the PUBG Corporation affirmed that while they will continue to add new cosmetic items rewarded by in-game crate purchases, they “will never add anything that affects the gameplay”. In May 2018, PUBG Corporation disabled the ability to trade skins on the Steam Marketplace as they found which players were still abusing the system by selling them for monetary value through unofficial third-party platforms.

While in early access, Bluehole offered an early preview of the system by providing time-limited crates that would be purchased during the first Battlegrounds invitations tournament during Gamescom in August 2017, with the sales from those contributing to the Pool Prize. Among loot from those crates are special outfits inspired by a movie name Battle Royale. Henry Graham Greene anticipates adding a campaign mode with co-operative player support, though there would be “no serious lore” crafted for the narrative, comparison this to similar modes in Watch Dogs.

The game, while in early access, has already received alternate gameplay modes created by players, determined by unenforceable rules that players agree to abide by, that popular with popular streamers. This was aided by a quiet release of custom server support to a number of influential streamers that subsequently made it into public release. In one case, “Zombie Mode”, all but four players pretend to be zombies, who might clothing distinguish themselves by removing all vesture and are limited only to collecting melee weapons and consumable things, and must rush to attack the other four players, who are able to collect all gear and attempt to outrun and defeat the zombies. Inspired by this mode, Graham Greene declared plans to introduce an official zombie-based gameplay mode based on this into Battlegrounds. Whereas most of the rest of the team continued to develop the core gameplay and maps, Graham Greene is taking on the zombie mode as a near solo project, only using the assistance of the lead animator to assist with the zombie animations. Graham Greene sees Battlegrounds as a platform, and would like to examine more custom game types and mods developed by players for it. Graham Greene identified that some mods that he also previously worked on from ARMA 3 might become a part of the Battlegrounds platform.

To prevent in-game cheating, the game uses the “BattlEye” anti-cheating software, which had permanently banned over 13 million players in total by Oct 2018. BattleEye indicated that 99 of all cheating software for the game was developed in China.


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