Quality requirements in mobile games
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Quality Requirements in Mobile Games. Ville Vatén Head of Post Production / Telcogames 8.11.2006. Agenda. Telcogames introduction Introduction to quality requirements Gaming and technical qualities Requirements process Portability Performance Screen scalability. Telcogames Introduction.

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Quality requirements in mobile games l.jpg

Quality Requirementsin Mobile Games

Ville Vatén

Head of Post Production / Telcogames

8.11.2006


Agenda l.jpg
Agenda

  • Telcogames introduction

  • Introduction to quality requirements

  • Gaming and technical qualities

  • Requirements process

  • Portability

  • Performance

  • Screen scalability


Telcogames introduction l.jpg
Telcogames Introduction

  • Global publisher and distributor of mobile games

  • 1000+ games portfolio in distribution

  • Offices in 9 countries, HQ in London

  • 3 studios developing smartphone games

    • Magic Productions in France

    • Fathammer in Finland (acquired in June 2006)

    • Fathammer Asia in Korea

  • Vision & mission:

    • smartphone performance, user experience, conversion rate, price point

    • the leading publisher of native smartphone titles


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Quality Requirements in Games

  • What is the most important quality of any commercial application from publisher point of view?

PROFITABILITY!


Building profitable games l.jpg
Building profitable games

  • Software qualities

    • Gaming qualities

    • Technical qualities

  • Other

    • Brand recognition

    • Marketing

    • Distribution

    • Pricing

    • Development cost


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Gaming qualities

  • “Soft” qualities

    • Easy to pick up

    • Difficult to master

    • Addictive and fun

    • Entertaining: visually, audibly attractive

    • Usability, playability

  • Challenging to measure

    • Input vs. reward

    • Different preferences


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Technical qualities

  • Customer satisfaction

    • Bug free

    • Device coverage

    • Language coverage

  • Development effectiveness => cost

    • Cost effectiveness/fast time to market

    • Portability

    • Localizability

    • Testability


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Transition

phase

Requirements process

  • Continuous testing

channels

certification

channels

certification

certification

channels

GCD

Market

analysis

Game production

Post production

Backfill

...

TRC

handsets

languages

new handsets

new handsets

new languages

new languages


Portability l.jpg
Portability

  • = Bring the game cost-effectively and quickly to multiple different handsets

  • = Variability in multiple dimensions

    • Platform

    • Controls

    • Screen size

    • Audio

    • Performance:

      • CPU, GPU, memory and disk

    • Network

    • Localization


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Performance requirements

  • Derived from playable, entertaining, and visually appealing

  • Depends on genre and title

  • Variability needed for different performance handsets

  • Difficult to define explicitly


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Performance scalability

  • Performance, Visual Appearance, Frame Rate

High frame rate

High visual appearance

High frame rate

Low visual appearance

low handset performance high

frame rate

Minimum

level

Low frame rate

Low visual appearance

Low frame rate

High visual appearance

Visual appearance adjustment


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Visual appearance adjustments

  • Scene complexity

    • Amount of objects

    • Polygon count

    • Number of meshes in polygons

  • Object coating

    • Texture resolution

    • Materials and blending

    • Perspective correction

  • Distance

    • Far clip plane distance

    • Possible Visible Set

    • Backdrop mechanism

    • Dynamic LOD for game objects

  • Amount and complexity of eye candy effects

  • Size of rendering window


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Mobile vs. PC performance

  • Mobiles

    • fixed hardware per device

    • a dozen platforms with universal binaries

    • visuals adjustments only on build time

  • PCs

    • highly configurable hardware and drivers

    • one binary for an infinite amount of configurations

    • visuals adjustments on run time


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Testing performance

  • Gameplay testing of all levels on different performance devices

  • Visual appearance variability testing

    • Code review and testing

    • Content modifications testing

    • Hardware and software rendering


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Screen scalability

  • Resolutions from 176x208 to 640x480

  • Different aspect ratios

  • Orientation changeable during gameplay

  • Power-per-pixel problems

352

x

416

240

x

320

240

x

240

320

x

240

176

x

208

208

x

208


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Screen scalability

  • Solutions

    • Code aligned floating elements

    • Layout configuration files

    • Vector graphics

    • Double pixels


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Screen scalability testing

  • Run game in different resolutions

  • Code and content review


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Conclusion

  • Most portability requirements can actually be derived to definable low level features

  • But how to define features for game to be addictive?


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Discussion

Ville Vatén

[email protected]

More info:

www.telcogames.com

www.fathammer.com


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