Posts Tagged ‘Design’

Why Mobile Game Devs Should Port To Mac OS -Advice From Cut The Rope’s ZeptoLab

Last week, a Mountain Lion roared “Mac is the next big gaming platform.” Apple is bringing Game Center to Mac , it will support cross-platform iPhone vs. Mac play, and the Mac App Store will likely become more prominent. It’s time for mobile developers to decide if they’ll bring their games to Mac OS, and how they’ll port their controls and levels. Otherwise they risk having to claw their way up much more competitive charts. Tomorrow, after 100 million downloads across platforms, ZeptoLab will release its hit Cut The Rope for Mac OS. After hooking me up with a pre-release download, the Moscow-based founders gave me the low down on the biggest challenges of porting to Mac OS, and why they think it’s critical that mobile developers don’t get left behind on the small screen. Why Port? “We see opportunity with the Mac App Store because it’s not as occupied as the mobile App Store. There are several quite nice games, but the competition is not as huge” said ZeptoLab’s twin brother founders Semyon and Efim Voinov. Angry Birds and Plants Vs. Zombies are already available, but other staples like Fruit Ninja, Words With Friends, and Where’s My Water are absent. Without these apps occupying the charts, there are places for other developers to swoop in and get discovered. As expensive console and PC games like Call Of Duty and Star Wars: Knights Of The Old Republic appear in the store as well, paid apps ported from mobile may be able to get away with charging higher prices. On a phone $5 may seem steep, but the bigger screen size and history of $50 disc-based games may make $5 appear cheap on the Mac App Store. “We started quite a while ago doing this in-house. It took a bit longer than we expected, but from a technical standpoint the process of porting to Mac was pretty straightforward. The tools are pretty good. The majority of work was on the design and art side.” From Touch To Trackpad In Cut The Rope, users cut ropes attached to pieces of candy, working with gravity, momentum, and other forces to guide the sweets into the mouth of a hungry baby dinosaur named Om Nom.”It was challenging porting to Mac OS, because Cut The Rope was intended for touch controls” the Voinovs admit. “It’s tricky to move from one point of the screen to another very quickly. It’s pretty natural with fingers, but different with the mouse.” When the game was ported to HTML5, some laptop users reported difficulty holding down the mouse click button while using another finger for precise movements. To keep the original feel intact but give players an optimized control scheme for the track pad and mouse, the Voinovs added the option to hover near a rope to highlight it and click to cut it, rather than swiping. If it helps, users can leave it on, or disable it if they find it too different from the mobile version. During testing, the team noticed that levels where you had to make several quick cuts could leave users cursing the controls. To compensate, they made the physics of the Mac version work just a little slower. Developers should determine which controls might be harder with a mouse and consider adding similar options, keyboard shortcuts, or on-screen buttons that make use of the extra real estate. If those aren’t enough, similar tweaks can be made to a game’s physics to reduce player frustration. High Resolution Landscape Level Design Meanwhile, many of Cut The Ropes levels were designed for a portrait orientation screen, while most Mac monitors stay fixed in the landscape position. The Voinovs took a methodical approach, playing each level of their mobile game and noting which were too tall and would need lay out adjustments. “We realized it was more half of the levels”, making level redesign a significant time-suck. Other devs should factor this into their decisions to port and release schedules. Bigger screens also require higher resolution artwork. Rather than seeing this as busy work, ZeptoLab took the chance to differentiate the Mac OS experience. “We made sure it would look great, really crisp and sharp. It makes it special and give people who already played on mobile a reason [to buy the Mac OS version]. You can see all the little details of the graphics in the game.” Now as the team makes new level packs, they’re using the Mac OS resolution standards that are much easier to scale down than scale up. Diversifying Revenue Streams “This is our first experience releasing a Mac OS game. We believe it will develop into a bigger thing over time” Semyon told me. ZeptoLab will be closely watching the success of the game, but is simultaneously seeking other revenue sources. Last week it released Cut The Rope for the Barnes & Noble Nook reader. Apple TV and Siri are two other big platforms that developers should have on their radars. At the New York Toy Fair, ZeptoLab announced licensing deals with Mattel, Hasbro, JAKKS Pacific, and Li & Fung to create Om Nom plush dolls, a board game, and clothing line based on Cut The Rope. “We’re trying to keep the balance. Merchandise is important, but there’s no merchandise without a good product” the brothers say. Merch has been huge for Rovio ‘s Angry Birds, and now Zynga has struck licensing deals , legitimizing offline revenue streams. Finally, while Cut The Rope is in 4th on the all-time App Store paid app chart, ZeptoLab is eager to invent new intellectual property, ”We have this creative urge to do cool new things.” Developers shouldn’t limit themselves to porting existing games. The Mac OS gaming platform comes with unique characteristics like the trackpad to be designed for, rather than around. “Cut the ropes to your imagination” a some hack writer might say. I’ll just leave you with, “Go make people happy, that’s your art.” For more game design coverage, check out: How Evil Monkeys Chased Temple Run To App Store #1 – thoughts on freemium vs premium from the game’s developers

