Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you

Similar documents
Like Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle)

Engineering at a Games Company: What do we do?

Propietary Engine VS Commercial engine. by Zalo

Anarchy Arcade. Frequently Asked Questions

Console Architecture 1

Game Engines: Why and What? Dan White Technical Director Pipeworks Message

How to develop and localize Xbox 360 Titles. 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소

Legit xbox gift card generator

High Net Worth Individuals

Online Worker Introductory Course

Oculus Rift Getting Started Guide

Start A Resident Referral Program

Benchmarking C++ From video games to algorithmic trading. Alexander Radchenko

You may share this document as long as you don t make any changes to it and leave the links intact.

Global Developer of Free-to-Play Games for. Mobile Social PC Other platforms

Virtual Reality Mobile 360 Nanodegree Syllabus (nd106)

Xbox 360 Manual Games To Hard Drive Without Disc

User Research in Fractal Spaces:

Lyrics for Keeper of Your Heart EP

Understanding OpenGL

Welcome to this IBM podcast, Six Ways To. Accelerate Android Mobile Application Development. I'm. Android based smartphones, pads and other mobile and

Olde Tyme Game Making. Game Engines: Why and What? View from the CEO s chair. When I first noticed change. Complexity 10/16/2013

From Jem to CastleVille A "Truly Outrageous" Game Narrative Postmortem. Christy Marx Principal Game & Narrative Designer Zynga

Why Affiliate Marketing Doesn t Work for You

Architecting Systems of the Future, page 1

Casual & Puzzle Games Data Benchmarks North America, Q1 2017

BMOSLFGEMW: A Spectrum of Game Engine Architectures

OSS Driver Dev Funding. Hooking up the Money Hose Jens Owen [Google], Pierre-Loup Griffais [Valve]

PS4 Remote Play review: No Farewell to Arms, but a Moveable Feast

Phase 2: Testing & Validation: Forever Affiliate Content Strategy - Minisite & Authority Site

Killzone Shadow Fall: Threading the Entity Update on PS4. Jorrit Rouwé Lead Game Tech, Guerrilla Games

just going to flop as soon as the doors open because it's like that old saying, if a tree falls in the wood and no one's around to hear it.

How to Get Started with AdWords for Your Online Store

N64 emulator unblocked

Game Design From Concepts To Implementation

The Business of Video Games Report. About DFC Intelligence s The Business of Video Games Report

ECE 1778: Creative Applications for Mobile Devices

HTC VIVE Installation Guide

SDS PODCAST EPISODE 110 ALPHAGO ZERO

Two Games, Four Platforms: A VR Platform Comparison. E McNeill Indie Game Designer

Game Design 2. Table of Contents

Build The Ultimate Gaming Pc Monster Gaming Machine Monster Gaming Machine Extremetech

Overview. 1 Trends in Microprocessor Architecture. Computer architecture. Computer architecture

IMGD 1001: Fun and Games

MILLION-DOLLAR WEBINAR TEMPLATE DAN LOK

INTRODUCTION TO GAME AI

Minecraft For Dummies Epub Gratuit

PDF / HOW TO TURN ON THE PS4 EBOOK

Ps3 Computing Instruction Set Definition Reduced

Google Nexus 7 (Price: $199-$299)

Become A Blogger Premium

HrOUG premiere of Proof of Concept.

Enabling Mobile Virtual Reality ARM 助力移动 VR 产业腾飞

Three Powerful Passive Business Models - A Five Minute Guide

Processors Processing Processors. The meta-lecture

PAGE 1 THE PERFECT WORDPRESS DEVELOPMENT WORKFLOW

PART 2 RESEARCH. supersimpl.com Start Here Workbook 40

HUSTLE YOUR WAY TO THE TOP

THE STARTER S GUIDE TO QUORA

IMGD 1001: The Game Industry

SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT

HTTP transaction with Graphics HTML file + two graphics files

Table of Contents HOL ADV

Oculus Rift Getting Started Guide

The Clixsense Report. WARNING!!!

Title (Name of App) Preview

DOWNLOAD OR READ : GAME AND GRAPHICS PROGRAMMING FOR IOS AND ANDROID WITH OPENGL ES 2 0 PDF EBOOK EPUB MOBI

A (Very) Brief History

Perspective platforms for BOINC distributed computing network

Module 5: How To Explain Your Coaching

Game Industry Presented by: Marcin Chady

"List Building" for Profit

Seven Unique & Easy Ways to Donate to Charity. Brought to you by:

Challenges in Transition

Math Matters: Why Do I Need To Know This?

2019 Marketing Planning Guide

! Watch the "Fast Track to Team Developer" video at ! Download the "Fast Track to Team Developer" slides PDF

This is simply, customers looking for businesses that service their local area. Businesses like yours.

Landing Page Optimization by Hector Cuevas

Step 01. Decide what your talents are Everybody in life has developed certain talents and skills that could and probably.

Ball Color Switch. Game document and tutorial

Artificial Intelligence for Games. Santa Clara University, 2012

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

Social List Building Cheatsheet. By: Dr. Ben Adkins

And that s what this short report is all about. I ll walk you through the process and to make it easy to follow along- in just 9 simple steps.

