Transcript Slide 1
J2ME Game Development Platform: 3 months and so much to do… 19.12.2005 Chief Operating Officer Juhana Hietala Agenda • Introduction • Developing a platform for mobile • Platform in actual use in game development projects • Summary 12/19/2005 Copyright © 2005 Rovio Mobile Page 2 Rovio in Brief • Founded in late 2004 by industry veterans – Profound understanding of mobile as platform – Developer and self-publisher of high quality J2ME games • All stages of game development in-house – Today 34 employees – Internal QA department • Games sold via carriers and portals – Games sold in 5 continents – Customers include Vodafone, T-Mobile, Orange, O2, Hutchison 3G etc. 12/19/2005 Copyright © 2005 Rovio Mobile Page 3 Darkest Fear Darkest Fear™ defines an entirely new category of mobile games, inviting the player deep into a haunting story of hidden mystery and bitter despair. The game features 15 challenging levels, each with its own puzzles to solve and hazards to overcome. Furniture and walls leave realistic shadows, creating an atmosphere of intense horror that test the nerves of even the most jaded player. One wrong move taken in haste is all takes for you too to get torn to pieces! • Light reacts naturally on walls, furniture, and to movement • Light, shadows, and the presence of lurking creatures result in a truly haunting atmosphere • Solve tricky puzzles using different light sources, such as flashlights, lanterns, lamps, fireplaces, mirrors, and moonlit windows • Three different endings to the game depending on your choices • “This may very well be the most enthralling, original mobile game we've played in 2005.“ -Gamespot •“An ingenious horror game with fresh puzzle ideas and great animated sequences.“ -Airgamer Controls 2,4,6,8: movement 5: drop light/pick up light In a nutshell A fresh and innovative gaming experience with real-life lighting effects. The first truly scary game in mobile! 12/19/2005 Copyright © 2005 Rovio Mobile Page 4 Introduction to mobile development • J2ME game development is a challenging task: – Over 300 different handsets – Localization needs – Phones have different features: • • • • • • Display size Jar –size limitations Heap memory Processing power (PPP) Different sound standards (OTT, MIDI etc.) Keyboard layout – Different APIs – Channel requirements – Network features • Technological platforms’ purpose is to make producing different conversions to different handsets more efficient • And you’ve heard it all from Valtteri already, so let’s move on… 12/19/2005 Copyright © 2005 Rovio Mobile Page 5 Case Rovio: • Market opportunity window to the publishing business was open in the beginning of 2005 –for a limited amount of time • Challenge of providing support for over 300 handsets • APPROACH: – Getting the right people… – Developing platform that can deliver but realizing the limitation of Java in the mobile environment… – Setting up the processes… ….in order to be able to develop great games (which is a whole new story..) 12/19/2005 Copyright © 2005 Rovio Mobile Page 6 Requirements for the platform • Has to enable rapid, cost-efficient J2ME game development and porting • Modular and extendable • User friendliness IDENTIFYING and FOCUSING on ESSENTIALS 12/19/2005 Copyright © 2005 Rovio Mobile Page 7 Rovio’s platform strategy • LONG-TERM (has to be aligned with the business strategy) Release / 1.0 2.0 3.0 4.0 Developing environment • xx •xx • xx • xx Mobile API •xx • xx • xx •xx Device Database •xx • xx • xx •xx Publishing tools • xx • xx •xx • xx Module • – 2 major annual releases – Planned 4 releases ahead • SHORT-TERM – Minimizing repetitive, manual labor that can be automated – 1st release was very critical in time-perspective • • • • 12/19/2005 Feature prioritization Time-paced development Focus on working software Given all the resources available Copyright © 2005 Rovio Mobile 04/05 2005 12/05 06/06 2006 Page 8 12/06 Our platform concept • Consists of four modules: – Mobile API MOBILE API DEVICE DATABASE DEVELOPING ENVIRONMENT PUBLISHING TOOLS – Device Database – Developing Environment – Publishing Tools 12/19/2005 Copyright © 2005 Rovio Mobile Page 9 How we did it • Dedicated team: 7 – Project manager – 1 architect – 1-5 other developers • Identifying modules that could be developed separately • Piloted platform with an internal game project (that was never released) – Played a vital role in finding all the bugs • Iterative development – Planning the next milestone in detail, the following roughly 12/19/2005 # of developers 6 5 4 3 2 1 0 Jan Feb Mar Apr May Month • Daily plannning meetings: what are we doing? • Weekly planning meetings: what should we be doing? • Project manager played a vital role Copyright © 2005 Rovio Mobile Page 10 Glance of the actual project plan 12/19/2005 Copyright © 2005 Rovio Mobile Page 11 Life in the fast lane... ID T ask Name Duration Finish Start Jan '05 1 T echnology development 50 days? Fri 15.4.05 Mon 7.2.05 2 Pilot game project 80 days? Fri 10.6.05 Mon 21.2.05 3 1st game proj ect 93 days? Fri 29.7.05 Wed 23.3.05 4 2nd game project 78 days? T ue 26.7.05 Fri 8.4.05 Feb '05 Mar '05 Apr '05 May '05 Jun '05 Jul '05 Aug '05 31 7 14 21 28 7 14 21 28 4 11 18 25 2 9 16 23 30 6 13 20 27 4 11 18 25 1 8 15 PROS CONS • Release ahead of schedule • Pilot game project found several bugs that had to be fixed • Excellent functionality that enables fast time-tomarket • Proof of concept internally and externally. • Several features postponed for 2.0 release (Dec 05) • Convinced Tekes to grand financing for the further development 12/19/2005 Copyright © 2005 Rovio Mobile Page 12 Using platform in game projects Pre-production Production QA Post-Production Game development platform • requirement definition • project plan • tech specs 12/19/2005 • 5-6 reference handsets • 4-5 sets of graphics • parameterized features • Porting to different handsets (300+ handsets) • localizations (7 languages) • channel customization Copyright © 2005 Rovio Mobile Page 13 How has the platform worked? Darkest Fear™ August War Diary™: Burma Velvet Backstage™ September October War Diary™: Crusader Paid To Kill™ November December Resources used on porting Resources used for porting in different projects 250 200 150 100 50 0 1 2 3 4 5 6 Project # 12/19/2005 Copyright © 2005 Rovio Mobile Page 14 Summary • Mobile devevelopment is no rocket science, but... • VC funding enabled having the resources needed • Iterative development crucial when everything can’t be fully planned in advance • Intensive customer involvement (or putting them to work...) • Black box approach doesn’t work: • EFFICIENCY = PEOPLE + TECHNOLOGY + PROCESSES 12/19/2005 Copyright © 2005 Rovio Mobile Page 15 Contact Information Juhana Hietala Chief Operating Officer mobile: email: +358 50 385 3495 [email protected] address: Annankatu 31-33 C FIN-00100 Helsinki Finland internet: www.rovio.com 12/19/2005 Copyright © 2005 Rovio Mobile Page 16