Software
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Tencent has finally come out of a prolonged freeze on game approvals as Beijing granted licenses to two of its mobile games this month.
According to a notice published Thursday by China’s State Administration of Press, Publication, Radio, Film and Television, Tencent is one of nearly 200 games assigned licenses in January.
That’s big news for the Shenzhen-based firm, which has seen its share price plummet in the past months because the licensing halt crippled its ability to generate gaming revenues. Tencent is best known for its immensely popular WeChat messenger, but games contribute a bulk of its earnings.
Both games approved are for educational purposes so are unlikely to generate income at the level of Tencent’s more lucrative role-playing titles, such as Honor of Kings. Tencent has been at the center of government criticisms on games deemed harmful and addictive, and the firm has subsequently introduced so-called “utility games” in 2018 designed to promote traditional Chinese culture, science and technology.
That said, the tech giant could be raking in big bucks from a third-party game that also got approved this week. The title comes from China’s third-largest game publisher, Perfect World, with exclusive publishing rights handled by Tencent.
“The game is the mobile version of the extremely successful massively multiplayer online role-playing game with the same name,” Daniel Ahmad, an analyst at market research firm Niko Partners, suggests to TechCrunch. “We note that Perfect World Mobile is a core game that is set to be a high revenue generating title when it launches.”
China resumed its game approval process in December after a nine-month hiatus during which it worked to reshuffle its main regulating bodies for games. However, it left Tencent, the country’s biggest game publisher, and runner-up NetEase off its first batch of approved titles that month.
NetEase also scored its first post-freeze license in January and had better luck than Tencent, winning a nod for a multiplayer online role-playing game.
Despite the thawing, industry experts warn that approvals will come at a much slower rate than before as Chinese regulators look to more closely monitor game content, putting the burden on developers and publishers to decipher new industry rules.
“The size of the gaming company does not matter. It matters how fast the company can be adapting to the new set of rules and guidelines,” Shenzhen-based game consultant Ilya Gutov told TechCrunch in December.
“As the review and approval process for games resumes, we are confident that Tencent will be producing more compliant and higher-quality cultural work for society and the public,” a Tencent spokesperson said in December, highlighting its plan to churn out content that fits into China’s ideological agenda.
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A slew of banks are coming together to back a new roll-up strategy for the Los Angeles-based mobile gaming studio Jam City and giving the company $145 million in new funding to carry that out.
There’s no word on whether the new money is in equity or debt, but what is certain is that JPMorgan Chase Bank, Bank of America Merrill Lynch and syndicate partners, including Silicon Valley Bank, SunTrust Bank and CIT Bank, are all involved in the deal.
“In a global mobile games market that is consolidating, Jam City could not be more proud to be working with JPMorgan, Bank of America Merrill Lynch, Silicon Valley Bank, SunTrust Bank and CIT Group to strategically support the financing of our acquisition and growth plans,” said Chris DeWolfe, co-founder and CEO of Jam City. “This $145 million in new financing empowers Jam City to further our position as a global industry consolidator. As we grow our global business, we are honored to be working alongside such prestigious advisers who share Jam City’s mission of delivering joy to people everywhere through unique and deeply engaging mobile games.”
The new money comes after a few years of speculation on whether Jam City would be the next big Los Angeles-based startup company to file for an initial public offering. It also follows a new agreement with Disney to develop mobile games based on intellectual property coming from all corners of the mouse house — a sweet cache of intellectual property ranging from Pixar, to Marvel, to traditional Disney characters.
Jam City is coming off a strong year of company growth. The Harry Potter: Hogwarts Mystery game, which launched last year, became the company’s fastest title to hit $100 million in revenue.
Add that to the company’s expansion into new markets with strategic acquisitions to fuel development and growth in Toronto and Bogota and it’s clear that the company is looking to make more moves in 2019.
Jam City already holds intellectual property for a new game built on Disney’s “Frozen 2,” the company’s newly acquired Fox Studio assets like “Family Guy” and the Harry Potter property. Add that to its own Cookie Jam and Panda Pop properties and it seems like the company is ready to make moves.
