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.