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Owen Goss - Creation of an iPhone Game. 360|iDev San Jose 09
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Creation of an iPhone Game
1.
Creation of an
iPhone Game Process and Lessons Owen Goss ©2009 Streaming Colour Studios Tuesday, March 3, 2009
2.
What’s this
all about? • Dapple • Processes • Lessons Learned ©2009 Streaming Colour Studios Tuesday, March 3, 2009
3.
Who is this
guy? • Owen Goss • Streaming Colour Studios • 5 years in Games Industry • EA Canada • Propaganda Games (Disney) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
4.
Development Stages
• Pre-Production • Production • Post-Production • Distribution, Marketing & Sales ©2009 Streaming Colour Studios Tuesday, March 3, 2009
5.
Pre-Production
Prototyping, Planning, Scheduling ©2009 Streaming Colour Studios Tuesday, March 3, 2009
6.
What is Pre-Pro?
Breakfast: the most important meal of the day Pre-Pro: the most important stage of game development ©2009 Streaming Colour Studios Tuesday, March 3, 2009
7.
Define Your Goals
The Game Business Goals Time Scope Polish ©2009 Streaming Colour Studios Tuesday, March 3, 2009
8.
Realistic
Expectations Xbox 360/PS3 Game ~350,000 person hrs Your iPhone Game ~2,000 person hrs ©2009 Streaming Colour Studios Tuesday, March 3, 2009
9.
Which is more
“valuable” right now? ©2009 Streaming Colour Studios Tuesday, March 3, 2009
10.
Design Document
(4-5 days) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
11.
Working Prototype
(4-5 days) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
12.
But, what if...
©2009 Streaming Colour Studios Tuesday, March 3, 2009
13.
The prototype isn’t
fun! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
14.
Prototyping
• Fast • Any platform • Physical prototypes • Quick and dirty! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
15.
Prototyping:
Lessons Learned • Prototyping is invaluable! • Have as many people as possible play the prototypes; don’t just rely on your own feelings about the game • Get honest feedback, early • When players get confused, find out why ©2009 Streaming Colour Studios Tuesday, March 3, 2009
16.
Dapple - 1st
Prototype ©2009 Streaming Colour Studios Tuesday, March 3, 2009
17.
Dapple - 4th
Prototype ©2009 Streaming Colour Studios Tuesday, March 3, 2009
18.
©2009 Streaming Colour
Studios Tuesday, March 3, 2009
19.
iPhone Prototype
• Port to iPhone • Fast and dirty • Track your time! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
20.
Design Doc
• Optional • Contractors? • Cement Ideas ©2009 Streaming Colour Studios Tuesday, March 3, 2009
21.
Technology Choices
• iPhone OS version • Audio • Rendering • UI • 3rd party engine (see Appendix) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
22.
Scheduling
• • Estimates Animation system? • UI framework? • Features • UI widgets? • Sub-Tasks • Rendering API? • • Infrastructure Sound API? • Handling Audio Sessions? • Handling low mem warnings? • Handling device locking? • Saving game state? • Custom debugging functions (e.g. custom asserts, logging functions, etc)? ©2009 Streaming Colour Studios Tuesday, March 3, 2009
23.
Scheduling cont
• Bug fixing time • Ship date • Enough time? • Reduce Scope ©2009 Streaming Colour Studios Tuesday, March 3, 2009
24.
Scheduling cont
• 3rd-party code solutions • Project management tools • PM software needed? ©2009 Streaming Colour Studios Tuesday, March 3, 2009
25.
Pre-Pro
Lessons Learned • Get the most out of pre-production when iteration is cheap! • Reduce scope at this stage, before you waste time and money! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
26.
Production
Let’s Build a Game! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
27.
What is
Production? Building the game you planned out in Pre-Production. ©2009 Streaming Colour Studios Tuesday, March 3, 2009
28.
Steps for Dapple’s
Production ©2009 Streaming Colour Studios Tuesday, March 3, 2009
29.
CrashLanding
• OpenGL • No longer available! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
30.
Toss the Prototype
©2009 Streaming Colour Studios Tuesday, March 3, 2009
31.
