Red Games Co. Privacy Policy

LEGO BRAWLS

4/21/2022

Hello,  We're Red Games Co, LLC.  We make family-friendly mobile games and experiences that kids love to play, parents can endorse, and families can play together.

Here, we tell you how we use game data in the LEGO BRAWLS app (the App) to help create the best possible gaming experience, and how we keep that data safe. Please make sure you read everything here carefully, and if you happen to be a youngster (under 18 years old), ask an adult to help explain anything you don't understand.

Data Collection and Use

Data Use

RED Games Co. may collect certain data including but not limited to: your in-game activity and other performance details to improve our products and product offerings. This data is stored securely on the player’s device and on RED Games Co’s secure servers. Your data is never sold or shared with third parties, and this data collection can be disabled in game settings.

Certain non-personal data (as described below) is collected and used in the App to allow players to create and save their LEGO Brawlers, sync players Brawlers both visually and functionally and simulate real-time game mechanics during matches. This data is stored locally on a players device and in a player’s iCloud Key Value Store.

iCloud Key Value Store

iCloud Key-Value storage is a safe and secure cloud-based service provided by Apple that allows an app to save data to a user’s private iCloud Account storage and access that data from multiple devices that may be logged into the same iCloud account.

IP Address

The App safely and securely uses a players IP address to connect players together to have a shared, multiplayer gaming experience.

User Data

The following game data is saved to a players iCloud Key Value Store once the user has given permission for data collection:

  • Collected Data Permission(bool): Has the user given permission for data collection

  • First Time Player (bool): Has this player experienced the First Time User content

  • Brawler Slots: Maximum slots a player has to create Brawlers

  • Brawler Index: Which Brawler is the player’s active one.

  • Brawler Data : Array of Brawler setups

  • Name(string): Randomly generated and save Brawler name

  • Customization Definition: Visual Definition of this Brawler

  • Emote: Emote the Brawler uses

  • Melee: Melee weapon the Brawler uses

  • Skin Color: Color of skin for the Brawler

  • Face: Face the Brawler has.

  • Hat: Hat the Brawler is wearing

  • Neck: Neck attachment the Brawler is wearing

  • Torso: Torso the Brawler has

  • Waist: Waist the Brawler has

  • Legs: Legs the Brawler has

  • Loadout Definition: Current Item selected for this Brawler

  • Light (string): Light Item Selected

  • Medium (string): Medium Item Selected

  • Heavy (string): Medium Item Selected

  • Last Date Modified (string): Date of when this Brawler was last changed. Used resolve conflicts between multiple simultaneous saves.

  • User Unlocks: Keeps track of the items the user has unlocked or will unlock

  • Next Unlock (string): Next item the user will unlock

  • Unlock Pool (string[]): List of items the user can select from when determining the next unlock item.

  • Unlocked (string[]): List of items the user has already unlocked

  • New Unlocks (string[]): List of items the user has recently unlocked

  • User Stats: Stats saved about the user

  • Level (int): Current experience level of the user

  • Progress (float): Percent until the next user’s experience level

  • MVPs Awarded (int): Number of times the user won MVP(Top Brawler) in a match

  • Solo High Score (int): Most points the user earned in a solo match

Device Data

The following device data is saved to a players local device:

  • Main Volume (float): Main volume level for the game

  • Music Volume (float): Music volume level

  • Sound Effect Volume (float): Sound effects volume level

  • Display Quality (int): What internal Unity quality level should the game use.

  • Display Resolution: Resolution of the display

  • Width (int):

  • Height (int):

  • Refresh Rate (int):

  • Display Mode (int): Should the game be ran in Full Screen Mode or Windowed

  • Display VSync (bool): Does the game sync to the V-sync of the display

  • Camera Shake (bool): Does the camera shake in game on certain events

  • Device Vibration (bool): Does the device vibrate in game on certain events

  • Asked For Local Notifications (bool): Has the game asked for Local Notification permissions yet

  • Language (int): Which language does the game display for text

  • Cloud Region (int): Which region of Photon multiplayer servers should this game connect to.

  • JoystickMapping (string): data for in-game joystick mapping

  • KeyboardMapping (string): data for in-game keyboard mapping

  • Level History (string[]): List of levels recently played

  • New Unlocks (string[]): List of new unlock notifications

  • News Notifications (string[]): List of news events that have been marked as seen.

Realtime Game Inputs

Gameplay inputs are transmitted real time during gameplay

  • Attack Left (bool):

  • Attack Right (bool):

  • Fire (bool):

  • Jump (bool):

  • Move Down (bool):

  • Move Left (bool):

  • Move Right (bool):

  • Stop (bool):

  • Equip Item 1 (bool):

  • Equip Item 2 (bool):

Party Discovery Data

Data only broadcasts on the local network to aid in party discovery

  • Party Code (string): Unique code for the party

  • Leader Name (string): Name of the Brawler of the party leader

  • Is Versus (bool): Is this party a versus party or a co-op

  • Player Count (int): Number of players present in the party

  • Last Updated (float): When the party was last updated in an internal Unity format

  • Index (int): Increasing counter of update broadcasts

The following game data is saved to RED Games Co’s secure servers once the user has given permission for data collection. This data is used to improve the App’s performance and player experience.

