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www.affinitystudios.com Brian  Rodway Managing Director Affinity Studios Ltd Best Practice - Delivery Mobile Phone
www.affinitystudios.com Adoption of technology Device fragmentation & solutions Handset statistics Best Practice - Delivery Mobile Phone
www.affinitystudios.com Each phone capabilities different No standard deployment platform e.g. Screen size variation,  from 128x126 up to 352x416 Memory Size Processor Speed Adoption Of Technology
www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2   www.affinitystudios.com WAP Adoption  figures by   Simon Rockman, Sony Ericsson Adoption Of Technology
www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2   www.affinitystudios.com MMS Adoption  figures by   Simon Rockman, Sony Ericsson Adoption Of Technology
www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2   www.affinitystudios.com Java (J2ME) & Brew Adoption  figures by   Simon Rockman, Sony Ericsson Adoption Of Technology
www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2   www.affinitystudios.com Bluetooth Adoption  figures by   Simon Rockman, Sony Ericsson Adoption Of Technology
www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2   www.affinitystudios.com Choose your technology wisely. Your idea might not be commercially viable for many years. Location based apps? If it follows the same curve  as Bluetooth it will be 2013 before 50% of phones have that capability. Adoption Of Technology
www.affinitystudios.com Fragmentation   Diversity of handsets. e.g. Johnny Bravo - Johnny Bee Good For Turner, had to hit 80% of operator handsets drop list. Manufacturer Primary Secondary Nokia 14 82 Samsung 11 67 Motorola 10 41 SonyEricsson 6 41 LG 6 39 Sharp 5 11 Panasonic 2 5 Sagem 2 8 NEC 1 4 Siemens 4 31 Total= 61 329 Screen Resolutions: 19 different resolutions 128x128,128x148,128x160,130x130,132x176,176x180,176x185,176x204, 176x208,176x220, 176x240, 208x208, 220x176,240x260, 240x295, 240x300, 240x320, 320x240,352x416.
www.affinitystudios.com Fragmentation   Other Considerations The game was developed in 5 different languages. English, French, Italian, German and Spanish. Each different handset has different memory capacity and processor speed. The maximum memory size available for the game and data (Jar file) varies from 64K to over 500K. Different manufacturers have different Java Machines in their phones. Each with their own bugs and implementation issues.
www.affinitystudios.com Solutions  Never hard code graphics coordinates. Always make them relative. For example, center of screen, top left, 1/3 down etc Never embed text strings within the code, read them into the game from a file at run-time. Different language, a different file. Gameplay screen is made from a tilemap. This allows the game to cope with any screen resolution. Have three sets of tiles. Small, medium and large.
www.affinitystudios.com Solutions  Developed 3 versions: Small 100k jar, Medium 200k jar, Large > 300k. Used SonyEricsson and Nokia phones for the reference builds. Small tiles 12x12, Medium tiles 16x16, Large tiles 32x32 Small version - 2 plane parallax scroll Medium version - 2 or 3 plane parallax scroll Large version - 3 plane parallax scroll What about all the other versions? Outsourced. Game code and development process was designed for easy porting to required Operator handset list.
www.affinitystudios.com Handset Statistics   Are all those versions necessary?
www.affinitystudios.com Handset Statistics
www.affinitystudios.com Handset Statistics   Screen Resolution? - 240x320
www.affinitystudios.com Handset Statistics   176x220
www.affinitystudios.com Handset Statistics   128x160 176x208
www.affinitystudios.com Handset Statistics   128x160 = 8.76 176x208 = 5.52 176x220 = 17.07 240x320 = 39.88 Total = 71.23 % Conclusion If NOT releasing the game/application via an operators potral then you only need to do versions for SonyEricsson, Nokia, Samsung and Motorola. You also only have to do 4 different screen resolutions.  Screen Res  % of Market
www.affinitystudios.com Summary   Don’t assume everyone has the technology you do. There is no standard device. There is device fragmentation, but it’s not a major problem if accounted for in development process. If you are developing a game/application that is not going on an operator portal, you can just develop it for the 4 most popular brands. This simplifies the process and reduces cost.

