Поговорим об игре Эволюция: битва за Утопию. Обсудим чем обусловлен успех проекта. Тонкости разработки хардкорного проекта для мобильных платформ. Как эволюиционировали игровые механики в процессе разработки. И конечно, поговорим о секретах графики и производительности Эволюции.
Эволюция: графика и механика - КРИ 2014, Александр Черняков, Mail.Ru GroupMail.ru Group
Выступление было посвящено тонкостям разработки хардкорного проекта для мобильных платформ на примере игры «Эволюция: битва за Утопию». Александр рассказал, как эволюционировали игровые механики в процессе разработки игры, а также поделился профессиональными секретами оптимизации графики и производительности.
Как составить техническое задание, которое работает на вас, а не против вас? Как соптимизировать работу со звукорежиссёром и сэкономить время-деньги-нервы? Как стать идеальным заказчиком и найти идеального исполнителя? Копилка секретов и лайфхаков.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
Object-based audio improves spatial accuracy by assigning sounds as independent audio objects that can be precisely positioned in 3D space, rather than assigning them to fixed speaker channels. This allows for maximum spatial precision and flexibility to author once and have sounds adapt to different output configurations. Key benefits of object-based audio include improved spatial accuracy, leveraging of hardware capabilities through object rendering, and authoring once for all output configurations.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
This document discusses why indie game developers should consider developing hyper-casual games. It provides a brief history of hyper-casual games, noting their rise in popularity from 2013 onward. It argues that hyper-casual games are no longer just about mobile, as their mechanics can be adapted to other platforms. The document advises indies to start small, simplify control schemes, invest minimally in initial prototypes, and work with publishers to test concepts before fully developing games. It suggests reimagining existing hit games in hyper-casual form as a smart strategy for indies.
Эволюция: графика и механика - КРИ 2014, Александр Черняков, Mail.Ru GroupMail.ru Group
Выступление было посвящено тонкостям разработки хардкорного проекта для мобильных платформ на примере игры «Эволюция: битва за Утопию». Александр рассказал, как эволюционировали игровые механики в процессе разработки игры, а также поделился профессиональными секретами оптимизации графики и производительности.
Как составить техническое задание, которое работает на вас, а не против вас? Как соптимизировать работу со звукорежиссёром и сэкономить время-деньги-нервы? Как стать идеальным заказчиком и найти идеального исполнителя? Копилка секретов и лайфхаков.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
Object-based audio improves spatial accuracy by assigning sounds as independent audio objects that can be precisely positioned in 3D space, rather than assigning them to fixed speaker channels. This allows for maximum spatial precision and flexibility to author once and have sounds adapt to different output configurations. Key benefits of object-based audio include improved spatial accuracy, leveraging of hardware capabilities through object rendering, and authoring once for all output configurations.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
This document discusses why indie game developers should consider developing hyper-casual games. It provides a brief history of hyper-casual games, noting their rise in popularity from 2013 onward. It argues that hyper-casual games are no longer just about mobile, as their mechanics can be adapted to other platforms. The document advises indies to start small, simplify control schemes, invest minimally in initial prototypes, and work with publishers to test concepts before fully developing games. It suggests reimagining existing hit games in hyper-casual form as a smart strategy for indies.
In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
This document discusses tools for public relations outreach in 2023, focusing on free and inexpensive AI and web-based options. It outlines the PR process of finding contacts, creating pitches, tracking responses, and scheduling demos. ChatGPT and Notion AI are recommended for writing, Hunter.io and Voila for contacts, Streak and Mailtrack for tracking, and Calendly and Otter.ai for scheduling and transcription. The document emphasizes using AI tools strategically and building relationships over marketing in PR.
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
Explore the world of playable ads and their impact on mobile gaming advertising. In this presentation, I'll walk you through the pros and cons of playable ads, providing insight into how they perform and how they can be used to gain and retain users. I'll also walk you through the technical details of creating and testing playable ads, and provide tools and tips on how to maximize their impact.
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
Join Jan Kuhlmann, Marketing Manager for Europe at Xsolla, as he shares his expertise on taking your game to new heights. Discover the power of incorporating payments and direct-to-consumer strategies, and learn how to effectively connect with players globally. With Xsolla's fully customizable solutions, you'll have the tools to tailor your game to your players' specific needs, resulting in increased revenue and profitability.
