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Becoming Indie
                  A Professional Game Developer Change
                              To The iPhone

       ...
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
1998: 12 people - 1 year




Tuesday, March 3, 2009
1998




                           2001: 24 people - 2 years

Tuesday, March 3, 2009
1998


                         2001




                                2005: 100 people 2.5 years

Tuesday, March 3, 2009
1998

                   2001




                          2005



                                 2008: 200 people 3 ye...
1998

                   2001


   My previous
     startup
                          2005



                            ...
1998

                   2001


   My previous
     startup
                          2005

                          Now
...
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Part I: What’s Inside?




Tuesday, March 3, 2009
Hardware Specs




Tuesday, March 3, 2009
Hardware Specs
                    • CPU: 32-bit RISC ARM




Tuesday, March 3, 2009
Hardware Specs
                    • CPU: 32-bit RISC ARM
                    • Memory: 128 MB RAM




Tuesday, March 3, 2...
Hardware Specs
                    • CPU: 32-bit RISC ARM
                    • Memory: 128 MB RAM
                    • G...
Hardware Specs
                    • CPU: 32-bit RISC ARM
                    • Memory: 128 MB RAM
                    • G...
Development Tools




Tuesday, March 3, 2009
Development Tools

           • XCode. Great IDE




Tuesday, March 3, 2009
Development Tools

           • XCode. Great IDE
           • Familiar tools: gcc, gdb




Tuesday, March 3, 2009
Development Tools

           • XCode. Great IDE
           • Familiar tools: gcc, gdb
           • Great performance
    ...
Programming Language
                         Most iPhone-related stuff in Objective C




Tuesday, March 3, 2009
Programming Language
                         Most iPhone-related stuff in Objective C




                         ... bu...
Programming language
                         You can even write assembly if you want!
                          void MyFu...
Unit Testing




Tuesday, March 3, 2009
Unit Testing
                    • Any C/C++ unit-testing framework




Tuesday, March 3, 2009
Unit Testing
                    • Any C/C++ unit-testing framework
                    • Biased towards UnitTest++ of cou...
Unit Testing
                    • Any C/C++ unit-testing framework
                    • Biased towards UnitTest++ of cou...
Unit Testing
                    • Any C/C++ unit-testing framework
                    • Biased towards UnitTest++ of cou...
Unit Testing




Tuesday, March 3, 2009
Unit Testing
                    •    Run script as part of
                         build process.




Tuesday, March 3, ...
Unit Testing
                    •    Run script as part of
                         build process.

                    •...
Unit Testing
                    •    Run script as part of
                         build process.

                    •...
Unit Testing




Tuesday, March 3, 2009
Unit Testing
                    • Also frameworks for Objective C: OCUnit,
                         SenTestingKit




Tue...
Unit Testing
                    • Also frameworks for Objective C: OCUnit,
                         SenTestingKit
       ...
Unit Testing
                    • Also frameworks for Objective C: OCUnit,
                         SenTestingKit
       ...
Unit Testing
                    • Also frameworks for Objective C: OCUnit,
                         SenTestingKit
       ...
Build Servers




Tuesday, March 3, 2009
Build Servers
                    • Continuous integration was a key practice
                         in large teams.



...
Build Servers
                    • Continuous integration was a key practice
                         in large teams.
   ...
Build Servers
                    • Continuous integration was a key practice
                         in large teams.
   ...
CPU




Tuesday, March 3, 2009
CPU

              •     CPU: 32-bit RISC ARM




Tuesday, March 3, 2009
CPU

              •     CPU: 32-bit RISC ARM

              •     iPhone @ 412MHz




Tuesday, March 3, 2009
CPU

              •     CPU: 32-bit RISC ARM

              •     iPhone @ 412MHz

              •     iPod Touch @ 535MH...
CPU

              •     CPU: 32-bit RISC ARM

              •     iPhone @ 412MHz

              •     iPod Touch @ 535MH...
Floating Point




Tuesday, March 3, 2009
Floating Point
              •     The main CPU has no
                    floating point support.




Tuesday, March 3, 20...
Floating Point
              •     The main CPU has no
                    floating point support.

              •     Com...
Thumb Mode




Tuesday, March 3, 2009
Thumb Mode
                             •   CPU has a special thumb
                                 mode.




Tuesday, Ma...
Thumb Mode
                             •   CPU has a special thumb
                                 mode.

