Your SlideShare is downloading. ×
0
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Becoming Indie
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Becoming Indie

830

Published on

Noel Llopis - Becoming Indie. 360|iDev san Jose '09

Noel Llopis - Becoming Indie. 360|iDev san Jose '09

Published in: Technology, News & Politics
0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
830
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
18
Comments
0
Likes
1
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Becoming Indie A Professional Game Developer Change To The iPhone Noel Llopis Snappy Touch http://snappytouch.com Tuesday, March 3, 2009
  • 2. Tuesday, March 3, 2009
  • 3. Tuesday, March 3, 2009
  • 4. Tuesday, March 3, 2009
  • 5. Team Sizes 300 225 150 75 0 1998 2000 2002 2004 2006 2008 Programmers Developers Tuesday, March 3, 2009
  • 6. Tuesday, March 3, 2009
  • 7. Tuesday, March 3, 2009
  • 8. Part I: What’s Inside? Tuesday, March 3, 2009
  • 9. Hardware Specs Tuesday, March 3, 2009
  • 10. Hardware Specs • CPU: 32-bit RISC ARM Tuesday, March 3, 2009
  • 11. Hardware Specs • CPU: 32-bit RISC ARM • Memory: 128 MB RAM Tuesday, March 3, 2009
  • 12. Hardware Specs • CPU: 32-bit RISC ARM • Memory: 128 MB RAM • Graphics: PowerVR MBX Lite Tuesday, March 3, 2009
  • 13. Hardware Specs • CPU: 32-bit RISC ARM • Memory: 128 MB RAM • Graphics: PowerVR MBX Lite • Extra features: Multi-touch screen, GPS, camera, accelerometer, WiFi, microphone. Tuesday, March 3, 2009
  • 14. Development Tools Tuesday, March 3, 2009
  • 15. Development Tools • XCode. Great IDE Tuesday, March 3, 2009
  • 16. Development Tools • XCode. Great IDE • Familiar tools: gcc, gdb Tuesday, March 3, 2009
  • 17. Development Tools • XCode. Great IDE • Familiar tools: gcc, gdb • Great performance and analysis tools: Instruments Tuesday, March 3, 2009
  • 18. Programming Language Most iPhone-related stuff in Objective C Tuesday, March 3, 2009
  • 19. Programming Language Most iPhone-related stuff in Objective C ... but you can write all C and C++ you want! Tuesday, March 3, 2009
  • 20. Programming language You can even write assembly if you want! void MyFunction() { // do some stuff int value = 57; asm volatile ( quot;mov %0, %0, ror #1quot; : quot;=rquot; (value) : quot;0quot; (value) ); } Tuesday, March 3, 2009
  • 21. Unit Testing Tuesday, March 3, 2009
  • 22. Unit Testing • Any C/C++ unit-testing framework Tuesday, March 3, 2009
  • 23. Unit Testing • Any C/C++ unit-testing framework • Biased towards UnitTest++ of course (http://unittest-cpp.sourceforge.net/) Tuesday, March 3, 2009
  • 24. Unit Testing • Any C/C++ unit-testing framework • Biased towards UnitTest++ of course (http://unittest-cpp.sourceforge.net/) • How to get it to run as a postbuild step? Tuesday, March 3, 2009
  • 25. Unit Testing • Any C/C++ unit-testing framework • Biased towards UnitTest++ of course (http://unittest-cpp.sourceforge.net/) • How to get it to run as a postbuild step? • Google toolbox for Mac (http:// code.google.com/p/google-toolbox-for-mac/ wiki/iPhoneUnitTesting) Tuesday, March 3, 2009
  • 26. Unit Testing Tuesday, March 3, 2009
  • 27. Unit Testing • Run script as part of build process. Tuesday, March 3, 2009
  • 28. Unit Testing • Run script as part of build process. • Build and you’re done. Tuesday, March 3, 2009
  • 29. Unit Testing • Run script as part of build process. • Build and you’re done. • Super fast in simulator. Tuesday, March 3, 2009
  • 30. Unit Testing Tuesday, March 3, 2009
  • 31. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit Tuesday, March 3, 2009
  • 32. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit • I haven’t used them yet Tuesday, March 3, 2009
  • 33. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit • I haven’t used them yet • Some people modified UnitTest++ to work with Objective C Tuesday, March 3, 2009
  • 34. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit • I haven’t used them yet • Some people modified UnitTest++ to work with Objective C • Also mock frameworks: OCMock Tuesday, March 3, 2009
  • 35. Build Servers Tuesday, March 3, 2009
  • 36. Build Servers • Continuous integration was a key practice in large teams. Tuesday, March 3, 2009
  • 37. Build Servers • Continuous integration was a key practice in large teams. • Even with a one or two-man team it was extremely useful. Tuesday, March 3, 2009
