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Designing for Cross Platform Mobile Experiences
 Derrick Morton, CEO, FlowPlay 
 20 years in game development, 17 years online 
development 
 Past companies – GameHouse, RealNetworks, iWin, 
Vivendi Universal Games 
 Douglas Pearson, CTO, FlowPlay 
 Ph.D. from Univ of Michigan in A.I. 
 Founded company focused on mobile games before they 
were easy 
 12 years in casual game development
 Casual game company focusing on virtual worlds 
 45 people in Seattle 
 Established in 2006 
 Funded by Intel Capital and the creators of Skype
 The Past Five Years have seen incredible technology 
changes 
 New Hardware Types – Tablets, Touchscreen Laptops, 
Smartphones 
 New Operating Systems – Rise of iOS and Android 
 New Devices of Every Shape and Size 
 Migration from Desktop to Mobile Internet
IDC Poll of 3,500 Mobile Developers
Visual Complexity 
Text & 
Simple Forms 
Lots of Static 
Images 
2D games or 
environments 
3D games or 
environments
Pots of gold 
2 guys in 
garage 
10 guys with 
Seed funding 
25 guys with 
VC backing 
1000 guys 
public company 
How technical is your team? 
Is somebody else building it for you?
Target audience 
B2B or 
Internal only 
Your existing 
audience 
Mass market 
New and existing
Audience source 
B2B or 
Internal only 
Search 
(SEO, SEM, app store positioning etc.) 
Marketing campaigns 
(web, in-app ads, etc.)
Mobile 
Desktop 
Web 
PCs 
Consoles
+ Android Phones 
iPhone 
+ Android Tablets 
iPads 
Mobile 
iOS
1. Just iOS 
2. Just mobile (iOS + Android) 
3. Mobile + PC/Console (e.g. games) 
4. Mobile + Web (e.g. lots of interactive) 
5. Mobile + Web + PC/Console (e.g. going really wide)
 HTML5 viewed in browser on phone 
 HTML5 wrapped into app (PhoneGap/Appcelerator etc.) 
 Native apps 
 Unity 
 Marmalade 
 OpenFL (or Gingee) 
 Flash/Air 
 (And lots more…)
Choice 
App 
(Lots of choices) 
No App 
(HTML5)
 What is it? 
 JavaScript application 
 Rendering into a “canvas” (HTML5) 
 Viewed in a browser (normal “web” experience)
 Pros 
 One codebase that works everywhere 
 Future proof 
 HTML5 not going away 
 Lots of industry support 
 Steadily better and better performance 
 Don’t pay 30% to Apple or Google
 Cons 
 Browsers can be fickle. 
 Esp Internet Explorer (~40% market share on desktop) 
 HTML5 is a loose standard – optional features, variable support 
 Browser release can break the app 
 Performance will likely be significantly worse than almost all 
other solutions 
 Likely to be a big deal on mobile – if a highly interactive app 
 No access to native features 
 No access to app store 
 Apple doesn’t want this to succeed 
 No rev share if you are in a browser, not an app 
 They could kill off successful browser “apps” if they wished
 What is it? 
 JavaScript application 
 Rendering into a “canvas” (HTML5) 
 Built as an app that contains an embedded browser 
 PhoneGap, Appcelerator,… etc. 
 Sometimes called “Hybrid”
 Pros 
 One codebase that works everywhere 
 Have access to native features (via app integration layer) 
 Less browser variability (as embedding the browser) 
 Quick to market (esp. if existing web app) 
 App store presence – discovery etc.
 Cons 
 Performance, performance, performance 
 Likely to be a big deal on mobile – if a highly interactive app 
 Worse experience than your competitors 
 Still got to worry about Internet Explorer on desktop 
 Limited HTML5 support, nasty compatibility libraries 
 Facebook dropped this approach in a high profile move 
 Generally an “OK” rather than “Great” product solution
 What is it? 