              ...
Thumb Mode
                             •   CPU has a special thumb
                                 mode.

              ...
Thumb Mode
                             •   CPU has a special thumb
                                 mode.

              ...
Thumb Mode
                             •   CPU has a special thumb
                                 mode.

              ...
Thumb Mode
                             •   CPU has a special thumb
                                 mode.

              ...
Floating Point




Tuesday, March 3, 2009
Floating Point
              •     The VFP stands for “vector”




Tuesday, March 3, 2009
Floating Point
              •     The VFP stands for “vector”

              •     Work on up to four 32-bit
            ...
Floating Point
              •     The VFP stands for “vector”

              •     Work on up to four 32-bit
            ...
Floating Point
              •     The VFP stands for “vector”

              •     Work on up to four 32-bit
            ...
Memory




Tuesday, March 3, 2009
Memory
            • 128 MB RAM




Tuesday, March 3, 2009
Memory
            • 128 MB RAM
            • 11 MB for video




Tuesday, March 3, 2009
Memory
            • 128 MB RAM
            • 11 MB for video
            • System can use most of the
                   ...
Memory
            • 128 MB RAM
            • 11 MB for video
            • System can use most of the
                   ...
Graphics




Tuesday, March 3, 2009
Graphics
                    • 320x480 resolution




Tuesday, March 3, 2009
Graphics
                    • 320x480 resolution
                    • OpenGL ES 1.1 API + a few
                        ...
Graphics
                    • 320x480 resolution
                    • OpenGL ES 1.1 API + a few
                        ...
Graphics Hardware




Tuesday, March 3, 2009
Graphics Hardware
                    •    PowerVR MBX Lite:
                         Texturing and
                      ...
Graphics Hardware
                    •    PowerVR MBX Lite:
                         Texturing and
                      ...
Graphics Hardware
                    •    PowerVR MBX Lite:
                         Texturing and
                      ...
Graphics Hardware
                    •    PowerVR MBX Lite:
                         Texturing and
                      ...
Graphics Hardware




Tuesday, March 3, 2009
Graphics Hardware
                    •    Triangles per second:
                         500K/sec (16K polys per
        ...
Graphics Hardware
                    •    Triangles per second:
                         500K/sec (16K polys per
        ...
OpenGL ES Extensions




Tuesday, March 3, 2009
OpenGL ES Extensions
                    •    Frame buffer objects




Tuesday, March 3, 2009
OpenGL ES Extensions
                    •    Frame buffer objects

                    •    Memory mapped vertex
        ...
OpenGL ES Extensions
                    •    Frame buffer objects

                    •    Memory mapped vertex
        ...
OpenGL ES Extensions
                    •    Frame buffer objects

                    •    Memory mapped vertex
        ...
OpenGL ES Extensions
                    •    Frame buffer objects   1
                                                #de...
Texture Combiners




Tuesday, March 3, 2009
Texture Combiners
                •        Two texture units




Tuesday, March 3, 2009
Texture Combiners
                •        Two texture units

                •        Multi-texturing




Tuesday, March ...
Texture Combiners
                •        Two texture units

                •        Multi-texturing

                • ...
Texture Combiners
                •        Two texture units

                •        Multi-texturing

                • ...
OpenGL And UIKit




Tuesday, March 3, 2009
OpenGL And UIKit
                    • They mix, but not perfectly




Tuesday, March 3, 2009
OpenGL And UIKit
                    • They mix, but not perfectly
                    • UIKit on top of OpenGL can
      ...
OpenGL And UIKit
                    • They mix, but not perfectly
                    • UIKit on top of OpenGL can
      ...
OpenGL And UIKit
                    • They mix, but not perfectly
                    • UIKit on top of OpenGL can
      ...
OpenGL And UIKit
                    • They mix, but not perfectly
                    • UIKit on top of OpenGL can
      ...
Audio




Tuesday, March 3, 2009
Audio
                    • Several APIs: OpenAL, Audio Sessions, or
                         AVAudioPlayer (2.2 SDK)




...
Audio
                    • Several APIs: OpenAL, Audio Sessions, or
                         AVAudioPlayer (2.2 SDK)
    ...
Comparison




Tuesday, March 3, 2009
Comparison




Tuesday, March 3, 2009
Comparison




Tuesday, March 3, 2009
Comparison




Tuesday, March 3, 2009
Why We                                iPhone
                                                                      PSN
   ...
Tuesday, March 3, 2009
Part II: Developing
                               Games