Developer Application
Lesson Learned: Should have done this much earlier! 6 weeks to be approved! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
32.
Hiring Contractors
• 2D artist • IndieGamer forums • Music composer • Friends • Sound designer • Other devs ©2009 Streaming Colour Studios Tuesday, March 3, 2009
33.
Hiring cont
• Considerations • Put it in writing • Lesson Learned: Know what you’re good at. Find professionals to do the rest, if you can afford it ©2009 Streaming Colour Studios Tuesday, March 3, 2009
34.
Contractors
• Design doc • UI wireframes • Concept • Iteration • Final Assets ©2009 Streaming Colour Studios Tuesday, March 3, 2009
35.
Meanwhile...
• Recruit volunteers • Early feedback • Weekly builds ©2009 Streaming Colour Studios Tuesday, March 3, 2009
36.
Game Modes
• Classic • Timed • Puzzle • 2 Player • Build Classic to shippable state ©2009 Streaming Colour Studios Tuesday, March 3, 2009
37.
Systems
Animation System ©2009 Streaming Colour Studios Tuesday, March 3, 2009
38.
Systems cont
Loading System ©2009 Streaming Colour Studios Tuesday, March 3, 2009
39.
Systems cont
Custom OpenGL UI Framework ©2009 Streaming Colour Studios Tuesday, March 3, 2009
40.
Systems cont
Save Game System Lesson Learned: Saving state means the user feels like the game belongs to them ©2009 Streaming Colour Studios Tuesday, March 3, 2009
41.
Systems cont
SoundEngine My fixes are on Dev Forums as OTrain13 ©2009 Streaming Colour Studios Tuesday, March 3, 2009
42.
Systems cont
Audio Session System Lesson Learned: This was one of the trickiest parts of developing on iPhone. Should have tackled this much earlier in development! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
43.
Systems cont
Rendering System ©2009 Streaming Colour Studios Tuesday, March 3, 2009
44.
Fonts
Lesson Learned: Make sure you have the font licensing rights! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
45.
Colorblind Mode
Tritanope Normal Deuteranope Protanope (rare) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
46.
iTunes Contracts
Lesson Learned: Should have handled this much earlier in Production - this nearly caused my release date to slip ©2009 Streaming Colour Studios Tuesday, March 3, 2009
47.
Additional
Game Modes • Lessons Learned: • Single Player is a special case of 2 Player Mode! • Smart API design • Extra modes didn’t get as much testing ©2009 Streaming Colour Studios Tuesday, March 3, 2009
48.
Pre-Release
Promotion • One month prior to release • Simulator capture video • Press releases • Not much press ©2009 Streaming Colour Studios Tuesday, March 3, 2009
49.
Throughout
Production • Daily play-tests • Fix bugs • Weekly memory leak tests • Weekly performance tests ©2009 Streaming Colour Studios Tuesday, March 3, 2009
50.
Production
Lessons Learned • Test on device early • Have people play it early and often • Listen to feedback • Iteration is good ©2009 Streaming Colour Studios Tuesday, March 3, 2009
51.
Lessons Learned
cont • Always move forward • UI always takes longer than you think • Single player = special case of multiplayer • Ideas generate ideas ©2009 Streaming Colour Studios Tuesday, March 3, 2009
52.
Post-Production
Alpha, Dev Beta, Beta, Final (AKA “The Fun Part”) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
53.
What is
Post-Production? • Bug fixing • Performance optimization • Memory optimization • Memory leak tracking and fixing • Testing ©2009 Streaming Colour Studios Tuesday, March 3, 2009
54.
Post-Production
The Goal Release a bug-free polished product! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
55.
Alpha
• Feature-complete • Lots of bugs • Bug fixing • Recruit testers ©2009 Streaming Colour Studios Tuesday, March 3, 2009
56.
Dev-Beta
First zero-bug build ©2009 Streaming Colour Studios Tuesday, March 3, 2009
57.
Beta
X days - no must fix bugs found ©2009 Streaming Colour Studios Tuesday, March 3, 2009
58.
