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Get your iPhone game to 2,000 handsets

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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 Presentation

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Page 1: Get your iPhone game to 2,000 handsets
Page 2: Get your iPhone game to 2,000 handsets

Get your iPhone game to 2,000 handsetsMikko UromoDirector, Developer Relations & [email protected]

Page 3: Get your iPhone game to 2,000 handsets

This session A little background What’s our approach Development details Hopefully time for some Q&A

Page 4: Get your iPhone game to 2,000 handsets

Who we are

Page 5: Get your iPhone game to 2,000 handsets

What we look like

Page 6: Get your iPhone game to 2,000 handsets

What we do

Page 7: Get your iPhone game to 2,000 handsets

So, you’re developing for the iPhone!

Page 8: Get your iPhone game to 2,000 handsets
Page 9: Get your iPhone game to 2,000 handsets

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

Page 10: Get your iPhone game to 2,000 handsets

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

Page 12: Get your iPhone game to 2,000 handsets

What’s our approach? Target the whole market Hide fragmentation Cost effective development & QA Support new devices from day one

Page 13: Get your iPhone game to 2,000 handsets
Page 14: Get your iPhone game to 2,000 handsets

No magic tricks …but close to a silver bullet Scalability is key EMERGE™ Guidelines

Page 15: Get your iPhone game to 2,000 handsets

Choose your battles Low-end, old devices, coverage

requirements… Good game experience! Touch vs. keys Connectivity & social gaming Future benefits

Page 16: Get your iPhone game to 2,000 handsets

How do we do it?

Page 17: Get your iPhone game to 2,000 handsets

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

Page 19: Get your iPhone game to 2,000 handsets

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

Page 22: Get your iPhone game to 2,000 handsets

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);

}

Page 23: Get your iPhone game to 2,000 handsets

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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Page 25: Get your iPhone game to 2,000 handsets

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

Page 33: Get your iPhone game to 2,000 handsets

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

...

Page 38: Get your iPhone game to 2,000 handsets

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}

Page 41: Get your iPhone game to 2,000 handsets

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]