Meanwhile, games are quickly becoming the go-to revenue driver for the entertainment industry. According to data collected by Newzoo, mobile games revenue reached a record $63.2 billion worldwide in 2018, representing roughly 47 percent of the total revenue for the gaming industry in the year. That number could reach $81.3 billion by 2020, the Newzoo data suggests.
Roughly half of the U.S. plays mobile games, and they’re spending significant dollars on those games in app stores. App Annie suggests that roughly 75 percent of the money spent in app stores over the past decade has been spent on mobile games. And consumers are expected to spend roughly $129 billion in app stores over the next year. The data and analytics firm suggests that mobile gaming will capture some 60 percent of the overall gaming market in 2019, as well.
All of that bodes well for the industry as a whole, and points to why Jam City is looking to consolidate. And the company isn’t the only mobile games studio making moves.
The publicly traded games studio Zynga, which rose to fame initially on the back of Facebook’s gaming platform, recently expanded its European footprint with the late-December acquisition of the Helsinki-based gaming studio Small Giant Games.
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The only kids’ programming language worth using, Scratch, just celebrated the launch of Scratch 3.0, an update that adds some interesting new functionality to the powerful open-source tool.
Scratch, for those without school-aged children, is a block-based programming language that lets you make little games and “cartoons” with sprites and animated figures. The system is surprisingly complex, and kids have created things like Minecraft platformers, fun arcade games and whatever this is.
The new version of scratch includes extensions that allow you to control hardware, as well as new control blocks.
Scratch 3.0 is the next generation of Scratch – designed to expand how, what, and where you can create with Scratch. It includes dozens of new sprites, a totally new sound editor, and many new programming blocks. And with Scratch 3.0, you are able to create and play projects on your tablet, in addition to your laptop or desk computer.
Scratch is quite literally the only programming “game” my kids will use again and again, and it’s an amazing introduction for kids as young as pre-school age. Check out the update and don’t forget to share your animations with the class!
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Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.
Epic did not respond to a request for comment.
Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.
Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.
China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.
Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.
Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.
Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”
“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.
Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”
LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)
Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.
As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.
The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.
But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.
That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.
We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.
There are a few factors to add further uncertainty.
Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.
More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.
Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.
Already, the effects have been felt.
Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.
Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.
Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.
But Epic isn’t relying solely on Fortnite.
A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.
While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.
Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.
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Solo.io, a Cambridge, Mass-based startup that helps enterprises adopt cloud-native technologies, is coming out of stealth mode today and announcing both its Series A funding round and the launch of its Gloo Enterprise API gateway.
Redpoint Ventures led the $11 million Series A round, with participation from seed investor True Ventures . Like most companies at the Series A state, Solo.io plans to use the money to invest in the product development of its enterprise and open-source tools, as well as to grow its sales and marketing teams.
Solo.io offers a number of open-source tools, like the Gloo function gateway, the Sqoop GraphQL server and the SuperGloo (see a theme here?) service mesh orchestration platform. In addition, the team has also, among others, open-sourced its Kubernetes debugger, a tool for building and running unikernels.

Its first commercial offering, though, is an enterprise version of the Gloo function gateway. Built on top of the Envoy proxy, Gloo can handle the routing necessary to connect incoming API requests to microservices, serverless applications (on the likes of AWS Lambda) and traditional monolithic applications behind the proxy. Gloo handles the load balancing and other functions necessary to aggregate the incoming API requests and route them to their destinations.
“Costumers who use Gloo to connect between microservices and serverless found that invocation of [AWS] Lambda is 350ms faster than the AWS API Gateway,” Idit Levine, the founder and CEO of Solo.io, told me. “Gloo also offers them direct money saving, since AWS bills per invocation. In general, Gloo offers money saving because it allows our clients to use the less expensive technologies — like their legacy apps, and sometimes containers — whenever they can, and limit the use of more expensive stuff to whenever it’s necessary.”
The enterprise version adds features like audit controls, single sign-on and more advanced security tools to the platform.
In addition to broadening its customer base, the company plans to invest heavily into its customer success and support teams, as well as its evangelism and education efforts, Levine tells me.
