Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Christian Gyrling is a programmer at Naughty Dog who created the enemy characters and co-authored the AI in Uncharted: Drake's Fortune. He discusses the challenges of creating many complex animations for the new console generation. To address these challenges, Naughty Dog used additive animations to preserve base animations while adding variations like aiming and looking. They also streamlined the animation workflow and built a test bed to quickly iterate. This allowed for great variety in enemy movements and reactions without much additional programming complexity.
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017. Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
1. The document outlines profiling tools and techniques for optimizing game performance in Unreal Engine 4, including tools for profiling CPU, GPU, memory, and content. 2. It provides guidance on using tools like the profiler, stat commands, VTune, rendering stats, and view modes to identify optimization opportunities for issues like animation updates, materials, lighting, culling. 3. The document highlights recent improvements in Unreal Engine 4.19 like improved cloth simulation and worker thread scaling that can enhance performance.
.NET Framework에 대한 전반적인 소개와 주요 최적화 포인트 소개
This document discusses using SIP and WebRTC together. It introduces Janus, an open-source WebRTC server with a modular plugin architecture. One plugin enables SIP gatewaying, allowing WebRTC clients to communicate with SIP networks without needing a SIP stack in the browser. The plugin handles SIP internally while exposing a simpler JSON API to clients. This avoids issues that could arise from putting SIP directly in the browser.
Talks by Tomasz Stachowiak at Electronic Arts for SIGGRAPH 2015 in the Advances in Real-time Rendering course.
GlusterFS is an open-source networked file system that provides scalable, distributed storage for OpenStack. It aggregates disk storage from multiple servers into a single global namespace that is accessible from anywhere. GlusterFS uses a distributed hashing technique to spread files across servers and can be configured for replication or erasure coding for redundancy. It integrates with OpenStack components like Swift, Cinder, and Glance to provide block, object, and file-level storage services for virtual machines. Future integration plans include a Cinder-like file service (FaaS) and support for Windows and NFS shares.
The document discusses shadow mapping, a technique for real-time shadow generation in 3D graphics. Shadow mapping works by rendering the scene from the point of view of the light to generate a depth map, then using that depth map to determine whether surfaces are in shadow during the main rendering pass from the camera's point of view. Hardware support for shadow mapping allows efficient shadow tests by comparing depth map values to fragment depths.
This document summarizes an Advanced OpenVPN Concepts presentation. It discusses improvements in OpenVPN 2.2 like user authentication and additional compression settings. It also covers OpenVPN tunnel network behaviors and routing methods, including static, policy-based, and dynamic routing. Finally, it provides tactics for Multi-WAN redundancy using features like multiple remotes, gateway groups, policy routing, and OSPF dynamic routing.
[NDC17] Unreal.js - 자바스크립트로 쉽고 빠른 UE4 개발하기 https://github.com/ncsoft/Unreal.js https://github.com/ncsoft/React-UMG Demo Link - https://youtu.be/3F0TGGqedkQ https://youtu.be/kawyH68OB_g https://youtu.be/EG99YW6P3rg
모바일 게임 비즈니스 모델 1. 모바일 게임 역사 2. 광고형 비즈니스 3. 유료앱 비즈니스 4. F2P 비즈니스 5. 정리 P.S 자세한 비즈니스 내용까지 정리가 안된 상태이며, 데브루키에서 발표를 진행한 자료 입니다.
Github : https://github.com/hskim2019/bitcamp-fit-tour Demo : https://youtu.be/12hJUOrJVho 자바 웹 프로젝트
The document provides an overview of mobile user experience design. It discusses why mobile is important due to rising smartphone usage. It defines key aspects of mobile like its personal, convenient nature. It also considers how tablets relate to mobile. The document outlines best practices for mobile design including native apps, responsive design. It discusses design principles like usability on small screens and during interruptions. It provides examples of common mobile UI elements and gestures. It also covers navigation frameworks and design patterns.