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Quality Requirements in Mobile Games

Quality Requirements in Mobile Games

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Quality Requirements in Mobile Games

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  1. Quality Requirementsin Mobile Games Ville Vatén Head of Post Production / Telcogames 8.11.2006

  2. Agenda • Telcogames introduction • Introduction to quality requirements • Gaming and technical qualities • Requirements process • Portability • Performance • Screen scalability

  3. 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

  4. Quality Requirements in Games • What is the most important quality of any commercial application from publisher point of view? PROFITABILITY!

  5. Building profitable games • Software qualities • Gaming qualities • Technical qualities • Other • Brand recognition • Marketing • Distribution • Pricing • Development cost

  6. 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

  7. Technical qualities • Customer satisfaction • Bug free • Device coverage • Language coverage • Development effectiveness => cost • Cost effectiveness/fast time to market • Portability • Localizability • Testability

  8. 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

  9. 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

  10. Performance requirements • Derived from playable, entertaining, and visually appealing • Depends on genre and title • Variability needed for different performance handsets • Difficult to define explicitly

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. Screen scalability • Solutions • Code aligned floating elements • Layout configuration files • Vector graphics • Double pixels

  17. Screen scalability testing • Run game in different resolutions • Code and content review

  18. Conclusion • Most portability requirements can actually be derived to definable low level features • But how to define features for game to be addictive?

  19. Discussion Ville Vatén ville.vaten@telcogames.com More info: www.telcogames.com www.fathammer.com