“Helping enterprises easily adopt innovative technologies like microservices, serverless and service mesh is our goal at Solo.io,” Levine in today’s announcement. “Melding different technologies into one coherent environment, by supplying a suite of tools to route, debug, manage, monitor and secure applications, lets organizations focus on their software without worrying about the complexity of the underlying environment.”
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Contentful, a Berlin- and San Francisco-based startup that provides content management infrastructure for companies like Spotify, Nike, Lyft and others, today announced that it has raised a $33.5 million Series D funding round led by Sapphire Ventures, with participation from OMERS Ventures and Salesforce Ventures, as well as existing investors General Catalyst, Benchmark, Balderton Capital and Hercules. In total, the company has now raised $78.3 million.
It’s been less than a year since the company raised its Series C round and, as Contentful co-founder and CEO Sascha Konietzke told me, the company didn’t really need to raise right now. “We had just raised our last round about a year ago. We still had plenty of cash in our bank account and we didn’t need to raise as of now,” said Konietzke. “But we saw a lot of economic uncertainty, so we thought it might be a good moment in time to recharge. And at the same time, we already had some interesting conversations ongoing with Sapphire [formerly SAP Ventures] and Salesforce. So we saw the opportunity to add more funding and also start getting into a tight relationship with both of these players.”
The original plan for Contentful was to focus almost explicitly on mobile. As it turns out, though, the company’s customers also wanted to use the service to handle its web-based applications and these days, Contentful happily supports both. “What we’re seeing is that everything is becoming an application,” he told me. “We started with native mobile application, but even the websites nowadays are often an application.”
In its early days, Contentful focused only on developers. Now, however, that’s changing, and having these connections to large enterprise players like SAP and Salesforce surely isn’t going to hurt the company as it looks to bring on larger enterprise accounts.
Currently, the company’s focus is very much on Europe and North America, which account for about 80 percent of its customers. For now, Contentful plans to continue to focus on these regions, though it obviously supports customers anywhere in the world.
Contentful only exists as a hosted platform. As of now, the company doesn’t have any plans for offering a self-hosted version, though Konietzke noted that he does occasionally get requests for this.
What the company is planning to do in the near future, though, is to enable more integrations with existing enterprise tools. “Customers are asking for deeper integrations into their enterprise stack,” Konietzke said. “And that’s what we’re beginning to focus on and where we’re building a lot of capabilities around that.” In addition, support for GraphQL and an expanded rich text editing experience is coming up. The company also recently launched a new editing experience.
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Messaging app firm Line has given up majority control of its Line Games business after it raised outside financing to expand its collection of titles and go after global opportunities.
The Line Games business was formed earlier this year when Line merged its existing gaming division from NextFloor, the Korea-based game publisher that it acquired in 2017. Now the business has taken on capital from Anchor Equity Partners, which has provided 125 billion KRW ($110 million) in financing via its Lungo Entertainment entity, according to a disclosure from Line.
A Line spokesperson clarified that the deal will see Anchor acquire 144,743 newly created shares to take a 27.55 percent stake in Line Games. That increase means Line Corp’s own shareholding is diluted from 57.6 percent to a minority 41.73 percent stake.
Korea-based Anchor is best known for a number of deals in its homeland, including investments in e-commerce giant Ticket Monster, Korean chat giant Kakao’s Podotree content business and fashion retail group E-Land.
Line operates its eponymous chat app, which is the most popular messaging platform in Japan, Thailand and Taiwan, and also significantly used in Indonesia, but gaming is a major source of income. This year to date, Line has made 28.5 billion JPY ($250 million) from its content division, which is primarily virtual goods and in-app purchases from its social games. That division accounts for 19 percent of Line’s total revenue, and it is a figure that is only better by its advertising unit, which has grossed 79.3 billion JPY, or $700 million, in 2018 to date.
The games business is currently focused on Japan, Korea, Thailand and Taiwan, but it said that the new capital will go toward finding new IP for future titles and identifying games with global potential. It is also open to more strategic deals to broaden its focus.