Tuesday, March 3, 2009
Asset Pipeline




Tuesday, March 3, 2009
Asset Pipeline
                    •    Huge deal in large teams




Tuesday, March 3, 2009
Asset Pipeline
                    •    Huge deal in large teams

                    •    Not as much of a big
          ...
Asset Pipeline
                    •    Huge deal in large teams

                    •    Not as much of a big
          ...
Asset Pipeline




Tuesday, March 3, 2009
Asset Pipeline
                    • If you have some dedicated artists, or
                         especially contractor...
Asset Pipeline
                    • If you have some dedicated artists, or
                         especially contractor...
Baking resources




Tuesday, March 3, 2009
Baking resources
              • You want to bake
                         resources to their final
                       ...
Baking resources
              • You want to bake
                         resources to their final
                       ...
Baking resources
              • You want to bake
                         resources to their final
                       ...
Baking resources
              • You want to bake
                         resources to their final
                       ...
Assets




Tuesday, March 3, 2009
Assets
                    • iPhone games have much smaller asset sizes
                         than current PC/console g...
Assets
                    • iPhone games have much smaller asset sizes
                         than current PC/console g...
Assets
                    • iPhone games have much smaller asset sizes
                         than current PC/console g...
Data-Driven Games




Tuesday, March 3, 2009
Data-Driven Games
              • AAA games with huge teams
                     are almost fully data driven.




Tuesday...
Data-Driven Games
              • AAA games with huge teams
                     are almost fully data driven.
           ...
Data-Driven Games
              • AAA games with huge teams
                     are almost fully data driven.
           ...
Tuesday, March 3, 2009
Data-Driven Games




Tuesday, March 3, 2009
Data-Driven Games
                    • With small iPhone games, not so much.




Tuesday, March 3, 2009
Data-Driven Games
                    • With small iPhone games, not so much.
                    • Fast build times, so c...
Data-Driven Games
                    • With small iPhone games, not so much.
                    • Fast build times, so c...
Tuesday, March 3, 2009
Tuesday, March 3, 2009
More Than
                         Programming




Tuesday, March 3, 2009
More Than
                                 Programming
                    •    Programming is only part of
              ...
More Than
                                  Programming
                    •    Programming is only part of
             ...
More Than
                                  Programming
                    •    Programming is only part of
             ...
Content Creation




Tuesday, March 3, 2009
Content Creation
                    • Most projects need multiple people for
                         content creation: U...
Content Creation
                    • Most projects need multiple people for
                         content creation: U...
Tuesday, March 3, 2009
PR




Tuesday, March 3, 2009
PR
                 •       Creating a great app is half the
                         battle.




Tuesday, March 3, 2009
PR
                 •       Creating a great app is half the
                         battle.

                 •       PR...
PR
                 •       Creating a great app is half the
                         battle.

                 •       PR...
PR
                 •       Creating a great app is half the
                         battle.

                 •       PR...
PR
                 •       Creating a great app is half the
                         battle.

                 •       PR...
Part III: The Future




Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
• The big guys are coming to play.




Tuesday, March 3, 2009
• The big guys are coming to play.
           • They’ll be able to throw many more resources and
                   make a...
Tuesday, March 3, 2009
• Rumours of a premium App
                         Store area.




Tuesday, March 3, 2009
• Rumours of a premium App
                         Store area.

               • Big companies + big games
              ...
• Rumours of a premium App
                         Store area.

               • Big companies + big games
              ...
Tuesday, March 3, 2009
15+ million iPhones and growing


Tuesday, March 3, 2009
Tuesday, March 3, 2009
Tuesday, March 3, 2009
Thank you!

Tuesday, March 3, 2009
Questions?


                              Noel Llopis
                         noel@snappytouch.com
                     ...
Questions?
                         Slides will be available from my blog Games
                         from Within (http...
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Becoming Indie

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360iDev presentation given by Noel Llopis. http://gamesfromwithin.com/?p=360

Session description: This session will cover the experiences of a professional game developer, used to 200+ person teams, multi-million dollar budgets, and 3+ year schedules, who left all that behind to become a one-person indie company developing exclusively for the iPhone. It will explain how things are different and how some things are very much the same, and will show specific examples of graphics technology, development environment, and asset pipeline. I will be using my current iPhone project, Flower Garden, as an example. The audience will learn what the transition is like and what to expect going indie making games for the iPhone.

