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INFINITY BLADE AND
BEYOND
THE FUTURE OF MOBILE GAMES
GEREMY MUSTARD | TECHNICAL DIRECTOR
INFINITY BLADE
• (Fun facts about IB in Korea… pending)
WHY MAKE PHONE
GAMES?
• Huge install base
• 2.2 billion dollar,
rapidly growing market
Global Mobile App Store
Rankings
(Ranking by revenue in millions of dollars)
2010
Rank Store
2009
Revenue
2010
Revenue
Annual
Growth
1Apple App Store $769 $1,782 131.9%
2BlackBerry App World $36 $165 360.3%
3Nokia Ovi Store $13 $105 719.4%
4Google Android Market $11 $102 861.5%
Total $829 $2,154 160.2%
Source: IHS Screen Digest February 2011
WHY MAKE PHONE
GAMES?
• Huge install base
• 2.2 billion dollar,
rapidly growing market
• Over 50% of that
revenue comes from
games
• The hardware is ready
for games we like to
make
THE HARDWARE
• Comparable to
last gen consoles
• Will surpass
current gen
consoles within 3
years
• Tons of memory
• Touch screens
MAKE IT PRETTY!
• Emphasis on close-up
characters
• Cinematic
presentation
• Uncluttered screen
• The world was our
story
MAKE IT FUN!
• Can play whole game with One
Finger
– Find ways to get input, then get that
finger out of the way
• Super short session core gameplay
– Meaningful, fun, and progressive
every 2 minutes
• Original, Unique, Device Specific
design
– If your game would be great with a
controller, you are making the wrong
game
• Easy to grasp, difficult to master
– Truly skill based
CHARACTERS
• Lighting
– Per-vertex specular looks
bad on characters
– Per-pixel specular from sum
of diffuse RGB to save
memory
– Spherical Harmonics from
baked GI
• Low verts, HUGE texture
maps
– 3000 verts, 2048 textures
• Low bone count
• 2 weights per vert
• One draw call
– Merged meshes and texture
atlas for hero character
ENVIRONMENT
• Keep draw calls down
– Combine meshes that use the
same texture and shader
– Aggressive culling
• Custom painted cards for
distance
– Lower draw calls
– Simulate depth of field
• Colored lightmaps for distant
meshes to simulate fog
• Delete unseen polygons
– Fixed cameras allowed us to be
super aggressive
BAKED LIGHTING
• Global illumination
• Ambient occlusion
• Baked-in normal maps
• Custom painted details
LIGHTMAPS
BAKED
CUSTOM
LIGHTMAPS
BAKED
CUSTOM
OTHER OPTIMIZATIONS
• Getting around lack of precompiled shaders
• Next gen particle systems are not cheap
– Automated flipbook texture creation from
expensive animated materials
• Precomputed visibility sets
• Considerations for different devices
– Screen resolution vs memory
– Per-pixel rendering performance
SCALABILITY
• Plan ahead for hardware advances
• How easy was it to support iPad 2?
– Content was ready (high res textures)
– Only changed 4 settings!
• Set textures to use highest resolution mip-maps
• Turned on advanced character lighting
• Turned on MSAA
• Turned on 2nd CPU core
• Why so easy?
– Scalable engine settings (must scale between mobile, console,
PC)
– Content built with near future in mind
Platforms in 2002
Consoles
PC Handheld
Mainstream Gaming
PlayStation 2
GameCube
Xbox
GameBoy
Platforms in 2012
Consoles
PC, Mac Native
Handheld
MMO
Mainstream
Gaming
Xbox 360
Wii
PlayStation 3
Mobile/Phone
iPhone/iPad
Android
Nintendo 3DS
Sony NGPKinect XBLA
PSN
Web Gaming
Social Network
Gaming
Faceboo
k
Twitter
Browser Games
Windows Phone 7
DREAM BIG
• Modern mobile hardware + scalable
engines allows for easy cross-platform
development
• What kind of experiences will that allow?
DREAM REALLY BIG
2 BILLION consoles in
people’s pockets within 4
years!!!
