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Mobile Gaming Revolution

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The gaming market has long-since been one of the biggest earners in the entertainment industry. In fact, the global gaming market generated just under $110 billion in revenue in 2017 alone, $82 billion of which came from free-to-play games that offered in-app purchases (IAPs). More recently, the mobile gaming industry has been growing by leaps and bounds. Part of the multi-billion dollar app economy, the mobile gaming market is believed to generate as much as 75% of the app market revenue– a market that’s expected to be worth $101 billion in 2020. According to a study by Apptopia, developer titan, Supercell (known for popular titles like Clash Royale and Clash of Clans) generated all but a million of their $145 million revenue in 2017 from IAPs; $114 million of Activision Blizzard’s $116 million earnings in the same year were attributed to IAPs as well. The Future of Gaming The future of gaming doesn't console and PC games – it’s mobile gaming. More specifically, mobile ga

Game Design Document for Indie Developer, Mini Games

The Short Game Design Document for Indie Developer that kept track of the design direction that you wanted and will guide to work on proper game flow. Game Title Game Indetity/Mantras Design Pillars Genre/Story/Mechanics Summary Game Economy System Features Interface Art Style Music/Sound Development Roadmap / Launch Criteria Milestones Short Game Design Document Template looks like as follow: Game Title Game Identity / Mantra List your single sentence description of the game that you will use to guide design decisions. (Example: Stylized action platformer about a meatball fighting the dinner table.) Design Pillars List up to 3 words/phrases that convey the feeling or emotion you want the player to experience. (Example: Fast. Action-packed. Mayhem.) Genre/Story/Mechanics Summary List what the game is from a gameplay and/or story perspective. (Example: This game uses a unique swinging rope mechanic to tell a story about what it means to be a meatball...)

Game Levels of Escape Prison.

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I thought of a game in which player is in the prison which has very high security and player has to escape from prison without using any weapons. This is an action based puzzle game. It's a 3D side scrolling Game. This was my 2st Level Named: Cube Prison. Basic Layout of the level 2 Level 2 Design With Props & Obstacles. The Solution of Cube Prison Level 2

How mobile apps and games make money?

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Once you have a good idea for a game or app it’s important to stop and think about  how to make enough money to at least cover what  you've  invested to create it. While there are as many ways to make money from an application as one can imagine, in this Post we will discuss the most common  business models for apps and games , using some models of well-known apps and games as examples. I hope you find this helpful as you create your own app! In app purchase from CSR Racing In app purchase from Clash of Clans     Free Apps + Advertising:   Free download with income  via banners and ads ( iAd ,  AdMob , millennial media, place play) Apps published through this format often have a double objective: one, to generate income through impression and ad-banner clicks, and two, to serve as an app or game demo that later has a paying version. Example: Angry bird free iAd could pay between  $.30 and $3.00 for eCPM  (Cost per one thousand impressions), AdMob bet

Culling Techniques

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The best optimization when rendering is to not render anything unnecessary. And that is what culling is about, to find out what can be skipped when rendering because it cannot be visible anyway.  Below are the basic culling techniques which most renders’ implements. Back Face Culling Faces that faces away from the camera cannot be visible on the screen so they don’t need to be drawn. This is so often used that it’s implemented by the hardware. It roughly cuts the amount of faces drawn in half. Just remember to turn it on! Portal Culling A technique that divides the scene into cells with portals between. When rendering, the camera will be in one of the rooms and that room will be rendered normally. But for each portal that is visible in the room a view frustum is set up for the size of the portal and then the room behind it is rendered. This will work recursively. The result will be that a lot of geometry can be culled by view frustum culling when rendering the other

Making the quality of PVRTC textures higher

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Introduction When developing mobile games many people face the need of reduction the occupied memory or the size of distributive. They are textures, which are the largest assets in most projects. 1024x1024 uncompressed texture sizes about 4 Mb generally. And usually there is more than one texture in a scene. We have to compress textures if we really want to reduce memory usage and make the loading process of the scenes much faster. We are going to use PVRTC as an example. This algorithm has its own advantages as well as disadvantages. While texture size is reduced by 8 times, terrible artifacts show up, especially in transparent textures. This post is written to help when struggling with those artifacts. Method The main point of this method is the post-processing a texture before compressing it. To do this we need any graphics editing program that supports layers. I used Adobe Photoshop. Let’s consider the algorithm in details: 1) Open your texture with Photoshop. 2) Create

Texture compression is Efficiency key for mobile graphics

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Texture compression technology has been developed to provide significant enhancements in quality and efficiency offering application developers the required performance and quality at 2bpp and 4bpp resolutions while lowering system memory usage and reducing GPU processing overhead for the low power-driven world of mobile graphics. Textures are ubiquitous in mobile and desktop graphics. They add a degree of realism to a wide range of applications like games or navigation apps where a combination of factors such as image quality and loading times are vital to smartphone, tablet and portable console users. Typically such content is increasingly pushing for higher quality on higher resolutions in order to raise the overall quality bar. This means computing systems need to have access to the right combination of features, raw graphics and compute performance and software tools to make efficient use of all available resources. Memory, quality, power, performance: the four horsemen of te