Published in: Technology
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Becoming Indie

  1. 1. Becoming Indie A Professional Game Developer Change To The iPhone Noel Llopis Snappy Touch http://snappytouch.com Tuesday, March 3, 2009
  2. 2. Tuesday, March 3, 2009
  3. 3. Tuesday, March 3, 2009
  4. 4. Tuesday, March 3, 2009
  5. 5. 1998: 12 people - 1 year Tuesday, March 3, 2009
  6. 6. 1998 2001: 24 people - 2 years Tuesday, March 3, 2009
  7. 7. 1998 2001 2005: 100 people 2.5 years Tuesday, March 3, 2009
  8. 8. 1998 2001 2005 2008: 200 people 3 years Tuesday, March 3, 2009
  9. 9. 1998 2001 My previous startup 2005 2008: 200 people 3 years Tuesday, March 3, 2009
  10. 10. 1998 2001 My previous startup 2005 Now 2008: 200 people 3 years Tuesday, March 3, 2009
  11. 11. Tuesday, March 3, 2009
  12. 12. Tuesday, March 3, 2009
  13. 13. Part I: What’s Inside? Tuesday, March 3, 2009
  14. 14. Hardware Specs Tuesday, March 3, 2009
  15. 15. Hardware Specs • CPU: 32-bit RISC ARM Tuesday, March 3, 2009
  16. 16. Hardware Specs • CPU: 32-bit RISC ARM • Memory: 128 MB RAM Tuesday, March 3, 2009
  17. 17. Hardware Specs • CPU: 32-bit RISC ARM • Memory: 128 MB RAM • Graphics: PowerVR MBX Lite Tuesday, March 3, 2009
  18. 18. 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
  19. 19. Development Tools Tuesday, March 3, 2009
  20. 20. Development Tools • XCode. Great IDE Tuesday, March 3, 2009
  21. 21. Development Tools • XCode. Great IDE • Familiar tools: gcc, gdb Tuesday, March 3, 2009
  22. 22. Development Tools • XCode. Great IDE • Familiar tools: gcc, gdb • Great performance and analysis tools: Instruments Tuesday, March 3, 2009
  23. 23. Programming Language Most iPhone-related stuff in Objective C Tuesday, March 3, 2009
  24. 24. Programming Language Most iPhone-related stuff in Objective C ... but you can write all C and C++ you want! Tuesday, March 3, 2009
  25. 25. 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
  26. 26. Unit Testing Tuesday, March 3, 2009
  27. 27. Unit Testing • Any C/C++ unit-testing framework Tuesday, March 3, 2009
  28. 28. Unit Testing • Any C/C++ unit-testing framework • Biased towards UnitTest++ of course (http://unittest-cpp.sourceforge.net/) Tuesday, March 3, 2009
  29. 29. 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
  30. 30. 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
  31. 31. Unit Testing Tuesday, March 3, 2009
  32. 32. Unit Testing • Run script as part of build process. Tuesday, March 3, 2009
  33. 33. Unit Testing • Run script as part of build process. • Build and you’re done. Tuesday, March 3, 2009
  34. 34. Unit Testing • Run script as part of build process. • Build and you’re done. • Super fast in simulator. Tuesday, March 3, 2009
  35. 35. Unit Testing Tuesday, March 3, 2009
  36. 36. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit Tuesday, March 3, 2009
  37. 37. Unit Testing • Also frameworks for Objective C: OCUnit, SenTestingKit • I haven’t used them yet Tuesday, March 3, 2009
  38. 38. 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
  39. 39. 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
  40. 40. Build Servers Tuesday, March 3, 2009
  41. 41. Build Servers • Continuous integration was a key practice in large teams. Tuesday, March 3, 2009
  42. 42. 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
  43. 43. 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
  44. 44. CPU Tuesday, March 3, 2009
  45. 45. CPU • CPU: 32-bit RISC ARM Tuesday, March 3, 2009
  46. 46. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz Tuesday, March 3, 2009
  47. 47. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz • iPod Touch @ 535MHz Tuesday, March 3, 2009
  48. 48. CPU • CPU: 32-bit RISC ARM • iPhone @ 412MHz • iPod Touch @ 535MHz • Can go as high as 620MHz Tuesday, March 3, 2009
  49. 49. Floating Point Tuesday, March 3, 2009
  50. 50. Floating Point • The main CPU has no floating point support. Tuesday, March 3, 2009
  51. 51. 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
  52. 52. Thumb Mode Tuesday, March 3, 2009
  53. 53. Thumb Mode • CPU has a special thumb mode. Tuesday, March 3, 2009
  54. 54. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. Tuesday, March 3, 2009