 Custom solution for each targeted platform 
 iOS: Objective C and/or Swift 
 Android: Java application 
 Web: HTML or Flash 
 PC/Console: C++
 Pros: 
 Fastest possible performance 
 Access to every platform feature 
 Best possible solution on each platform
 Cons: 
 Many separate codebases 
 Bugs/issues in one may not appear in others 
 Feature additions need to be made separately in each codebase 
 Different tools and production paths, different platform capabilities 
 Divides engineering team skills 
 Slower to market 
 Hard to be agile. Much easier if doing waterfall. 
 May lead to a “ports” model where 1 version is great and rest 
are so-so 
 New technologies require all new port (e.g. Windows phone, 
Tizen (Samsung))
 What is it? 
 A cross-platform game development tool 
 3D rendering engine primarily but adding 2D support 
 Code written in C#
 Pros 
 Impressive 3D engine performance on all platforms 
 Single implementation deployed everywhere 
 Cross compiles as a native app on mobile so native 
customizations are possible 
 “Future proof ” against new platforms becoming popular 
 Huge developer community
 Cons 
 Web support is a problem 
 C# => C++ => JavaScript (asm.js a subset of JavaScript) 
 Amazing technology, but result is a very large executable 
(~10MB for “hello world”) 
 Internet Explorer support is still missing 
 Browsers dropping plug-in support
 What is it? 
 A cross-platform SDK 
 Primarily targeting existing C++ apps/games 
 Cross compile for iOS, Android, PC/Console 
 JavaScript SDK for web
 Pros 
 Single code base 
 Native performance (since C++) 
 Cons 
 C++ is a tough language to develop in (1990s vs 2010s) 
 Slower development (in exchange for faster 
performance) 
 Web support seems unclear?
 What are they? 
 Cross compiler solutions 
 Actionscript (or Haxe) => C++ or JavaScript 
 One set of source code 
 => Native apps 
 => HTML5 
 => … 
 OpenFL is open source 
 Gingee includes “liquid UI” to scale/relayout elements 
on a per-platform basis
 Pros 
 Single implementation deployed everywhere 
 Cross compiles as a native app on mobile so native 
customizations are possible 
 “Future proof ” against new platforms becoming popular 
 Can target HTML5 and Flash for web 
 Cons 
 Gingee is closed source. Small startup. 
 OpenFL is a small team/community 
 Limited documentation/support 
 Somewhat unproven
 What is it? 
 Actionscript programming language 
 Runs in Flash plugin in browser 
 Runs as Air application on desktop/mobile 
 Works fine on iOS contrary to rumors…
 Pros 
 Single implementation deployed everywhere 
 Access to native features (via ANEs) 
 Supports iOS (common confusion) 
 Now with GPU support 
 95%+ installed plugin support 
 Mature and stable platform. Lots of documentation etc.
 Cons 
 Flash perceived as “old tech” 
 Browser support could be dropped in the future 
 Slower performance than native (esp if no GPU support) 
 Higher memory usage
http://www.flurry.com/bid/109749/Apps-Solidify-Leadership-Six-Years-into-the-Mobile-Revolution
 “Very interested” in HTML5 
 72.7% in July 2012 
 59.9% in Nov 2013 
 Browser compatibility 
issues 
 Performance problems 
 Still correct choice in some 
cases 
http://www.appcelerator.com.s3.amazonaws.com/pdf/q4-2013-devsurvey.pdf
2 guys in 
garage 
10 guys with 
Seed funding 
25 guys with 
VC backing 
1000 guys 
public company 
Native 
apps 
(maybe) 
A cross-platform 
toolkit or 
language 
(not native) 
Anything
Text & 
Simple Forms 
Lots of Static 
Images 
2D games or 
environments 
3D games or 
environments 
HTML5 in browser 
HTML5 wrapped as app 
Unity Unity 
Flash+Air 
OpenFL
Not really 
(Just mobile) 
(Mobile + PC/Console) 
Very 
Important 
Unity 
Marmalade 
HTML5 
Flash+Air 
OpenFL
 Flash + Air for tablets and web 
 Moving now to GPU accelerated performance 
 Redesign of UI to better support tablets 
 OpenFL for handsets 
 Somewhat experimental but could be good long term
Where Design and Development Meet: Cross Platform Mobile Experiences

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Where Design and Development Meet: Cross Platform Mobile Experiences

  • 1. Designing for Cross Platform Mobile Experiences
  • 2.  Derrick Morton, CEO, FlowPlay  20 years in game development, 17 years online development  Past companies – GameHouse, RealNetworks, iWin, Vivendi Universal Games  Douglas Pearson, CTO, FlowPlay  Ph.D. from Univ of Michigan in A.I.  Founded company focused on mobile games before they were easy  12 years in casual game development
  • 3.  Casual game company focusing on virtual worlds  45 people in Seattle  Established in 2006  Funded by Intel Capital and the creators of Skype
  • 4.