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
What will we talk about today? - What App Store Optimizationion - Main mistakes done in App Store Optimization - How to make ASO work for app succes - How to use keyword promotion in combination with ASO
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
The document outlines plans for a Midnight Show event to showcase upcoming games in a cinematic format, similar to Apple events. Several projects are listed for announcement, including Codename Project T and Codename PDW U2 Feature Film Project. Production timelines are provided from Summer 2021 through June 2022. Reflections on a previous Midnight Show note some mistakes like small post-production issues, lack of marketing and empty trailers. However, it is deemed worthwhile and they plan to do it again in a better format. The document promotes the event as a cinematic showcase for games.
5 things I wish I knew before becoming a VFX Artist / Paulina Grigonis (Tuatara)DevGAMM Conference
The document provides advice for those wishing to become a VFX artist in 5 points:
1) It's normal to feel overwhelmed or have moments of self-doubt, so it's important not to waste time doubting yourself.
2) Pursuing a career in VFX takes significant time and patience to build experience and skills.
3) Listening to your instincts is essential to avoid settling for what doesn't feel right and to gain relevant experience quickly.
4) Don't stress over specific tools or techniques, as there are multiple ways to achieve the same results and skills develop over time.
5) It's okay to ask for help or advice from others in the field to help
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
How to Craft the Perfect Pitch / Nathan Sölbrandt ( Xsolla)DevGAMM Conference
Struggling with how to pitch your game? The Xsolla Funding Club has evaluated thousands of pitches. In this talk, we will demonstrate how to build a deck that avoids the most common mistakes, clearly articulates your vision, and gives your team the best chance of getting funded.
In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
This document discusses tools for public relations outreach in 2023, focusing on free and inexpensive AI and web-based options. It outlines the PR process of finding contacts, creating pitches, tracking responses, and scheduling demos. ChatGPT and Notion AI are recommended for writing, Hunter.io and Voila for contacts, Streak and Mailtrack for tracking, and Calendly and Otter.ai for scheduling and transcription. The document emphasizes using AI tools strategically and building relationships over marketing in PR.
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
Explore the world of playable ads and their impact on mobile gaming advertising. In this presentation, I'll walk you through the pros and cons of playable ads, providing insight into how they perform and how they can be used to gain and retain users. I'll also walk you through the technical details of creating and testing playable ads, and provide tools and tips on how to maximize their impact.
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
Join Jan Kuhlmann, Marketing Manager for Europe at Xsolla, as he shares his expertise on taking your game to new heights. Discover the power of incorporating payments and direct-to-consumer strategies, and learn how to effectively connect with players globally. With Xsolla's fully customizable solutions, you'll have the tools to tailor your game to your players' specific needs, resulting in increased revenue and profitability.
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
What will we talk about today? - What App Store Optimizationion - Main mistakes done in App Store Optimization - How to make ASO work for app succes - How to use keyword promotion in combination with ASO
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
The document outlines plans for a Midnight Show event to showcase upcoming games in a cinematic format, similar to Apple events. Several projects are listed for announcement, including Codename Project T and Codename PDW U2 Feature Film Project. Production timelines are provided from Summer 2021 through June 2022. Reflections on a previous Midnight Show note some mistakes like small post-production issues, lack of marketing and empty trailers. However, it is deemed worthwhile and they plan to do it again in a better format. The document promotes the event as a cinematic showcase for games.
5 things I wish I knew before becoming a VFX Artist / Paulina Grigonis (Tuatara)DevGAMM Conference
The document provides advice for those wishing to become a VFX artist in 5 points:
1) It's normal to feel overwhelmed or have moments of self-doubt, so it's important not to waste time doubting yourself.
2) Pursuing a career in VFX takes significant time and patience to build experience and skills.
3) Listening to your instincts is essential to avoid settling for what doesn't feel right and to gain relevant experience quickly.
4) Don't stress over specific tools or techniques, as there are multiple ways to achieve the same results and skills develop over time.