While Line has always been big on games, Line Games isn’t just building for its own service. The company said earlier this year that it plans to focus on non-mobile platforms, which will include the Nintendo Switch among others consoles.
That comes from the addition of NextFloor, which is best known for titles like Dragon Flight and Destiny Child. Dragon Flight has racked up 14 million users since its 2012 launch; at its peak it saw $1 million in daily revenue. Destiny Child, a newer release in 2016, topped the charts in Korea and has been popular in Japan, North America and beyond.
Line went public in 2016 via a dual U.S.-Japan IPO that raised more than $1 billion.
Note: The original version of this article was updated to clarify that Lungo Entertainment is buying newly issued shares.
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Atlassian previewed the next generation of its hosted Jira Software project tracking tool earlier this year. Today, it’s available to all Jira users. To build the new Jira, Atlassian redesigned both the back-end stack and rethought the user experience from the ground up. That’s not an easy change, given how important Jira has become for virtually every company that develops software — and given that it is Atlassian’s flagship product. And with this launch, Atlassian is now essentially splitting the hosted version of Jira (which is hosted on AWS) from the self-hosted server version and prioritizing different features for both.
So the new version of Jira that’s launching to all users today doesn’t just have a new, cleaner look, but more importantly, new functionality that allows for a more flexible workflow that’s less dependent on admins and gives more autonomy to teams (assuming the admins don’t turn those features off).
Because changes to such a popular tool are always going to upset at least some users, it’s worth noting at the outset that the old classic view isn’t going away. “It’s important to note that the next-gen experience will not replace our classic experience, which millions of users are happily using,” Jake Brereton, head of marketing for Jira Software Cloud, told me. “The next-gen experience and the associated project type will be available in addition to the classic projects that users have always had access to. We have no plans to remove or sunset any of the classic functionality in Jira Cloud.”
The core tenet of the redesign is that software development in 2018 is very different from the way developers worked in 2002, when Jira first launched. Interestingly enough, the acquisition of Trello also helped guide the overall design of the new Jira.
“One of the key things that guided our strategy is really bringing the simplicity of Trello and the power of Jira together,” Sean Regan, Atlassian’s head of growth for Software Teams, told me. “One of the reasons for that is that modern software development teams aren’t just developers down the hall taking requirements. In the best companies, they’re embedded with the business, where you have analysts, marketing, designers, product developers, product managers — all working together as a squad or a triad. So JIRA, it has to be simple enough for those teams to function but it has to be powerful enough to run a complex software development process.”

Unsurprisingly, the influence of Trello is most apparent in the Jira boards, where you can now drag and drop cards, add new columns with a few clicks and easily filter cards based on your current needs (without having to learn Jira’s powerful but arcane query language). Gone are the days where you had to dig into the configuration to make even the simplest of changes to a board.
As Regan noted, when Jira was first built, it was built with a single team in mind. Today, there’s a mix of teams from different departments that use it. So while a singular permissions model for all of Jira worked for one team, it doesn’t make sense anymore when the whole company uses the product. In the new Jira then, the permissions model is project-based. “So if we wanted to start a team right now and build a product, we could design our board, customize our own issues, build our own workflows — and we could do it without having to find the IT guy down the hall,” he noted.

One feature the team seems to be especially proud of is roadmaps. That’s a new feature in Jira that makes it easier for teams to see the big picture. Like with boards, it’s easy enough to change the roadmap by just dragging the different larger chunks of work (or “epics,” in Agile parlance) to a new date.
“It’s a really simple roadmap,” Brereton explained. “It’s that way by design. But the problem we’re really trying to solve here is, is to bring in any stakeholder in the business and give them one view where they can come in at any time and know that what they’re looking at is up to date. Because it’s tied to your real work, you know that what we’re looking at is up to date, which seems like a small thing, but it’s a huge thing in terms of changing the way these teams work for the positive.“

The Atlassian team also redesigned what’s maybe the most-viewed page of the service: the Jira issue. Now, issues can have attachments of any file type, for example, making it easier to work with screenshots or files from designers.