Final
Y days after Beta - no must-fix bugs found ©2009 Streaming Colour Studios Tuesday, March 3, 2009
59.
Submission
Upload to the App Store. Have a drink! ©2009 Streaming Colour Studios Tuesday, March 3, 2009
60.
©2009 Streaming Colour
Studios Tuesday, March 3, 2009
61.
Post-Production
Lessons Learned • Build number • Symbol files • Crash logs • Follow Apple docs, not website ©2009 Streaming Colour Studios Tuesday, March 3, 2009
62.
Dapple - 1st
Prototype ©2009 Streaming Colour Studios Tuesday, March 3, 2009
63.
Dapple - 4th
Prototype ©2009 Streaming Colour Studios Tuesday, March 3, 2009
64.
Dapple - 1st
iPhone Prototype ©2009 Streaming Colour Studios Tuesday, March 3, 2009
65.
Dapple - Final
Product ©2009 Streaming Colour Studios Tuesday, March 3, 2009
66.
Conclusions
• Dapple: Unique Textures: 172 Unique Sounds: 19 Music Tracks: 5 Game Modes: 3 Unique FE Screens: 25 Code Classes: 67 ©2009 Streaming Colour Studios Tuesday, March 3, 2009
67.
Conclusions
Total Dev Time: 6 months Total Dev Budget: ~$32,000 USD Price: $4.99 USD ©2009 Streaming Colour Studios Tuesday, March 3, 2009
68.
What
Questions do you have? ©2009 Streaming Colour Studios Tuesday, March 3, 2009
69.
Appendix
©2009 Streaming Colour Studios Tuesday, March 3, 2009
70.
iPhone Game Engines:
• Unity - http://unity3d.com/unity/features/iphone-publishing • Torque Game Builder (TGB) - http://www.garagegames.com/ products/torque-2D • Oolong - http://oolongengine.com/ IndieGamer Forums: • Indie Gamer - http://forums.indiegamer.com Font Resources: • DaFont - http://www.dafont.com/ • Many free for commercial use, or cheap commercial use licenses. Pay attention to the licensing details! Colorblind Resources: • Vischeck - http://www.vischeck.com/vischeck/ • Upload images and see how they look with 3 different kinds of colorblindness • Color Vision Test - http://www.opticien-lentilles.com/daltonien_beta/ new_test_daltonien.php • Answer this questionnaire to determine your exact type of colorblindness (or determine if you’re not at all) ©2009 Streaming Colour Studios Tuesday, March 3, 2009
71.
Texture Pre-Multiplication on
iPhone: • Forum discussion - http://www.idevgames.com/forum/ showthread.php?t=15780 Screen Capture Tools: • Snapz Pro X - http://www.ambrosiasw.com/utilities/snapzprox/ • Great tool for doing static screenshots or full-motion video captures • iShowU - http://www.shinywhitebox.com/ • Full-motion video captures - I haven’t used it personally, but I’ve heard good things Applying for Paid App Contract Outside the U.S.: • My blog posts on the subject: • Preparation - http://www.streamingcolour.com/blog/2009/01/12/ preparation/ • Follow Up - http://www.streamingcolour.com/blog/2009/01/12/ follow-up/ • Ongoing Paperwork - http://www.streamingcolour.com/blog/ 2009/01/12/ongoing-paperwork/ • Note: The blog posts mention mailing to California - this was incorrect. The forms needed to be mailed to Texas. ©2009 Streaming Colour Studios Tuesday, March 3, 2009
72.
Tracking Memory Leaks
with Instruments: • Tutorial - http://www.streamingcolour.com/blog/tutorials/tracking- iphone-memory-leaks/ Recording an iPhone Gameplay Video: • Tutorial - http://www.streamingcolour.com/blog/tutorials/creating-an- iphone-game-video/ Crash Logs and Symbolicating: • iPhone Crash Logs - http://www.anoshkin.net/blog/2008/09/09/ iphone-crash-logs/ ©2009 Streaming Colour Studios Tuesday, March 3, 2009
73.
Thank You!
©2009 Streaming Colour Studios Tuesday, March 3, 2009
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