5) It's okay to ask for help or advice from others in the field to help
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
How to Craft the Perfect Pitch / Nathan Sölbrandt ( Xsolla)DevGAMM Conference
Struggling with how to pitch your game? The Xsolla Funding Club has evaluated thousands of pitches. In this talk, we will demonstrate how to build a deck that avoids the most common mistakes, clearly articulates your vision, and gives your team the best chance of getting funded.
11. POST PROCESS
• OnPostRender вместо OnRenderImage
• Используем RenderTexture
• Отключаем, если не используем
• Геометрические эффекты быстрее пиксельных
13. СПАСИБО ЗА ВНИМАНИЕ
a.chernyakov@corp.mail.ru
Сайт игры: http://evo.my.com
Отдел персонала: job.gamedev@corp.mail.ru
Список вакансий: http://corp.mail.ru/career/vacancies
Editor's Notes
Эволюция – уникальный набор игровых механик! Абсолютно оригинальный геймплей и игровой опыт.
Ставка на хардкорную аудиторию.
Фичеринг вывел нас в топ аппстора в 135 странах.
За 8 месяцев 3,1млн. установок (Джаггер за 2 года 4,5млн).
Дополнение «Черный легион» освежило интерес, вернуло множество игроков успевших пройти основную ветку, и привлекло новых.
Давайте посмотрим о чем речь)
Мы с Вами сегодня обсудим развитие игровых механик в процессе разработки, с чего начинали и к чему в итоге пришли.
Вкратце расскажу о сторонних инструментах, которые мы использовали и к чему это привело
И конечно, Вы узнаете как на слабом железе получить динамическое освещение и реалистичные тени практически бесплатно и Вас за это не накажут!)
Поехали!
В первых концептах и прототипах Эволция выглядела совсем иначе) У нас было 2 камеры, которые отображали 2 армии ботов расположенных далеко друг от друга.
Постоянно возникало чувство, что что-то не так, возникает дискомфорт, от того, что между камерами скрыто расстояние, которое никак не чувствуется.
После долгих научных изысканий) (вторая картинка) типа таких, мы пришли к новому виду игрового процесса.
Ушли от сплит-скрина и переработали всю концепцию игры. В первых прототипах у нас даже не было автоогня, т.е. был полный хардкор, чтобы стрелять, надо было тапать по боту или держать на нем палец, если у вас автомат, который умеет стрелять очередями. Все это мы выбросили без особых сожалений. Мы ошибаемся, получаем опыт и делаем продукт лучше.
Не бойтесь наступить на горло собственной песни! Это цена оригинальной игры, которую придется заплатить Вам, как разработчиками. Если вы чувствуете, что играть неудобно, и возникает дискомфорт, то поверьте, игрок взглянув на такую игру сразу же ее удалит. Игра должна создавать Вау-эффект и быть УДОБНОЙ.
В Джаггере мы использовали собственную систему GUI, но сравнив ее функционал и функционал NGUI, мы выбрали последнюю.
В Эволюции используется патченный NGUI, с нашим менеджером атласов, который управляет загрузкой/выгрузкой всех атласов используемых в интерфейсе.
Также наша версия NGUI автоматически масштабируется для ретины с шагом 2, чтобы избежать артефактов фильтрации.
Наряду с NGUI мы использовали UniSWF для импорта flash-анимаций. UniSWF и NGUI неплохо уживаются вместе.
Когда мы начинали разработку Эволюции технология анимации Mecanim находилась в ранней бета-версии и имела очень ограниченный функционал. Мы не могли налету перезагружать анимации персонажей, Mecanim этого просто не позволял! Поэтому мы решили остаться на legacy-системе анимаций. Но при этом мы использовали Playmaker, чтобы настроить анимационную машину состояний. В Playmaker’е машина состояний не имеет прямой связи с анимациями, поэтому мы можем безболезненно их перезагружать, не нарушая работу машины. В поздних версиях Mecanim подобный механизм тоже появился, но мы не стали переходить, т.к. уже написали весь нужный функцонал.
Вообще зачем разрабатывать собственную систему освещения, если есть готовая?
Практика показывает, что встроенная система освещения не очень производительна на слабых девайсах, особенно в динамике.
Для меня это челендж, как для специалиста – сделать лучшую графику, выжать из железа максимум, и сделать красивую картинку. Надеюсь для Вас это тоже вызов, который вы готовы принять.