  • 5.
  • 6.  The Past Five Years have seen incredible technology changes  New Hardware Types – Tablets, Touchscreen Laptops, Smartphones  New Operating Systems – Rise of iOS and Android  New Devices of Every Shape and Size  Migration from Desktop to Mobile Internet
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. IDC Poll of 3,500 Mobile Developers
  • 12. Visual Complexity Text & Simple Forms Lots of Static Images 2D games or environments 3D games or environments
  • 13. Pots of gold 2 guys in garage 10 guys with Seed funding 25 guys with VC backing 1000 guys public company How technical is your team? Is somebody else building it for you?
  • 14. Target audience B2B or Internal only Your existing audience Mass market New and existing
  • 15. Audience source B2B or Internal only Search (SEO, SEM, app store positioning etc.) Marketing campaigns (web, in-app ads, etc.)
  • 16. Mobile Desktop Web PCs Consoles
  • 17. + Android Phones iPhone + Android Tablets iPads Mobile iOS
  • 18. 1. Just iOS 2. Just mobile (iOS + Android) 3. Mobile + PC/Console (e.g. games) 4. Mobile + Web (e.g. lots of interactive) 5. Mobile + Web + PC/Console (e.g. going really wide)
  • 19.  HTML5 viewed in browser on phone  HTML5 wrapped into app (PhoneGap/Appcelerator etc.)  Native apps  Unity  Marmalade  OpenFL (or Gingee)  Flash/Air  (And lots more…)
  • 20. Choice App (Lots of choices) No App (HTML5)
  • 21.  What is it?  JavaScript application  Rendering into a “canvas” (HTML5)  Viewed in a browser (normal “web” experience)
  • 22.  Pros  One codebase that works everywhere  Future proof  HTML5 not going away  Lots of industry support  Steadily better and better performance  Don’t pay 30% to Apple or Google
  • 23.  Cons  Browsers can be fickle.  Esp Internet Explorer (~40% market share on desktop)  HTML5 is a loose standard – optional features, variable support  Browser release can break the app  Performance will likely be significantly worse than almost all other solutions  Likely to be a big deal on mobile – if a highly interactive app  No access to native features  No access to app store  Apple doesn’t want this to succeed  No rev share if you are in a browser, not an app  They could kill off successful browser “apps” if they wished
  • 24.  What is it?  JavaScript application  Rendering into a “canvas” (HTML5)  Built as an app that contains an embedded browser  PhoneGap, Appcelerator,… etc.  Sometimes called “Hybrid”
  • 25.  Pros  One codebase that works everywhere  Have access to native features (via app integration layer)  Less browser variability (as embedding the browser)  Quick to market (esp. if existing web app)  App store presence – discovery etc.