Events

  • Match Outcome: Sent after each completed Brawl

    • Team Size Differential: (int) How even were the teams

    • Team: (string) Which team this player was on

    • Player Count: (int) Total Players in the match

    • AI Count: (int) Number of AI in the match

    • Level: (string) ID od level that was played for this match

    • Score Differential: (float) How close the match was

    • Player Rank: (int) Where this player finished in Rank

    • Level Vote: (string) The level this player voted for

    • Match Result: (bool) Did this player win/lose the match

    • Powerup Light: (string) ID of light powerup this player selected for this match

    • Powerup Medium: (string) ID of medium powerup this player selected for this match

    • Powerup Heavy: (string) ID of Heavy powerup this player selected for this match

    • FTUE Outcome: Cached after FTUE finished

    • Brawler Selected: (string) Initial Brawler selected while onboarding

    • Skipped: (bool) Did the player skip the onboarding tutorial

    • Match Rank Report: (string) Anonymous before/after global ranks sent after each completed Brawl

    • Preload Time: (float) Time in seconds it took to preload assets for this match

    • Quantum Start Time: (float) Time in seconds it took to enter a quantum match

    • Global Rank Score: (int) Score of player in global rank leaderboard at start of match

    • Is Local: (bool) If the match was a local multiplayer (couch co-op) match

  • Match Rank Report: Sent after each completed Brawl

    • StartScore: (int) GRS score at start of match

    • EndScore: (int) GRS score at end of match

    • Won: (bool) If the player was on the winning team or not

    • IsAI: (bool) If the player was an AI

    • AIPersonalities: (string list) List of personalities the AI assumed

    • AIApproximateGRS: (int list) List of approximate GRS of the personalities

  • Track Progress: Details on items and points earned on player’s selected track

    • Track Name: (string) Name of track player has currently selected

    • Total Possible Progress: (int) Total points required to unlock all items on track

    • Total Possible Unlocks: (int) Total items available to unlock on track

    • Current Progress: (int) Current points earned on selected track

    • Current Unlocks: (int) Current number of items earned on selected track

  • Session: Info on a play session from application start to suspend

    • MatchesPlayed: (int) Total matches played this session

    • MatchesWon: (int) Matches won this session

    • MatchesQuit: (int) Matches paused and quit with penalty this session

    • SessionLength: (float) Time of session from application start to suspend

    • TrophiesEarned: (int) Points earned from matches toward track progress this session

    • UnlocksUnlocked: (int) Track item unlocks unlocked this sesssion

    • StartingTrack: (string) Track player had selected at start of session

    • CurrentTrack: (string) Track player had selected at end of session

    • TimeInMatches: (float) Time of session spent in matches

    • TimeCustomizingPlayers: (float) Time of session spent customizing players

    • CurrentLeaderboardRank: (int) Global Rank Score at end of session

    • EndEventType: (string) How session was ended, “Pause” or “Quit”

    • TimeToFirstGame: (float) Time between application start and start of first match

User Properties

Game Played: (int) Number of matches this player has played. Note: This data is pulled from the users local save data. No persistent analytics data is kept for the user.

Third Parties

The App does not share data with any third party service provider that can be used for that third party’s own purposes. The App does share certain game data (as outlined above) with a service provider (Exit Games) who is contracted to only use this data to deliver multiplayer gameplay, and this data is used only for the purposes of matching players together and for tracking a players progress within a play session.

Data Retention

RED Games Co. reserves the right to retain the following categories of data, for up to 5 years, including but not limited to: Player save data, in-game analytics and performance data. Players may choose to delete their save data locally or from the Game specific cloud data integration such as iCloud at any time.

  • User Data: Stored in the user’s iCloud and retained at the user’s discretion.

  • Brawler Data and Real Time Game Inputs: These are stored for the duration of a match or a party the user is in and not retained past their lifespan.

  • Device Data: Is saved locally on the user’s device

Declining or withdrawing permission for data

A player may decline to provide data, have data collected, etc,  upon first launch of the game, or at any time from the settings screen. Declining data collection will disable all online multiplayer game modes and no data will be transmitted to other users. However, User Data will still be synced to that user’s iCloud account and Device Data will remain on the device.

Contact Info

For more information on Red Games Co’s LEGO Brawls privacy policy or data processing practices please email John Park at privacypolicy@redgames.co 

Data Subject Rights    

The game does not collect any personal data. Players can delete their User Data stored in iCloud via the settings menu or can have full access to this data via Apple provided tools at https://privacy.apple.com .

All player data used for multiplayer games is deleted automatically at the end of the game session.