get your iphone game to 2,000 handsets
DESCRIPTION
Get your iPhone game to 2,000 handsets. Mikko Uromo Director, Developer Relations & Outsourcing GameHouse [email protected]. This session. A little background What’s our approach Development details Hopefully time for some Q&A. Who we are. What we look like. What we do. - PowerPoint PPT PresentationTRANSCRIPT
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Get your iPhone game to 2,000 handsetsMikko UromoDirector, Developer Relations & [email protected]
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This session A little background What’s our approach Development details Hopefully time for some Q&A
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Who we are
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What we look like
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What we do
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So, you’re developing for the iPhone!
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Smartphones in 2009Vendor Units ShareNokia 67.7 38.9%RIM 34.5 19.8%Apple 25.1 14.4%HTC 8.1 4.6%Samsung 5.7 3.3%Others 33.1 19.0%Total 174.2 100%
http://www.cellular-news.com/story/41792.php
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Mobile sales in 2009Vendor Units ShareNokia 440.9 36.4%Samsung 235.8 19.5%LG 122.1 10.1%Motorola 58.5 4.8%Sony Ericsson 54.9 4.5%Others 299.2 24.7%Total 1,211.2 100%
http://www.gartner.com/it/page.jsp?id=1306513
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Mobile is challenging Expensive Fragmentation Carriers Backfills
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What’s our approach? Target the whole market Hide fragmentation Cost effective development & QA Support new devices from day one
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No magic tricks …but close to a silver bullet Scalability is key EMERGE™ Guidelines
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Choose your battles Low-end, old devices, coverage
requirements… Good game experience! Touch vs. keys Connectivity & social gaming Future benefits
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How do we do it?
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Develop the best version Best possible experience Don’t branch development Focus on touch & high-end No limitations!
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Target the Other Devices Finish assets Optimize & fix bugs Make sure everything is scalable Get the game down to 64k Help automate post-production
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Our tools
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EMERGE™ A cross-platform game
development framework Used in 70+ titles 2,000+ devices supported iPhone, Android, J2ME, BREW,
Flash, DSi, Windows Mobile…
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The framework Abstraction layer Native implementations of core API Pluggable modules Customizations Improvements help all games
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Sample code#include “common.cjavai”#define FP 10
global int_array tileMap;
global void loadLevel() {tileMap = data_getIntArray_TILEMAP();for (int i=0; i<array_length(tileMap); i++) doSomething(tileMap[i]);
}
global void game_paint() {renderBackground();gfx_drawImage_SPACESHIP(shipX>>FP,
shipY>>FP, ALIGN_LT, 0);
}
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Handset profiles One for each supported device Contains benchmark data Games and EMERGE adapt
automatically SKU can work on multiple devices
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Resolution classes
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Large source art
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R6 / WVGA / MOTOROLA DROID
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R5 / 480x320 / IPHONE
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R4 / 240x320 / SONYERICSSON C510
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R3 / 176x208 / MOTOROLA RAZOR
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R2 / 128x128 / NOKIA 3200
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Scalable layouts
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Porting
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The default build
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Next stop: 64k
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Interpolate!
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In practiceStep 1:
SP3_DISABLE_CUTSCENE_BACKGROUNDSP3_DROP_LARGE_EVENT_ICONSSP3_DROP_BG_PROPS
Step 2:SP3_DROP_HIGHLIGHT_FONTSP3_DISABLE_KANJI_GRAPHICS
SP3_DROP_LARGE_TROPHY_ICONS
Step 3:SP3_DISABLE_INTROSP3_DROP_AUDIENCESP3_DISABLE_CAPTIONFONT
...
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What our QA does Adjust three numerical “sliders” Possible to tweak SKUs manually
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Porting as QA sees itDevice memory <= 300k:
SP3_DROPFEATURES_MEMORY = 10
Benchmarked FPS < 10:SP3_DROPFEATURES_SPEED = 8
Nokia N96:SP3_DROPFEATURES_MEMORY = 1
Samsung ZX20:SP3_DROPFEATURES_SIZE = 8
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Porting as devs see it#ifdef USE_LESS_PARTICLES
#define MAX_PARTICLES 20#else
#define MAX_PARTICLES 400#endif
global void drawBackground() {#ifdef DISABLE_BACKGROUND
gfx_setColor(BG_COLOR);gfx_fillRect(0, 0, X_RES, Y_RES);
#elsegfx_drawImage_BACKGROUND(X_CEN, Y_CEN,
ALIGN_HCVC, 0);#endif}
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The logistics QA takes less than 1h per handset Over 10,000 SKUs per game Build farm Track submissions & coverage Large-scale DB solution
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The benefits Cheaper dev and post-production Better game quality 100% handset support Day one backfills & full back
catalogue support Customizations
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The big takeaway? There’s more than the iPhone You can target the entire market
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That’s it!
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Questions? [email protected]