Jira now also features a number of new APIs for integrations with Bitbucket and GitHub (which launched earlier this month), as well as InVision, Slack, Gmail and Facebook for Work.
With this update, Atlassian is also increasing the user limit to 5,000 seats, and Jira now features compliance with three different ISO certifications and SOC 2 Type II.
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When Amazon rolled out its membership-based two-day shipping service in 2005, e-commerce and customer expectations around fulfillment speed changed forever.
Today, more than 100 million people use Amazon Prime. That means, 100 million people are fully accustomed to two-day shipping and if they can’t have it, they shop elsewhere. As The Wall Street Journal’s Christopher Mims recently put it: “Alongside life, liberty and the pursuit of happiness, you can now add another inalienable right: two-day shipping on practically everything.”
Only recently have Amazon’s competitors begun to offer similar fast delivery options. About two years ago, Walmart launched its own free two-day delivery service for its owned-inventory; eBay followed suit, establishing a three-day or less delivery guaranteed option for shoppers in March 2017.
To power these Prime-like delivery options, Walmart, eBay and the Canadian e-commerce business Shopify are relying on a little upstart.
One-year-old Deliverr helps businesses offer rapid delivery experiences to their customers. Today, the company is announcing a $7.1 million Series A led by Joe Lonsdale’s 8VC, with participation from Zola founder Shan-Lyn Ma, Flexport chief executive officer Ryan Peterson and others.
The San Francisco-based startup uses machine learning and predictive intelligence to determine which of its warehouses to store its client’s goods.
Currently, Deliverr operates out of more than 10 warehouses in Texas, Missouri, Pennsylvania, Ohio and New Jersey, among other states, though co-founder Michael Krakaris says that number is growing every week. Its customers typically store inventory in three to five different locations based on Deliverr’s predictive algorithms.
Unlike Amazon, which owns more than 75 fulfillment centers, Deliverr doesn’t own its warehouses. Krakaris describes the company’s strategy as a sort of Uber for fulfillment.
“Uber didn’t change the physical infrastructure of cars. They didn’t build their own taxis. What they did was create software that could connect excess capacity drivers,” Krakaris told TechCrunch. “Most warehouses aren’t going to be full. We are going in and filling that extra space they wouldn’t otherwise fill.”
One of the startup’s tricks is to use brand-neutral packaging so any and all marketplaces could theoretically power fulfillment through Deliverr. Amazon, of course, sticks a Prime sticker on all its outgoing packages. And because Amazon’s fulfillment service is used by some eBay sellers, eBay items are known to show up at customers’ homes in Amazon-branded packaging. Not a great look for eBay.
“You need an independent fulfillment service that can handle all these different fulfillment channels and be neutral,” Krakaris said.
Deliverr plans to use the investment to scale its team and ink partnerships with additional online retailers.
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Atlassian’s Jira has become a standard for managing large software projects in many companies. Many of those same companies also use GitHub as their source code repository and, unsurprisingly, there has long been an official way to integrate the two. That old way, however, was often slow, limited in its capabilities and unable to cope with the large code bases that many enterprises now manage on GitHub .
Almost as if to prove that GitHub remains committed to an open ecosystem, even after the Microsoft acquisition, the company today announced a new and improved integration between the two products.
“Working with Atlassian on the Jira integration was really important for us,” GitHub’s director of ecosystem engineering Kyle Daigle told me ahead of the announcement. “Because we want to make sure that our developer customers are getting the best experience of our open platform that they can have, regardless of what tools they use.”
So a couple of months ago, the team decided to build its own Jira integration from the ground up, and it’s committed to maintaining and improving it over time. As Daigle noted, the improvements here include better performance and a better user experience.
The new integration now also makes it easier to view all the pull requests, commits and branches from GitHub that are associated with a Jira issue, search for issues based on information from GitHub and see the status of the development work right in Jira, too. And because changes in GitHub trigger an update to Jira, too, that data should remain up to date at all times.
The old Jira integration over the so-called Jira DVCS connector will be deprecated and GitHub will start prompting existing users to do the upgrade over the next few weeks. The new integration is now a GitHub app, so that also comes with all of the security features the platform has to offer.
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