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October 25, 2005 |
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Superscape's Chief Technical Officer (CTO) Paul Beardow knows his stuff when it comes to developing Mobile Java 3D games. Superscape have developed and published 14 mobile 3D games so far with significantly more than this in the pipeline. He explains the importance of getting the game design right and understanding the platform, how Sony Ericsson supports these issues and sums up his 3D development experiences with five top tips. |
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The Superscape perspective
Superscape has been a technology vendor, game developer and publisher since the mid-1980s, when they released the world's first solid-shaded 3D games. Since then they have been instrumental in the development of the standard for Mobile 3D Graphics (M3G) and now have one of the largest portfolios of 3D games in the market.
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Being both a game publisher and a 3D technology provider, Superscape has an insight into the internal workings of many handsets on the market, which helps greatly when getting the best performance from a game. 3D game titles In total, Superscape currently has 14 completed Mobile Java 3D titles including AMF |
AMF Xtreme Bowling 3D. |
"You can refine the details and tweak gameplay, but if the fundamentals are wrong, then the game won't perform as expected and porting will be a nightmare," he says. "This is true in 2D, but even more so in 3D, where asset creation and code algorithms can be very complex and where new handsets with new features are arriving almost every day."
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One of the key aspects of 3D game design that Superscape encountered very early on was the variation in handset performance. This is true also for 2D, but with 3D the difference between 3D capable handsets can be huge.
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Paul Beardow, CTO at Superscape. |
"It's also important to remember that 3D is a rendering technology and can sit alongside other methods of drawing the game," Paul points out, "3D allows a more natural viewpoint for many game genres, but 2D representations, such as sprites, can be substituted where the elements of the scene are less visible, or where you need to have detail but can't raise polygon counts. You can also mix MIDP 2D as well, and draw M3G 3D over the top for scenes with fixed camera viewpoints, such as in fight games."
"Working with Sony Ericsson has shown that they have a real understanding for these kinds of issues. They have great developer support and documentation. We also get early device access, and device families are clearly defined thanks to Sony Ericsson's Java Platform approach which makes game tuning much more straightforward. Finally, and probably most importantly, the Sony Ericsson emulators are really representative of their mobile phones and the on-device debugging is invaluable."
Know your platform
Understanding the target platform is vital to any good 3D game. Developers coming from the console space often start with the most powerful device on the market for the demo to publishers and then struggle to make the game work acceptably on mass-market devices.
"We have pretty strict design guidelines for developers that insist that early proof of concept demos are done on realistic, mass-market handsets. It's a good wake-up call for anyone who hasn't considered Java heap size, or download capabilities of the network or a myriad of other restrictions that 2D developers have been living with for years," continues Paul.
"All the tricks and smart coding techniques that worked well in 2D are still needed for 3D, probably more so because the expectation is so much higher."
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Ducati 3D Extreme, Capone Casino 3D and 3D Scuba Solitare for Sony Ericsson mobile phones.
Top five 3D tips
So here are Paul Beardow's top five tips for building a great Mobile Java 3D game.
About Superscape:
Superscape is a world leading publisher of 3D mobile games. The company combines highly creative teams of games developers with in-depth technical knowledge of game creation and a dedicated R&D team specializing in 3D graphics tools and technology.
Superscape Group plc is listed on the London Stock Exchange, and has offices in Hook, Hampshire (UK), San Clemente, California (USA), Moscow (Russia) and Tokyo (Japan).
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