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Affinity Talk2008 Bestpractice

  • 1. www.affinitystudios.com Brian Rodway Managing Director Affinity Studios Ltd Best Practice - Delivery Mobile Phone
  • 2. www.affinitystudios.com Adoption of technology Device fragmentation & solutions Handset statistics Best Practice - Delivery Mobile Phone
  • 3. www.affinitystudios.com Each phone capabilities different No standard deployment platform e.g. Screen size variation, from 128x126 up to 352x416 Memory Size Processor Speed Adoption Of Technology
  • 4. www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2 www.affinitystudios.com WAP Adoption figures by Simon Rockman, Sony Ericsson Adoption Of Technology
  • 5. www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2 www.affinitystudios.com MMS Adoption figures by Simon Rockman, Sony Ericsson Adoption Of Technology
  • 6. www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2 www.affinitystudios.com Java (J2ME) & Brew Adoption figures by Simon Rockman, Sony Ericsson Adoption Of Technology
  • 7. www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2 www.affinitystudios.com Bluetooth Adoption figures by Simon Rockman, Sony Ericsson Adoption Of Technology
  • 8. www.affinitystudios.com The games can be played anywhere. They can be played while waiting for a bus, or while in transit. This is literally miles away from the traditional console couch potato. Reason 2 www.affinitystudios.com Choose your technology wisely. Your idea might not be commercially viable for many years. Location based apps? If it follows the same curve as Bluetooth it will be 2013 before 50% of phones have that capability. Adoption Of Technology
  • 9. www.affinitystudios.com Fragmentation Diversity of handsets. e.g. Johnny Bravo - Johnny Bee Good For Turner, had to hit 80% of operator handsets drop list. Manufacturer Primary Secondary Nokia 14 82 Samsung 11 67 Motorola 10 41 SonyEricsson 6 41 LG 6 39 Sharp 5 11 Panasonic 2 5 Sagem 2 8 NEC 1 4 Siemens 4 31 Total= 61 329 Screen Resolutions: 19 different resolutions 128x128,128x148,128x160,130x130,132x176,176x180,176x185,176x204, 176x208,176x220, 176x240, 208x208, 220x176,240x260, 240x295, 240x300, 240x320, 320x240,352x416.
  • 10. www.affinitystudios.com Fragmentation Other Considerations The game was developed in 5 different languages. English, French, Italian, German and Spanish. Each different handset has different memory capacity and processor speed. The maximum memory size available for the game and data (Jar file) varies from 64K to over 500K. Different manufacturers have different Java Machines in their phones. Each with their own bugs and implementation issues.
  • 11. www.affinitystudios.com Solutions Never hard code graphics coordinates. Always make them relative. For example, center of screen, top left, 1/3 down etc Never embed text strings within the code, read them into the game from a file at run-time. Different language, a different file. Gameplay screen is made from a tilemap. This allows the game to cope with any screen resolution. Have three sets of tiles. Small, medium and large.
  • 12. www.affinitystudios.com Solutions Developed 3 versions: Small 100k jar, Medium 200k jar, Large > 300k. Used SonyEricsson and Nokia phones for the reference builds. Small tiles 12x12, Medium tiles 16x16, Large tiles 32x32 Small version - 2 plane parallax scroll Medium version - 2 or 3 plane parallax scroll Large version - 3 plane parallax scroll What about all the other versions? Outsourced. Game code and development process was designed for easy porting to required Operator handset list.
  • 13. www.affinitystudios.com Handset Statistics Are all those versions necessary?
  • 15. www.affinitystudios.com Handset Statistics Screen Resolution? - 240x320
  • 18. www.affinitystudios.com Handset Statistics 128x160 = 8.76 176x208 = 5.52 176x220 = 17.07 240x320 = 39.88 Total = 71.23 % Conclusion If NOT releasing the game/application via an operators potral then you only need to do versions for SonyEricsson, Nokia, Samsung and Motorola. You also only have to do 4 different screen resolutions. Screen Res % of Market
  • 19. www.affinitystudios.com Summary Don’t assume everyone has the technology you do. There is no standard device. There is device fragmentation, but it’s not a major problem if accounted for in development process. If you are developing a game/application that is not going on an operator portal, you can just develop it for the 4 most popular brands. This simplifies the process and reduces cost.