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Mobilize your creativity - Eyal Rabinovich.docx

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“Mobilize Your Creativity – Bring Your Content to Mobile”

The mobile world presents great opportunities for game developers; as technology evolves, new devices, operating systems and distribution solutions emerge and grow rapidly. However, it is becoming increasingly difficult for the game artists to fulfill their creative vision in the fragmented world of mobile. Lack of standardization and multiple technical barriers prevent the game developers from benefiting the market growing potential. In this session we will review the opportunities; the challenges (spiced up with some our own real life anecdotes) and provide helpful solutions to overcome them.

“Mobilize Your Creativity – Bring Your Content to Mobile”

The mobile world presents great opportunities for game developers; as technology evolves, new devices, operating systems and distribution solutions emerge and grow rapidly. However, it is becoming increasingly difficult for the game artists to fulfill their creative vision in the fragmented world of mobile. Lack of standardization and multiple technical barriers prevent the game developers from benefiting the market growing potential. In this session we will review the opportunities; the challenges (spiced up with some our own real life anecdotes) and provide helpful solutions to overcome them.

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Mobilize your creativity - Eyal Rabinovich.docx

  1. 1. Bringing Your Content to the Mobile World
  2. 2. What we'll be chatting about Market and Opportunities Limitation and development challenges Real-life Example & Anecdotes Creative and affective solutions Conclusions Chit Chat
  3. 3. Who are we?
  4. 4. Eyal Rabinovich VP Community & Content, Co-Founder
  5. 5. We do not consider ourselves industry experts This is our humble perspective
  6. 6. What is our perspective?
  7. 7. So... You want to make a game Target Audience Market Select a Genre Share platform Territories
  8. 8. AMAZING MARKET DATA
  9. 9. Super low cost Feature phones Smartphones phones
  10. 10. Generally speaking Smartphones are pretty big
  11. 11. Smartphone Sales to End Users by Operating System World Wide – Q1 2010 0.1% 0.0% 0.6% 0.0% 3.7% 6.8% Symbian 9.6% Research In Motion iPhone OS 44.3% Android Microsoft Windows Mobile Linux 15.4% WebOS Other OS Maemo Palm OS 19.4%
  12. 12. Android Market Share By Region Q1 2010 30.0% 28.2% 25.0% 20.0% 15.0% 10.9% 10.0% 9.5% 9.0% 8.4% 7.8% 7.3% 5.4% 5.0% 5.0% 3.7% 2.4% 2.8% 0.6% 0.7% 0.9% 0.7% 0.6% 0.9% 0.5% 0.3% 0.0%
  13. 13. BlackBerry Market Share By Region Q1 2010 60.0% 51.3% 50.0% 40.6% 40.0% 37.4% 34.0% 33.0% 30.0% 25.2% 21.5% 19.5% 19.8% 20.0% 16.4% 14.4% 10.2% 10.0% 5.7% 6.2% 5.3% 4.4% 4.1% 0.1% 0.3% 0.2% 0.0%
  14. 14. Symbian Market Share By Region Q1 2010 100.0% 90.0% 88.6% 86.2% 83.9% 82.6% 80.0% 70.0% 62.2% 60.0% 56.7% 53.1% 53.2% 54.1% 51.4% 49.0% 49.6% 50.0% 48.0% 46.3% 41.9% 40.0% 37.2% 31.4% 30.0% 20.0% 10.0% 3.8% 3.2% 0.8% 0.0%
  15. 15. BUILDING YOU CONTENT
  16. 16. So... You want to make a good game? Relevant Make Viral your game Localized stand out Personalized
  17. 17. The truth behind the numbers That was only smartphones Smartphones totaled at <20% of the world handset sales These graphs are only quarterly sales figures. People who didn’t replace their phones, are not on there Being a Smartphone is not enough for being good for games Be very critical and careful of articles with titles like: “Apple responsible for 99.4% of mobile app sales in 2009”
  18. 18. So, the right answer is We can’t tell you, it’s your choice to make Choose your territory carefully Plan your project with the entire set of target platforms in mind
  19. 19. SOME DISTURBING STUFF
  20. 20. Main Issues “The problem with standards is that everybody has one.“ “Write-once-run-anywhere. Ha. Hahahahaha.” - John Carmack
  21. 21. Input Methods Keys Misc Touch • Keypad • Single • Joystick • QWERTY • Multi • Trackball • Pointing device
  22. 22. Display Sizes 800 x 480 480 360 320 240 220 x 176 128x128 160 128
  23. 23. Dimensions X Proportions Dimensions Proportions Lack of Text Hard to Stretching Details Readability Design Effects
  24. 24. Main Processor Nexus One - 1 GHz Qualcomm QSD 8250 Snapdragon ARM T-Mobile G1 - 528 MHz Qualcomm MSM7201A ARM11 processor Motorola Droid - Arm Cortex A8 600 MHz underclocked to 550 MHz Nokia N73 - Dual CPU ARM9 220 MHz Blackberry Torch - 624 MHz Marvell Tavor PXA930 Blackberry Curve 8300 - 312 MHz
  25. 25. Memory Limitations Memory Storage Size Heap size Per device Per application Constant Dynamic limitations limitations
  26. 26. Audio & Video Capabilities Radically different between devices Emulators usually do not emulate these aspects
  27. 27. VMs 2010 1999
  28. 28. J2ME Libraries Connected Limited Device Configuration (CLDC) Mobile Information Device Profile (MIDP) Nokia UI API Mobile 3D Graphics API Mobile Media API Bluetooth API Location API Wireless Messaging API SVG API Many more…
  29. 29. REAL-LIFE EXAMPLES
  30. 30. “The following stories are based on true events that took place while working in MoMinis”
  31. 31. Use Case No. 1 Image Rotation
  32. 32. We’ve experienced this on some actual devices, and researched this issue…
  33. 33. createImage(image, x, y, width, height, ROTATE_180) 63 Pixels 63 % 8 = 7 56 Pixels
  34. 34. 63 Pixels 64 Pixels
  35. 35. Use Case No. 4 Using a Trackball
  36. 36. Normal input interface is made up of three methods We have exposed a similar interfaceonce when KeyPressed – triggered in a button is initially pressed the game engine KeyReleased – triggered once A Trackball is a different story… when a button is released KeyRepeated – triggered when a button is pressed for a long time
  37. 37. Trackballs are very popular in many Blackberry devices Comfortable for browsing the blackberry OS ui, but for games?...
  38. 38. We tried running the game on the blackberry device…
  39. 39. protected void keyPressed(int keyCode) { System.out.println("press - " + System.currentTimeMillis()); } protected void keyReleased(int keyCode) { System.out.println("release - " + System.currentTimeMillis()); } Running the program we got the following debug prints: Press –KeyPressed 2221 Release – 2221 Press – 2425 Release – 2425 KeyRepeated Press – 2629 Release – 2629 Press – 2937 Release – 2937 KeyReleased A constant
  40. 40. Our solutionBig constant Small constant Butawhat about the sensitivity? Use non-constant sensitivity parameter
  41. 41. But this is still not the whole story… Anatomy lesson
  42. 42. Our solution Different sensitivities for vertical and horizontal movements
  43. 43. CONCLUSION
  44. 44. Many Challenges
  45. 45. Our Advise Stay Business Driven Choose your platform carefully Will you get a Return Of Investment Use a scalable solution Create an infrastructure Find one
  46. 46. MOMINIS
  47. 47. MoMinis Value Proposition Users Publishers & Operators Developers
  48. 48. Value Proposition for Developers Rapid Creation No-Cost, Distribution via Automated Porting No-Risk, MoMinis Solutions and Easy-to-Use Short Time-To-Market Partners
  49. 49. Content Development Platform • Rapid creation • Automatic porting (Android, Blackberry, Symbian, J2me and more)
  50. 50. Personal Mobile Playground FaceWorld App Online Stores Mobile Portal (Roadmap)
  51. 51. MoMinis International Distribution Network MoMinis has partnered with leading partners and customers to bring MoMinis content to users globally. MoMinis international distribution network includes distribution in: Asia, Eastern Europe & Western Europe.
  52. 52. Q&A VP Community & Content, Co-Founder eyalr@mominis.com

