3. Game Production Process Has Evolved
Best Practices migrated across different platforms: C++
(Consoles), AS3 (Web), Obj C (iOS)
Layered Architecture and modular components are
common
Open Source UI Frameworks and Game Engines
Many Studios have their own Tech
4. Web and Mobile Slowly Converge
Developers Leverage
Tools and Techniques
Between Different
Platforms
iOS, Android
Web (Flash)
Console
Desktop
6. Common Problems in Development
Very little planning ahead. Features are usually
implemented on the fly
Reinventing the wheel
Duplicate implementation - Too much Copy/Paste
No common foundation
No distinct production cycle steps
7. Typical Results
Developers are forced to choose quick and dirty over
properly designed code.
Team will often overlook features that take longer to
implement.
Production value and user experience degrade.
15. Typical Layered Architecture
Game Application
UI Components
Game Engine
3rd
Party
Librarie
s
Project
Code
Runtime / Browser
OS and Drivers
Hardware (CPU and GPU)
16. Anatomy of Game Data Flow
Flash was not exported from
SlideRocket
Flash was not exported from
SlideRocket
Flash was not
exported from
SlideRocket
17. The Client Code
Game Application
Game Engine
UI Components
Popups, HUD
Elements, Buttons etc.
Group was not exported from SlideRocket
3rd
Party
Librarie
s
And that can be used across different
projects and platforms.
19. Using a Common Foundation
Provide a modular design, based on
swappable building blocks
Modernize our code base and promote
best practices
Allow specialization of developers in the
team
20. Designed for Efficiency From the
Ground Up
Clean, simple and compact
Reduced size and memory footprint
Based on proven, bug free components
Less Code
21. We Can Get Our Own Tech
Simplify the Creative Process
Focus efforts on game code / contents,
instead of boilerplate code.
Create with higher production value.
Allows for quick iterations without cutting
corners
.. More Fun
22. Start Development Faster
With the foundation, the base tier is ready
to go from Day 1
Significant head start when starting
production
Choose from an array of ready made
features, or add new ones
23. Foundation Supported Features
Core Engine (Rendering, Asset Management, etc)
Character Animation and Movement
Particles
Physics (Box2D / Nape)
Common UI Elements
Extension Layer for common gameplay systems
Shop, Inventory, Item Placement
27. Making Portable Code and Assets
Get a portable project Just using the foundation
Properly architected code makes porting much
easier
Assets and back-end interface should be reusable
across platforms
Modular structure supports one-time porting per
block
29. Tech and Libraries across platforms
Cocos2D, ND2D, Starling, Flixel, Citrus,
Box2D, NAPE, TweenMax 12, PBE /
Smash
Cocos2D-X
Langauges: As3, Objective-C, C++
30. Flash ==> IOS ==> Android
Fast Route
Use Adobe AIR to create mobile apps.
Native
Port the common Framework to native IOS and
Android, then port the game code
31. Bottom Line
Shorter Schedules
Each subsequent project would see better
utilization and shorter timelines.
Streamlined Process
Better solutions for common problems, putting real
knowledge and innovation into foundation code.