Comparison ibeacon VS Smart Antenna

Sites google sites unblocked games 66

CS 354R: Computer Game Technology

SPI 014 : iphone App Development and Marketing Tips

Game Architecture. 4/8/16: Multiprocessor Game Loops

60 Minutes LifeStyle

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia

Copyright WriterHelpWanted.com

Platform KEY FEATURES OF THE FLUURMAT 2 SOFTWARE PLATFORM:

The Joy of SVGs CUT ABOVE. pre training series 3. svg design Course. Jennifer Maker. CUT ABOVE SVG Design Course by Jennifer Maker

Virtual Flight Academy - Quick Start Guide

Adobe reader for android is free symbian

Transforming Industries with Enlighten

THINK SMALL (LONG-TAIL PROFITS)

Useful Tips To Earn With ClixSense. A Complete Guide to start your Earning with ClixSense Today!

Transcription:

Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Software Architect at Zynga, and CTO of CastleVille Legends (for ios/android) Professional Game Developer since 1995 (gasp!) Started making PC games, moved to console games (8 different platforms), then Facebook, now mobile Worked on some high-profile titles, including games in the Tomb Raider and Tony Hawk series. (Please interrupt me with questions as I go ) 1

Making Games Is All About Constraints All development is about constraints, really. Always constrained by time, money, or people. Games are also constrained by hardware. That s why it s all smoke & mirrors. It doesn t need to behave exactly like smoke. It just needs to look mostly smoke-like. Smoke, water, physics, even lighting. Doing it right isn t always practical (or even possible). So you always have to walk the line between looks good enough and performs well enough. Performance, Performance, Performance! A great game that runs slowly is going to suck have a sub-optimal user experience. A game that has a choppy / inconsistent frame rate is also unpleasant. Often worse than one that is slow & steady. Depends on the genre of game. More important for a fighting game than a puzzle game (usually). Which brings us to our first real constraint 2

Constraint #1: Frame Time To run at 60Hz, you get 16.6ms / frame. Period. Because of graphics card refresh rates, and TV scan rates, etc., you can't really run at 59Hz w/o tearing. If you take too long, you drop to 30Hz, which is noticeable. Fixed number of CPU cycles - gets complex with a GPU running in parallel, but the idea is the same. Runtime "engine" takes some of that as overhead, so you need to budget for rendering, UI, AI, game logic. (Recall Dan s talk about runtime? ) Big burst of particles & sound effects does that tank the framerate? Can you spread them across multiple frames? Applies to all platforms -- Facebook games, PC games (generally only on minimum hardware), mobile & console. What are some ways to make things use less CPU? Cache The Data! Instead of calculating everything every frame, calculate it once, and store the result until it changes. Fewer calculations -> less CPU used. That s the classic trade-off: speed versus memory used. This brings us to our second big constraint 3

Constraint #2: Memory Footprint Pro tip: on mobile devices and consoles, there's no virtual memory. Think about that for a second That means memory allocations can fail. That means that in addition to a CPU budget, you also need a memory budget. Some amount for textures, models/meshes, animation, sounds, game data structures, particles, etc. Even on Facebook games, this becomes an issue! Next time you're playing a game in a browser, open up task manager, and see how much memory it's using. 1Gb? You're probably thrashing the cache pretty hard, possibly causing performance issues? Quick Recap: Constrained by time/money/staff: All software Management issue, more than a technical issue. Constrained by CPU/GPU: All games. Less so for PC/social games, but still an issue. Constrained by memory: All games. Less so for PC/social games, but still an issue. So let s assume you solve these, and you actually have a completed game! Congratulations! This brings us to our next constraint: how do you get people to play it (and ideally buy it)? 4

Constraint #3: Distribution Facebook: just toss it up on my game server. Seriously. Does this scale to hundreds of users? Thousands? Millions? Facebook pretty much doesn't care, as long as they get their 30% of revenue. Although they do come after you retroactively if you break the rules they have laid out. Advertising to get people to play it? You effectively have to buy users initially. Viral features to spread the word without ads. PC: put it on Steam (somehow? I have no experience with Steam as a distribution platform, so I don t know about approvals ) Android: put it in Google Play store! Relatively few restrictions. But if you want "featuring", there's a list of other things you need to do. Advertising, to get people to play it. Constraint #3: Distribution (Part 2) Apple: put it in App store! Well, sorta. There's an approval process. And it can take an unknown amount of time to get approved. And surfacing in the App Store? Top games? What does that mean? Most downloads? Most active players? Best ratings? _nobody knows_. Don't forget they get 30%, too! And you have to buy ads Console: Certification process is intense. Insane? Hundreds of requirements - what to do if the user unplugs the memory card while you're writing to it, etc. Often takes many weeks. Much more emphasis on code quality, because it's much harder to patch a game. Console manufacturers don't get 30%, but they do get a fixed $$ / boxed copy. There s also a concept approval phase. And you have to be a certified developer to even get dev kits. 5

Aside: Console Publishing And Retail What is a publisher? What is a developer? IP licenses versus original IP? Holiday-driven market. Shelf-space, product line-ups, and Wal-Mart! Oh, my! Another Aside: Relevant CS Classes Aside because you ve probably already got this covered. Not getting a kickback from the university for saying this. Graphics and AI are the obvious game-related classes Data structures / algorithms are critical 3D math comes up all the time Networking Multi-threading / multi-core / multi-processor Computer architecture (hardware) Compilers and/or assembly language Databases. Really! Big data & analytics! 6

Wrap-Up: Hopefully I still have time for questions! Hopefully you re still awake enough to ask them! 7