Hinweis der Redaktion

  • We will start by presenting to you some of the opportunities in the mobile market. Go on to a brief overview about the technological barriers and challenges the developers encounter.Then we will spice it up with some of the weird issues we experienced, suggest to you some of our solutions, and conclud with some final slides.
  • When we founded the company, we did not start as Java Expert. What we will present is based on over 4 years of intensive JavaMe and mobile development
  • Our experience –building a cross platform game engine.In games, many of the issues come to an extreme. That will be our focus.
  • Super low cost – common in Asia and emmerging countries, do not run 3rd party appsFeature – most of us have these phones. When us, I do not refer to people room this room. Cooperates usually use blackberry or symbian devices, and many of you may have iPhone, which bring s us to:Smartphone –we will not get into debate regarding what is a smartphone. We refer to devices that have a better integration to the OS, and usually a native access.Unfortunally the low cost phone are taken down, despite their great number, since they are used mostly for texting and phone calls
  • Both in hype and in capabilities
  • Let’s have a look at the sales of smartphones cross the glob divided according to device.Dmonitated by symbian, followed by three top platforms.Android by now has increased in sales, almost to the declining size of RIM, which make the three OS pretty close
  • However, when choosing your platform, it is also crucial to examine the targeted regions.If you’re going to sell your app in the USA, android might be a smart move. However, if you also want to, let’s say, expand to Eastern Europe, this will be a less optimal decision.
  • Very successful in many places. Outstanding success in Canada and the Americas, and Europe, and more successful then the Android platform, except for a few regions.
  • As you can see, although there’s no hype for Symbian devices in years, it is still king of platforms in most of the world. However, it almost none excitant in North America.
  • All of you are not in the statistics
  • Plan your project – sometimes it is impossible to converst a game to low end phone
  • We will just say that there are many different JSRs which differ between devices. We should not go into the details here and even mention that JSRs and UI are usually two of the critical issues that must be dealt with when developing an application, but are not as central when devleoping games
  • Talk about how we expect it to run better on the newer device
  • Talk about how we expect it to run better on the newer device
  • We performed a long profiling process, unable to isolate any specific method, and in the end we managed to isolate it to something like….
  • Let the audience guess what’s the difference between the peppers, and tell them we’ll get back to this at the end of this use case
  • We opened up the JAR where the final application runs, but the pepper image there, looked just fine
  • Let the audience guess what’s the difference between the peppers, and tell them we’ll get back to this at the end of this use case
  • Debugging the program we realized that the trackball acts in a very different way from the keys:Instead of sending a single &quot;pressed&quot; and single &quot;released&quot; events, multiple pairs of both are sent in a rapid succession.
  • Next Step: discuss our solution &quot;emulation of press&quot; we connect the whole series of presses to a single continuous press
  • Display the solution in a graphic way
  • Replace text with images
  • Stay business driven – the porting issue is an endless pit – avoid falling into it. How? Follow the moneyA common mistake is companies who develop an app for the iPhone and then try to port them to other devices.The iPhone is great, but… do not assume you can create the same app for other devices.

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