  • 38. Build Servers • Continuous integration was a key practice in large teams. • Even with a one or two-man team it was extremely useful. • CruiseControl or Hudson Tuesday, March 3, 2009
  • 39. CPU Tuesday, March 3, 2009
  • 40. CPU • CPU: 32-bit RISC ARM Tuesday, March 3, 2009
  • 41. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz Tuesday, March 3, 2009
  • 42. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz • iPod Touch @ 535MHz Tuesday, March 3, 2009
  • 43. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz • iPod Touch @ 535MHz • Can go as high as 620MHz Tuesday, March 3, 2009
  • 44. Floating Point Tuesday, March 3, 2009
  • 45. Floating Point • The main CPU has no floating point support. Tuesday, March 3, 2009
  • 46. Floating Point • The main CPU has no floating point support. • Compiled C/C++/OC code uses the vector floating point unit for any floating point operations. Tuesday, March 3, 2009
  • 47. Thumb Mode Tuesday, March 3, 2009
  • 48. Thumb Mode • CPU has a special thumb mode. Tuesday, March 3, 2009
  • 49. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. Tuesday, March 3, 2009
  • 50. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. Tuesday, March 3, 2009
  • 51. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. • It’s on by default! Tuesday, March 3, 2009
  • 52. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. • It’s on by default! • Potentially HUGE wins turning it off. Tuesday, March 3, 2009
  • 53. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. • It’s on by default! • Potentially HUGE wins turning it off. Tuesday, March 3, 2009
  • 54. Floating Point Tuesday, March 3, 2009
  • 55. Floating Point • The VFP stands for “vector” Tuesday, March 3, 2009
  • 56. Floating Point • The VFP stands for “vector” • Work on up to four 32-bit floating point numbers at once. Tuesday, March 3, 2009
  • 57. Floating Point • The VFP stands for “vector” • Work on up to four 32-bit floating point numbers at once. • The compiler won’t help you though. Tuesday, March 3, 2009
  • 58. Floating Point • The VFP stands for “vector” • Work on up to four 32-bit floating point numbers at once. • The compiler won’t help you though. • See the vfpmath library in Google Code Tuesday, March 3, 2009
  • 59. Memory Tuesday, March 3, 2009
  • 60. Memory • 128 MB RAM Tuesday, March 3, 2009
  • 61. Memory • 128 MB RAM • 11 MB for video Tuesday, March 3, 2009
  • 62. Memory • 128 MB RAM • 11 MB for video • System can use up to half of that. Tuesday, March 3, 2009
  • 63. Memory • 128 MB RAM • 11 MB for video • System can use up to half of that. Video 11 OS 64 Your app 53 Tuesday, March 3, 2009
  • 64. Graphics Tuesday, March 3, 2009
  • 65. Graphics • 320x240 resolution Tuesday, March 3, 2009
  • 66. Graphics • 320x240 resolution • OpenGL ES 1.1 API + a few extensions Tuesday, March 3, 2009
  • 67. Graphics • 320x240 resolution • OpenGL ES 1.1 API + a few extensions • OpenGL great for 3D but also 2D games with need for performance. Tuesday, March 3, 2009
  • 68. Graphics Hardware Tuesday, March 3, 2009
  • 69. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization Tuesday, March 3, 2009
  • 70. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. Tuesday, March 3, 2009
  • 71. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. • No shaders! Tuesday, March 3, 2009
  • 72. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. • No shaders! • Tile-based Tuesday, March 3, 2009
  • 73. Graphics Hardware Tuesday, March 3, 2009
  • 74. Graphics Hardware • Triangles per second: 500K/sec (16K polys per frame at 30fps) Tuesday, March 3, 2009
  • 75. Graphics Hardware • Triangles per second: 500K/sec (16K polys per frame at 30fps) • Fill rate: 25 million pixel per second (5.4 screen redraws per frame at 30fps) Tuesday, March 3, 2009
  • 76. OpenGL ES Extensions Tuesday, March 3, 2009
  • 77. OpenGL ES Extensions • Frame buffer objects Tuesday, March 3, 2009
  • 78. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers Tuesday, March 3, 2009
  • 79. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers • Point sprites Tuesday, March 3, 2009
  • 80. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers • Point sprites • PVRTC texture format Tuesday, March 3, 2009