Да и для mail.ru – это часть имиджа, мы не можем себе позволить выпускать некачественный продукт.
В игре нет ни одного динамического источника света.
Все окружение использует статическое освещение (Lightmaps)
Все персонажи освещаются через динамические Light Probes
Игра получает интерполированную сферическую гармонику, добавляет в нее свет от наших специальных источников и передает в шейдер персонажа.
Вообще кто знает что такое сферическая гармоника? Кто может дать определение? Вот и я не могу!) Но я знаю как ими пользоваться. По функционалу они похожи на Cubemap, только низкого разрешения. SH дает возможноть запекать несколько источников света и отрисовывать освещение за один Draw call.
Используем аналог ShadeSH9(worldSpaceNormal) из встроенных unity-шейдеров.
Diffuse – вертексный, Specular пиксельный. Для расчета Specular получаем reflectVector – это вектор взгляда, отраженный относительно нормали. И вычисляем ShadeSH9 с этим вектором.
Все это дает значительный выигрыш в FPS и достойную картинку, на iPad2 >30
Тени – это краеугольный камень 3D-графики. Все алгоритмы так или иначе снижают FPS.
На слабых девайсах практически невозможно добиться высокой производительности… Если не знать как работают тени вообще и какие подходы существуют.
Я попробовал стандартную систему теней, написал несколько альтернативных и выбрал оптимальную, которая меньше всего бьет оп FPS (1-2 кадра!).
По сути планарные тени – отрисовка сплющенной копии модели черного цвета. Но как всегда есть нюансы. Плющить (т.е. менять масштаб по одной из осей до 0) надо под углом, под которым на модель светит источник света. В сети куча примеров как вычислить матрицу для такого масштабирования. Мне бы хотелось заострить внимание на другом аспекте – как нарисовать тень без наложения полупрозрачных участков друг на друга (как на картинке)
Нам на помощь приходит Stencil buffer. Все тени рисуются в него, на экран при этом ничего не выводится (Color mask 0), затем отдельным проходом весь экран заливается одним цветом, с учетом Stencil-маски.
Самое большое ограничение такого метода отрисовки теней – то, что они корректно рисуются только на ровных, гладких поверхностях (не даром они называются планарными). Мы пошли на это! Мы сделали все арены с гладкой поверхностью, чтобы корректно отображать динамические тени.
В метод OnRenderImage приходит параметр «RenderTexture source». Откуда берется эта текстура?
Если разобраться, то она получается методом Backbuffer.Resolve(), что очень накладно даже на десктопах, а на мобильных платформах – это гарантированное слайдшоу вместо интерактивной игры.
Что делать?
Не использовать метод OnRenderImage. Вместо него используйте OnPostRender.
Чтобы получить изображение для постпроцесса – используйте отдельную RenderTexture для вашей камеры, чтобы не делать Backbuffer.Resolve()
Если эффект не нужно использовать постоянно, отключайте его совсем! Не надо тратить ресурсы на то, что не используется.
В месте с классическим пиксельным постпроцессом мы также используем геометрические эффекты. Об этом чуть позже.
Постпроцессом у нас сделан адреналиновый взрыв. Мы замедляем время и обесцвечиваем картинку и выделяем красным ботов, которые подходят на ближнюю дистанцию.
Обычно такие эффекты делаются через Stencil buffer, но у нас он занят тенями, поэтому подкраску ботов бы делаем через альфа-канал. В шейдере постпроцесса мы просто подкрашиваем красным все, что имеет значение «0» в альфа-канале.
Весь эффект происходит в 2 этапа:
Мы обесцвечиваем картинку, одновременно подкрашивая бота и выводим результат в текстуру размером 512х256 (размер подобрали экспериментально)
Размываем картинку и выводим на экран
Теперь немного о геометрических эффектах. У нас в качестве геометрического эффекта представлен снайперский прицел. Это Mesh со специальными UV-координатами, на которую мы натягиваем RenderTexture главной камеры. За счет смещения UV-координат создается впечатление преломления как в линзе. Дешево, красиво и без потерь в производительности). Если есть возможность заменить пиксельный эффект геометрическим, то лучше так и сделать. К сожалению не все эффекты можно сделать с помощью такого подхода.