  • 26.  Cons  Performance, performance, performance  Likely to be a big deal on mobile – if a highly interactive app  Worse experience than your competitors  Still got to worry about Internet Explorer on desktop  Limited HTML5 support, nasty compatibility libraries  Facebook dropped this approach in a high profile move  Generally an “OK” rather than “Great” product solution
  • 27.  What is it?  Custom solution for each targeted platform  iOS: Objective C and/or Swift  Android: Java application  Web: HTML or Flash  PC/Console: C++
  • 28.  Pros:  Fastest possible performance  Access to every platform feature  Best possible solution on each platform
  • 29.  Cons:  Many separate codebases  Bugs/issues in one may not appear in others  Feature additions need to be made separately in each codebase  Different tools and production paths, different platform capabilities  Divides engineering team skills  Slower to market  Hard to be agile. Much easier if doing waterfall.  May lead to a “ports” model where 1 version is great and rest are so-so  New technologies require all new port (e.g. Windows phone, Tizen (Samsung))
  • 30.  What is it?  A cross-platform game development tool  3D rendering engine primarily but adding 2D support  Code written in C#
  • 31.  Pros  Impressive 3D engine performance on all platforms  Single implementation deployed everywhere  Cross compiles as a native app on mobile so native customizations are possible  “Future proof ” against new platforms becoming popular  Huge developer community
  • 32.  Cons  Web support is a problem  C# => C++ => JavaScript (asm.js a subset of JavaScript)  Amazing technology, but result is a very large executable (~10MB for “hello world”)  Internet Explorer support is still missing  Browsers dropping plug-in support
  • 33.  What is it?  A cross-platform SDK  Primarily targeting existing C++ apps/games  Cross compile for iOS, Android, PC/Console  JavaScript SDK for web
  • 34.  Pros  Single code base  Native performance (since C++)  Cons  C++ is a tough language to develop in (1990s vs 2010s)  Slower development (in exchange for faster performance)  Web support seems unclear?
  • 35.  What are they?  Cross compiler solutions  Actionscript (or Haxe) => C++ or JavaScript  One set of source code  => Native apps  => HTML5  => …  OpenFL is open source  Gingee includes “liquid UI” to scale/relayout elements on a per-platform basis
  • 36.  Pros  Single implementation deployed everywhere  Cross compiles as a native app on mobile so native customizations are possible  “Future proof ” against new platforms becoming popular  Can target HTML5 and Flash for web  Cons  Gingee is closed source. Small startup.  OpenFL is a small team/community  Limited documentation/support  Somewhat unproven
  • 37.  What is it?  Actionscript programming language  Runs in Flash plugin in browser  Runs as Air application on desktop/mobile  Works fine on iOS contrary to rumors…
  • 38.  Pros  Single implementation deployed everywhere  Access to native features (via ANEs)  Supports iOS (common confusion)  Now with GPU support  95%+ installed plugin support  Mature and stable platform. Lots of documentation etc.
  • 39.  Cons  Flash perceived as “old tech”  Browser support could be dropped in the future  Slower performance than native (esp if no GPU support)  Higher memory usage
  • 40.
  • 42.  “Very interested” in HTML5  72.7% in July 2012  59.9% in Nov 2013  Browser compatibility issues  Performance problems  Still correct choice in some cases http://www.appcelerator.com.s3.amazonaws.com/pdf/q4-2013-devsurvey.pdf
  • 43. 2 guys in garage 10 guys with Seed funding 25 guys with VC backing 1000 guys public company Native apps (maybe) A cross-platform toolkit or language (not native) Anything
  • 44. Text & Simple Forms Lots of Static Images 2D games or environments 3D games or environments HTML5 in browser HTML5 wrapped as app Unity Unity Flash+Air OpenFL
  • 45. Not really (Just mobile) (Mobile + PC/Console) Very Important Unity Marmalade HTML5 Flash+Air OpenFL
  • 46.  Flash + Air for tablets and web  Moving now to GPU accelerated performance  Redesign of UI to better support tablets  OpenFL for handsets  Somewhat experimental but could be good long term