  • 81. OpenGL ES Extensions • Frame buffer objects 1 #define GL_EXT_texture_filter_anisotropic 1 #define GL_EXT_texture_lod_bias #define GL_IMG_read_format 1 • 1 #define GL_IMG_texture_compression_pvrtc Memory mapped vertex 1 #define GL_IMG_texture_format_BGRA8888 buffers 1 #define GL_OES_blend_subtract 1 #define GL_OES_depth24 #define GL_OES_framebuffer_object 1 • Point sprites 1 #define GL_OES_mapbuffer 1 #define GL_OES_rgb8_rgba8 1 #define GL_OES_texture_mirrored_repeat • PVRTC texture format Tuesday, March 3, 2009
  • 82. Texture Combiners Tuesday, March 3, 2009
  • 83. Texture Combiners • Two texture units Tuesday, March 3, 2009
  • 84. Texture Combiners • Two texture units • Multi-texturing Tuesday, March 3, 2009
  • 85. Texture Combiners • Two texture units • Multi-texturing • Per-pixel lighting Tuesday, March 3, 2009
  • 86. Texture Combiners • Two texture units • Multi-texturing • Per-pixel lighting • Many interesting effects Tuesday, March 3, 2009
  • 87. OpenGL And UIKit Tuesday, March 3, 2009
  • 88. OpenGL And UIKit • They mix, but not perfectly Tuesday, March 3, 2009
  • 89. OpenGL And UIKit • They mix, but not perfectly • UIKit on top of OpenGL can cause performance issues Tuesday, March 3, 2009
  • 90. OpenGL And UIKit • They mix, but not perfectly • UIKit on top of OpenGL can cause performance issues • Can have OpenGL views in a regular app Tuesday, March 3, 2009
  • 91. OpenGL And UIKit • They mix, but not perfectly • UIKit on top of OpenGL can cause performance issues • Can have OpenGL views in a regular app • Multiple OpenGL views possible too. Tuesday, March 3, 2009
  • 92. OpenGL And UIKit • They mix, but not perfectly • UIKit on top of OpenGL can cause performance issues • Can have OpenGL views in a regular app • Multiple OpenGL views possible too. Tuesday, March 3, 2009
  • 93. Audio Tuesday, March 3, 2009
  • 94. Audio • Several APIs: OpenAL, Audio Sessions, or AVAudioPlayer (2.2 SDK) Tuesday, March 3, 2009
  • 95. Audio • Several APIs: OpenAL, Audio Sessions, or AVAudioPlayer (2.2 SDK) • Custom music is huge. Let people play their tunes. Tuesday, March 3, 2009
  • 96. Comparison Tuesday, March 3, 2009
  • 97. Comparison Tuesday, March 3, 2009
  • 98. Comparison Tuesday, March 3, 2009
  • 99. Comparison Tuesday, March 3, 2009
  • 100. Why We iPhone PSN Flash PC Consoles Phones iPhone XBLA Short timeframes x ? x x Small budgets x ? x x Unified platform x x x x Powerful hardware ? x x x Great tools x x x x x Large audience x x x x x Easy payments x x x Direct access to users x x x Development access x x x Tuesday, March 3, 2009
  • 101. Tuesday, March 3, 2009
  • 102. Part II: Developing Games Tuesday, March 3, 2009
  • 103. Asset Pipeline Tuesday, March 3, 2009
  • 104. Asset Pipeline • Huge deal in large teams Tuesday, March 3, 2009
  • 105. Asset Pipeline • Huge deal in large teams • Not as much of a big deal for a single developer (or small team) Tuesday, March 3, 2009
  • 106. Asset Pipeline • Huge deal in large teams • Not as much of a big deal for a single developer (or small team) • Put whatever assets in XCode and let it bundle it with the rest of the app. Tuesday, March 3, 2009
  • 107. Asset Pipeline Tuesday, March 3, 2009
  • 108. Asset Pipeline • If you have some dedicated artists, or especially contractors, they need to run XCode to see new content. Tuesday, March 3, 2009
  • 109. Asset Pipeline • If you have some dedicated artists, or especially contractors, they need to run XCode to see new content. • Set up a small web server locally (simple python script) and have the app try to load from there first. Tuesday, March 3, 2009
  • 110. Baking resources Tuesday, March 3, 2009
  • 111. Baking resources • You want to bake resources to their final format for fast load times. Tuesday, March 3, 2009
  • 112. Baking resources • You want to bake resources to their final format for fast load times. • Textures: texturetool Tuesday, March 3, 2009
  • 113. Baking resources • You want to bake resources to their final format for fast load times. • Textures: texturetool • Sound: afconvert Tuesday, March 3, 2009
  • 114. Baking resources • You want to bake resources to their final format for fast load times. • Textures: texturetool • Sound: afconvert • 3D models:You’re on your own Tuesday, March 3, 2009
  • 115. Assets Tuesday, March 3, 2009
  • 116. Assets • iPhone games have much smaller asset sizes than current PC/console games. Tuesday, March 3, 2009
  • 117. Assets • iPhone games have much smaller asset sizes than current PC/console games. • Most iPhone games are under 30MB. DVD- based games fill up all 8GB. Tuesday, March 3, 2009
