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is about being efficient
VideoGames
Inefficient Slide
● 100500+ years of gamedev experience
○ Delivery Director, Head of Production, CTO, Team Lead,
Project Manager, Developer, Artist,
● Tons of projects under NDA and even more projects under the
do_not_even_mention kind of NDA.
● Mentoring of artists and development of developers.
● Hundreds of interviews conducted and visited.
● Heard of various technologies and fancy words like:
○ С# С++ .Net Python Lua Pascal English Ukrainian
○ 3dmax Maya Photoshop Excel Notepad
○ Unity Unreal Quake Dota Solitaire
● Had developed own game engine when it was still popular needed
● Fun, proactive, energetic (with redbull), nice to hang around with
professional non-smoker video game developer person.
Some randomphoto --->
About meOlder daughter is testing the game during optimization iteration.
(efficient slide)
Optimization:
Efficiency or Effectiveness?
Optimization - the action of making the best or most effective use of a situation or resource.
GTA V, 2013
Production: 1000 people, 4 years
Around 250 hours of gameplay
Video Game
an effective method to evoke emotions.
Zork, 1978
Production: 3 people for 1 year.
Around 7 hours gameplay
Where the efficiency really is?
● Idea?
Design / Narrative / Visuals
● People?
Team / Seniority / Experience
● Production?
Time to market / MVP / Hell
● Runtime performance?
Current Hardware / Future Hardware
● Market performance?
Retention/ LTV / ROI
● ...
Production optimizations● Platform requirements
● Content creation
● Own tools
● Custom pipelines
● Level creation
● Plugins / Middleware
● ...
Terrain. Lods + MipMap
Lods (level of details)
Lods (level of details)
Lods (level of details)
3ds Max. Tools
Photoshop -> Levels
Photoshop -> Unity
Photoshop -> Unity
Photoshop -> Unity
Process on Asset Import in Unity
Visualize in Unity
Bigger levels
Paths in Photoshop
Unity. Tools
2d animation mesh & atlas
Mesh based pipeline, no textures
FMOD Removal
● Game size
● Install time
● First time start
● Additional downloads size
● Loading time
● CPU load
● GPU load
● Memory consumption
● Storage bandwidth
● Network bandwidth
● Battery drain
Runtime performance optimizations
Colouring game
From 420 mb to 71 mb in build size.
From 282 mb to 144 mb in RAM usage.
UnZip your *.IPA
Streaming assets
Streaming assets
1024*512 -> 128*128 + Tile Shader
Working with Atlases
Working with assets
class CCostil { … }
Object Pools
Path.getPointOnPath( w )
Public Vector3[] pathBaked;
Baked path with no GameObjects
Xcode Instruments
Xcode Instruments
Xcode
Memory profiler
Memory profiler
Memory profiler
Memory leak..
THANK YOU

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Овчаренко Євген “Відеоігри це ефективність”