  55. 55. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. Tuesday, March 3, 2009
  56. 56. 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
  57. 57. 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
  58. 58. 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
  59. 59. Floating Point Tuesday, March 3, 2009
  60. 60. Floating Point • The VFP stands for “vector” Tuesday, March 3, 2009
  61. 61. Floating Point • The VFP stands for “vector” • Work on up to four 32-bit floating point numbers at once. Tuesday, March 3, 2009
  62. 62. 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
  63. 63. 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
  64. 64. Memory Tuesday, March 3, 2009
  65. 65. Memory • 128 MB RAM Tuesday, March 3, 2009
  66. 66. Memory • 128 MB RAM • 11 MB for video Tuesday, March 3, 2009
  67. 67. Memory • 128 MB RAM • 11 MB for video • System can use most of the RAM! Tuesday, March 3, 2009
  68. 68. Memory • 128 MB RAM • 11 MB for video • System can use most of the RAM! Video 11 Your app 15 OS 102 Tuesday, March 3, 2009
  69. 69. Graphics Tuesday, March 3, 2009
  70. 70. Graphics • 320x480 resolution Tuesday, March 3, 2009
  71. 71. Graphics • 320x480 resolution • OpenGL ES 1.1 API + a few extensions Tuesday, March 3, 2009
  72. 72. Graphics • 320x480 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
  73. 73. Graphics Hardware Tuesday, March 3, 2009
  74. 74. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization Tuesday, March 3, 2009
  75. 75. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. Tuesday, March 3, 2009
  76. 76. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. • No shaders! Tuesday, March 3, 2009
  77. 77. Graphics Hardware • PowerVR MBX Lite: Texturing and rasterization • PowerVR VGP Lite: Vertex processing. • No shaders! • Tile-based Tuesday, March 3, 2009
  78. 78. Graphics Hardware Tuesday, March 3, 2009
  79. 79. Graphics Hardware • Triangles per second: 500K/sec (16K polys per frame at 30fps) Tuesday, March 3, 2009
  80. 80. 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
  81. 81. OpenGL ES Extensions Tuesday, March 3, 2009
  82. 82. OpenGL ES Extensions • Frame buffer objects Tuesday, March 3, 2009
  83. 83. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers Tuesday, March 3, 2009
  84. 84. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers • Point sprites Tuesday, March 3, 2009
  85. 85. OpenGL ES Extensions • Frame buffer objects • Memory mapped vertex buffers • Point sprites • PVRTC texture format Tuesday, March 3, 2009
  86. 86. 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
  87. 87. Texture Combiners Tuesday, March 3, 2009
  88. 88. Texture Combiners • Two texture units Tuesday, March 3, 2009
  89. 89. Texture Combiners • Two texture units • Multi-texturing Tuesday, March 3, 2009
  90. 90. Texture Combiners • Two texture units • Multi-texturing • Per-pixel lighting Tuesday, March 3, 2009
  91. 91. Texture Combiners • Two texture units • Multi-texturing • Per-pixel lighting • Many interesting effects Tuesday, March 3, 2009
  92. 92. OpenGL And UIKit Tuesday, March 3, 2009
  93. 93. OpenGL And UIKit • They mix, but not perfectly Tuesday, March 3, 2009
  94. 94. OpenGL And UIKit • They mix, but not perfectly • UIKit on top of OpenGL can cause performance issues Tuesday, March 3, 2009
  95. 95. 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
  96. 96. 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
  97. 97. 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
  98. 98. Audio Tuesday, March 3, 2009
  99. 99. Audio • Several APIs: OpenAL, Audio Sessions, or AVAudioPlayer (2.2 SDK) Tuesday, March 3, 2009
  100. 100. Audio • Several APIs: OpenAL, Audio Sessions, or AVAudioPlayer (2.2 SDK) • Custom music is huge. Let people play their tunes. Tuesday, March 3, 2009
  101. 101. Comparison Tuesday, March 3, 2009
  102. 102. Comparison Tuesday, March 3, 2009
  103. 103. Comparison Tuesday, March 3, 2009
  104. 104. Comparison Tuesday, March 3, 2009
  105. 105. 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
  106. 106. Tuesday, March 3, 2009
  107. 107. Part II: Developing Games Tuesday, March 3, 2009
  108. 108. Asset Pipeline Tuesday, March 3, 2009
  109. 109. Asset Pipeline • Huge deal in large teams Tuesday, March 3, 2009