Infinity Blade and beyond

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Infinity Blade and beyond

  • 1. INFINITY BLADE AND BEYOND THE FUTURE OF MOBILE GAMES GEREMY MUSTARD | TECHNICAL DIRECTOR
  • 2. INFINITY BLADE • (Fun facts about IB in Korea… pending)
  • 3. WHY MAKE PHONE GAMES? • Huge install base • 2.2 billion dollar, rapidly growing market
  • 4. Global Mobile App Store Rankings (Ranking by revenue in millions of dollars) 2010 Rank Store 2009 Revenue 2010 Revenue Annual Growth 1Apple App Store $769 $1,782 131.9% 2BlackBerry App World $36 $165 360.3% 3Nokia Ovi Store $13 $105 719.4% 4Google Android Market $11 $102 861.5% Total $829 $2,154 160.2% Source: IHS Screen Digest February 2011
  • 5. WHY MAKE PHONE GAMES? • Huge install base • 2.2 billion dollar, rapidly growing market • Over 50% of that revenue comes from games • The hardware is ready for games we like to make
  • 6. THE HARDWARE • Comparable to last gen consoles • Will surpass current gen consoles within 3 years • Tons of memory • Touch screens
  • 7. MAKE IT PRETTY! • Emphasis on close-up characters • Cinematic presentation • Uncluttered screen • The world was our story
  • 8. MAKE IT FUN! • Can play whole game with One Finger – Find ways to get input, then get that finger out of the way • Super short session core gameplay – Meaningful, fun, and progressive every 2 minutes • Original, Unique, Device Specific design – If your game would be great with a controller, you are making the wrong game • Easy to grasp, difficult to master – Truly skill based
  • 9. CHARACTERS • Lighting – Per-vertex specular looks bad on characters – Per-pixel specular from sum of diffuse RGB to save memory – Spherical Harmonics from baked GI • Low verts, HUGE texture maps – 3000 verts, 2048 textures • Low bone count • 2 weights per vert • One draw call – Merged meshes and texture atlas for hero character
  • 10.
  • 11.
  • 12. ENVIRONMENT • Keep draw calls down – Combine meshes that use the same texture and shader – Aggressive culling • Custom painted cards for distance – Lower draw calls – Simulate depth of field • Colored lightmaps for distant meshes to simulate fog • Delete unseen polygons – Fixed cameras allowed us to be super aggressive
  • 13. BAKED LIGHTING • Global illumination • Ambient occlusion • Baked-in normal maps • Custom painted details
  • 15. BAKED
  • 18. BAKED
  • 20. OTHER OPTIMIZATIONS • Getting around lack of precompiled shaders • Next gen particle systems are not cheap – Automated flipbook texture creation from expensive animated materials • Precomputed visibility sets • Considerations for different devices – Screen resolution vs memory – Per-pixel rendering performance
  • 21. SCALABILITY • Plan ahead for hardware advances • How easy was it to support iPad 2? – Content was ready (high res textures) – Only changed 4 settings! • Set textures to use highest resolution mip-maps • Turned on advanced character lighting • Turned on MSAA • Turned on 2nd CPU core • Why so easy? – Scalable engine settings (must scale between mobile, console, PC) – Content built with near future in mind
  • 22.
  • 23.
  • 24. Platforms in 2002 Consoles PC Handheld Mainstream Gaming PlayStation 2 GameCube Xbox GameBoy
  • 25. Platforms in 2012 Consoles PC, Mac Native Handheld MMO Mainstream Gaming Xbox 360 Wii PlayStation 3 Mobile/Phone iPhone/iPad Android Nintendo 3DS Sony NGPKinect XBLA PSN Web Gaming Social Network Gaming Faceboo k Twitter Browser Games Windows Phone 7
  • 26. DREAM BIG • Modern mobile hardware + scalable engines allows for easy cross-platform development • What kind of experiences will that allow?
  • 27. DREAM REALLY BIG 2 BILLION consoles in people’s pockets within 4 years!!!