- Defense GameTech Users

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Design Considerations
and Best Practices
for Mobile Applications
David E. Figley, Jr
Programmer, C2 Technologies, Inc.
Patriot Missile System
Training Apps
•
Connecting Soldiers to Digital Applications
•
Deployed on iPhone 4 and desktop web browsers
•
Runs on iPad 2, new iPad, select Android devices
•
Developed in Unity
Design Considerations
Considerations
•
•
Platform (iOS, Android, Blackberry OS, etc)
•
Different development environments
•
Device diversity
Device Limitations
•
Memory and storage
•
Accelerometer, gyroscope, camera, multitouch
Considerations (cont.)
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•
Target Audience
•
‘App’titude
•
Accessibility, 508 Compliance
Deployed Environment
•
Network availability
•
Device management / updates
Platforms
•
Predictable hardware configurations
•
Relatively few resolutions and aspect ratios: (480x320,
960x640, 1024x768, 2048x1536)
•
Closed platform
Ios Resolutions
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Diverse hardware (CPU, GPU, memory, storage)
•
Numerous device resolutions and aspect ratios:
(240x300, 320x240, 320x480, 360x640, 480x640,
480x800, 480x854, 540x960, 640x960, 800x400,
800x600, 1024x600, 1024x768, 1280x720, 1280x800)
•
Disparate UI experiences & limitations
Android Resolutions
Audience
Considering The User
•
‘App’titude
•
Gamer’s instincts
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“Hold my hand”
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Feedback fallbacks
Deployment
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Network availability
•
Updates
•
Device management
•
Testing
Best Practices
Development Approach
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Core Framework
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Base classes (UI screen, controlled obj, utils)
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Interaction behaviors (character controls)
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Content management (Scenarios, activities)
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Bundled assets
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Externalized content
Framework
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Modular design
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Reusable chunks
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Encapsulated behaviors (independent code)
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Objects inherit attributes
•
Applies to graphical assets
Framework (cont)
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Interactive elements
•
Character controls (joystick, touchpad, hybrid)
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Touches and collisions
•
Camera controls (followers, look at objects)
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Create realistic models, figuratively and literally
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Open-ended, immersive environments
Framework (cont)
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Content Management
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Scenarios
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Activities
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Steps
Asset Workflow
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Bundled assets
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Core framework separate from scenes
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Load as needed, reduce load times
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Scalability
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Reusability
Asset Workflow (Cont)
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Future-proofing for new devices
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Scaling assets
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Levels of detail
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Working in percentages, not pixels
Polygons vs. Textures
Content
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Externalized, editable, extensible
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Runtime content building and testing
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Push & pull content from a database
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Create an activity and test without rebuilding
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Eliminate guesswork
Thank you
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