  110. 110. 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
  111. 111. 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
  112. 112. Asset Pipeline Tuesday, March 3, 2009
  113. 113. Asset Pipeline • If you have some dedicated artists, or especially contractors, they need to run XCode to see new content. Tuesday, March 3, 2009
  114. 114. 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
  115. 115. Baking resources Tuesday, March 3, 2009
  116. 116. Baking resources • You want to bake resources to their final format for fast load times. Tuesday, March 3, 2009
  117. 117. Baking resources • You want to bake resources to their final format for fast load times. • Textures: texturetool Tuesday, March 3, 2009
  118. 118. Baking resources • You want to bake resources to their final format for fast load times. • Textures: texturetool • Sound: afconvert Tuesday, March 3, 2009
  119. 119. 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
  120. 120. Assets Tuesday, March 3, 2009
  121. 121. Assets • iPhone games have much smaller asset sizes than current PC/console games. Tuesday, March 3, 2009
  122. 122. 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
  123. 123. 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
  124. 124. Data-Driven Games Tuesday, March 3, 2009
  125. 125. Data-Driven Games • AAA games with huge teams are almost fully data driven. Tuesday, March 3, 2009
  126. 126. 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
  127. 127. 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
  128. 128. Tuesday, March 3, 2009
  129. 129. Data-Driven Games Tuesday, March 3, 2009
  130. 130. Data-Driven Games • With small iPhone games, not so much. Tuesday, March 3, 2009
  131. 131. Data-Driven Games • With small iPhone games, not so much. • Fast build times, so changing data is easy. Tuesday, March 3, 2009
  132. 132. 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
  133. 133. Tuesday, March 3, 2009
  134. 134. Tuesday, March 3, 2009
  135. 135. More Than Programming Tuesday, March 3, 2009
  136. 136. More Than Programming • Programming is only part of it.You wear many hats! Tuesday, March 3, 2009
  137. 137. More Than Programming • Programming is only part of it.You wear many hats! • Designer, of course but also... Tuesday, March 3, 2009
  138. 138. 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
  139. 139. Content Creation Tuesday, March 3, 2009
  140. 140. Content Creation • Most projects need multiple people for content creation: UI elements, textures, models, animations, audio. Tuesday, March 3, 2009
  141. 141. 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
  142. 142. Tuesday, March 3, 2009
  143. 143. PR Tuesday, March 3, 2009
  144. 144. PR • Creating a great app is half the battle. Tuesday, March 3, 2009
  145. 145. PR • Creating a great app is half the battle. • PR is the other half. Tuesday, March 3, 2009
  146. 146. 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
  147. 147. 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
  148. 148. 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
  149. 149. Part III: The Future Tuesday, March 3, 2009
  150. 150. Tuesday, March 3, 2009
  151. 151. Tuesday, March 3, 2009
  152. 152. Tuesday, March 3, 2009
  153. 153. Tuesday, March 3, 2009
  154. 154. Tuesday, March 3, 2009
  155. 155. • The big guys are coming to play. Tuesday, March 3, 2009
  156. 156. • The big guys are coming to play. • They’ll be able to throw many more resources and make a difference. Tuesday, March 3, 2009
  157. 157. Tuesday, March 3, 2009
  158. 158. • Rumours of a premium App Store area. Tuesday, March 3, 2009
  159. 159. • Rumours of a premium App Store area. • Big companies + big games = Bigger price tags Tuesday, March 3, 2009
  160. 160. • 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
  161. 161. Tuesday, March 3, 2009
  162. 162. 15+ million iPhones and growing Tuesday, March 3, 2009
  163. 163. Tuesday, March 3, 2009
  164. 164. Tuesday, March 3, 2009
  165. 165. Thank you! Tuesday, March 3, 2009
  166. 166. Questions? Noel Llopis noel@snappytouch.com Snappy Touch Tuesday, March 3, 2009
  167. 167. 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

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