  • 118. Assets • iPhone games have much smaller asset sizes than current PC/console games. • Most iPhone games are under 30MB. DVD- based games fill up all 8GB. • Source assets probably add up to 200-300MB. Makes asset management and version control a lot simpler. Tuesday, March 3, 2009
  • 119. Data-Driven Games Tuesday, March 3, 2009
  • 120. Data-Driven Games • AAA games with huge teams are almost fully data driven. Tuesday, March 3, 2009
  • 121. Data-Driven Games • AAA games with huge teams are almost fully data driven. • HUGE amount of overhead in terms of performance, work, and complexity! Tuesday, March 3, 2009
  • 122. Data-Driven Games • AAA games with huge teams are almost fully data driven. • HUGE amount of overhead in terms of performance, work, and complexity! • Makes sense with 30 programmers and 150 content creators. Tuesday, March 3, 2009
  • 123. Tuesday, March 3, 2009
  • 124. Data-Driven Games Tuesday, March 3, 2009
  • 125. Data-Driven Games • With small iPhone games, not so much. Tuesday, March 3, 2009
  • 126. Data-Driven Games • With small iPhone games, not so much. • Fast build times, so changing data is easy. Tuesday, March 3, 2009
  • 127. Data-Driven Games • With small iPhone games, not so much. • Fast build times, so changing data is easy. • Expose assets, simple variables, level layout. Tuesday, March 3, 2009
  • 128. Tuesday, March 3, 2009
  • 129. Tuesday, March 3, 2009
  • 130. More Than Programming Tuesday, March 3, 2009
  • 131. More Than Programming • Programming is only part of it.You wear many hats! Tuesday, March 3, 2009
  • 132. More Than Programming • Programming is only part of it.You wear many hats! • Designer, of course but also... Tuesday, March 3, 2009
  • 133. More Than Programming • Programming is only part of it.You wear many hats! • Designer, of course but also... • Public relations, producer, testing coordinator, contractor manager, content creator, web developer, video editor, etc, etc. Tuesday, March 3, 2009
  • 134. Content Creation Tuesday, March 3, 2009
  • 135. Content Creation • Most projects need multiple people for content creation: UI elements, textures, models, animations, audio. Tuesday, March 3, 2009
  • 136. Content Creation • Most projects need multiple people for content creation: UI elements, textures, models, animations, audio. • Contracting works well for some of the content. Tuesday, March 3, 2009
  • 137. Tuesday, March 3, 2009
  • 138. PR Tuesday, March 3, 2009
  • 139. PR • Creating a great app is half the battle. Tuesday, March 3, 2009
  • 140. PR • Creating a great app is half the battle. • PR is the other half. Tuesday, March 3, 2009
  • 141. PR • Creating a great app is half the battle. • PR is the other half. • Extremely time consuming and hard to do effectively. Tuesday, March 3, 2009
  • 142. PR • Creating a great app is half the battle. • PR is the other half. • Extremely time consuming and hard to do effectively. • Build grass-roots support. Add viral components to your app. Tuesday, March 3, 2009
  • 143. PR • Creating a great app is half the battle. • PR is the other half. • Extremely time consuming and hard to do effectively. • Build grass-roots support. Add viral components to your app. • Good reason to use a publisher. Tuesday, March 3, 2009
  • 144. Part III: The Future Tuesday, March 3, 2009
  • 145. Tuesday, March 3, 2009
  • 146. Tuesday, March 3, 2009
  • 147. Tuesday, March 3, 2009
  • 148. Tuesday, March 3, 2009
  • 149. Tuesday, March 3, 2009
  • 150. • The big guys are coming to play. Tuesday, March 3, 2009
  • 151. • The big guys are coming to play. • They’ll be able to throw many more resources and make a difference. Tuesday, March 3, 2009
  • 152. Tuesday, March 3, 2009
  • 153. • Rumours of a premium App Store area. Tuesday, March 3, 2009
  • 154. • Rumours of a premium App Store area. • Big companies + big games = Bigger price tags Tuesday, March 3, 2009
  • 155. • Rumours of a premium App Store area. • Big companies + big games = Bigger price tags • What will it mean for us indies? Tuesday, March 3, 2009
  • 156. Tuesday, March 3, 2009
  • 157. 15+ million iPhones and growing Tuesday, March 3, 2009
  • 158. Tuesday, March 3, 2009
  • 159. Tuesday, March 3, 2009
  • 160. Thank you! Tuesday, March 3, 2009
  • 161. Questions? Noel Llopis noel@snappytouch.com Snappy Touch Tuesday, March 3, 2009
  • 162. Questions? Slides will be available from my blog Games from Within (http://gamesfromwithin.com) Noel Llopis noel@snappytouch.com Snappy Touch Tuesday, March 3, 2009

×