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Mobile Games 
From idea to product 
Alex Cabrera
Introducing 
http://gplus.to/drlecks http://uplayonline.com
Index 
Idea 
Development 
Launch 
Game 
Design 
World
We need an idea 
Can be obtained everywhere 
1 line definition 
Alone worths nothing
Define your world 
Transports the user 
Explains the game
History & Characters 
Introduces game mechanics 
Catch user 
Guided experience 
Branding
Game design 
Audience 
Category 
Playability 
Progress 
Fidelization 
Monetization 
Usability
Audience 
Defined 
Defines screen & 
content structure
Categories 
Not always trivial 
Saturated Categories 
Invisible Categories
Playability 
Touch screen 
Versatility 
Fingers on screen 
Max. 2 fingers 
Ideally: 1 finger
Progress & fidelization 
Objective: retain users 
Playability upgrades 
Economy upgrades 
Vanity upgrades
Monetization 
Ads 
Pay to play 
In-app payments 
Sponsors
Usability 
Multi-area 
If you have to explain 
it, it’s wrong
Development! 
Unity 
Highlights 
Good habits 
Social Networks 
Advises
Fragmentation 
Screen size 
Resolution 
Hardware 
Operating systems
Graphic User Interface (GUI) 
Formerly a mess 
Workarounds: nGUI 
Unity 4.6: new GUI
Profiler 
Measures application performance 
CPU, FPS, RAM, VRAM, RENDERING… 
Divides occurrences by source
Asset Store / Plugins 
Built-in store 
Time saver 
DIY vs. Buy
Good habits 
Parameterization 
Singleton 
Optimization 
Time.deltaTime 
Limit frameRate 
Concurrency control
Parameterization 
● Unity allows to edit 
parameters trough 
editor 
● Avoid magic-numbers 
● Life easier for 
Game/level designer
Singleton 
● Unity loses all the state when loading new scenes 
● This pattern allows an object to “jump” between scenes 
● No more info losing in scene changes 
● Very useful on application-level tasks
Time.deltaTime 
● Avoids weird performance on low-end devices 
● For all the tasks involving time-dependent increments 
● Changes frame rate dependency to time dependency
Limit frame rate 
● Not all situations need 60fps 
● We can limit fps on certain scenarios (menus) 
● Battery save
Concurrency control 
● Not all tasks need to be processed every frame 
● Time.timeSinceLevelLoad 
● Reduces the Update method impact on performance
Optimization 
DrawCalls 
Image import 
Update Method
DrawCalls 
● Everytime unity needs to draw a 
mesh 
● Batching: a DrawCall reducing 
procedure 
● Can be reduced recycling 
materials 
● “Stats” & Profiler
Image import 
● Unity formats all imported 
images 
● Size and compression format 
● Resources, always imported
Update() 
Prohibited! 
ArrayList 
gameObject.transform 
new Vector3(1,2,3); 
Better... 
Object[] 
Local reference 
class variable
Social Networks 
● Must have 
● Facebook, Google+, Game Center 
● No G+ -> No Google Play feature 
● No GC -> No AppStore feature 
● No Fb -> No users (Shit happens) 
● All: Rankings, achievements, requests, 
personalization 
● G+ i GC: save game 
● G+: Multiplayer & Quests 
● Official plug-ins from Fb & G+
Launch 
Publish 
Marketing 
Monitorization
Advises
20/80 Rule 
Work 
80% 20% 
20% 80% 
Time consumed
Better think before coding
Don’t be a negathon!
Do what you love
Keep It Simple, Stupid!
Android vs. iOS
Hire an artist!
Alex Cabrera 
http://gplus.to/drlecks 
@alexcabrera_pc 
alex@u-playonline.com

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Mobile games, from idea to product