InVision Raises $1.5M For Beautiful, Interactive Prototypes

New York City startup InVision has raised $1.5 million in seed funding to help companies answers an important question: Are we building something that people will actually want to use? The funding comes from FirstMark Capita l. Managing director Amish Jani says he was excited to invest because, for one thing, co-founders Clark Valberg and Ben Nadel are addressing a real problem that they faced. InVision came out of the pair’s web design consultancy, where they say they were frustrated by the lack of tools for creating a design prototype that actually provided a reasonable stand-in for the finished product. There are other prototyping tools out there, but none, Valberg says, that incorporate everything that InVision tries to do well. He argues that prototypes need to look as beautiful as you want the final product to be, while also incorporating real interactions. They also need to be seen in a real context — namely, a normal web browser. So InVision customers create the screens in Adobe’s designer-friendly tools like PhotoShop, then link those screens up to add basic interactivity, and they can share the prototypes through a link (which can be password-protected). Other features include the ability to create mobile prototypes and to collaborate with other designers. You can play with a sample prototype here . The funding announcement comes with effusive praise from several startups, including InDinero and LaunchRock — InDinero CEO Jessica Mah, for example, calls InVision the company’s “secret weapon” which has “completely changed our design process.” Jani says FirstMark’s portfolio companies were excited about the product too, and they had plenty of feature requests. At the same time, the InVision website lists some bigger companies like Google and Whole Foods as customers. Altogether, the startup says it has been used by 19,000 designers to create 118,000 screens. In some ways, the approach that Valberg advocates, where companies run tests on multiple prototypes before writing a single line of code, runs counter to a current branch of Silicon Valley wisdom , which calls for startups to release a real product to at least a limited group of users as quickly as people. Valberg isn’t opposed to iterating based on user feedback, but he argues that it’s better to get much of that initial iteration process out of the way beforehand, before you “lose a lot of control” by making your product publicly available. Valberg also argues that InVision puts the big product decisions back into the hands of the designers, not the engineers. “Designers are the future of product creation,” he says. “The engineers ruled at the beginning … but now the question is who can create something that’s emotionally appealing and meaningful to our lives. The ones who are best equipped to do that are the designers.” Valberg says that InVision will become more of a platform this year, incorporating a wider range of ways to collect user feedback.

My favorite screen (this week) – another SCS 8 teaser

As I am the UI developer for SCS 8, and proud of it, I enjoy taking pride in my work as well as showing it off to others. I am especially proud of the screen you can see below, and it also shows some of the small (and large) changes we made in SCS 8. (Before I go any further – as we are still WIP, please please please understand that the screen you eventually get might look different than what I am now showing you.) This screenshot comes for a scenario where – say a help-desk – wants to find the details of a certain machine. He enters a part of the FQDN (or IP or UUID), gets a list of systems that match his search. For each system he gets a short one-line description in one table, and in a reading pane below he can see full details. But look even closer – there are two links within that reading pane. One of them (“View Log”) will lead to a display of all logs for that system. The other link will open a view of the profile used to configure that system. So yes, I might be a little biased, but I think this design is very clean and allows you to easily find exactly what you are looking for.

‘Machinarium’ available on iPad 2 – Digital Spy

CNET 'Machinarium' available on iPad 2 Digital Spy Amanita Design has said that the title is only compatible with iPad 2 due to memory and CPU constraints. Mobile versions are also in development for capable Android tablets and the Blackberry Playbook. … Top iPad Game Apps: Machinarium Topples Angry Birds Seasons Gamasutra Machinarium Arrives And It's Phenomenal – Plus A Chance To Win! AppAdvice Machinarium available on iPad 2 today Joystiq Pocket Gamer

Facebook enters world of music, video and television

Facebook the widely used platform for communicating efficiently with friends, family, relatives and co-workers has entered into a partnership with online video and music companies to launch a new feature.   This feature will display the songs the user listens to most and provide a technique whereby even friends could listen and share those songs. Even video and television content shall be included says Facebook. Facebook is trying to integrate various partners for its music service. Facebook with this new venture would very soon turn into a multimedia hub whereby one could  access the content watched or listened to by their friends. This is one way to make users stay on the Facebook site for a longer time. Facebook had acquired web operating system from Parakey in 2007 and it to be be the web’s focal point it needs to know the user’s choice of music, video, books and TV shows. Facebook is working on the design of this feature. Social networks have members and the trick of holding them long by such innovative measures may somewhat work but it is too early to judge how thing may turn out to be for Facebook. Facebook entering the music industry may bring about some fundamental changes.

Asus Teases Uber Skinny Eee PC and Tablet Phone – Tom’s Hardware Guide

Globe and Mail Asus Teases Uber Skinny Eee PC and Tablet Phone Tom’s Hardware Guide It's been a long time since we saw the first Eee PC, and to say the brand has changed a lot would be an understatement. Between all the Eee Slates and Eee Pad Transformers, you'd be forgiven for forgetting about the original Eee PC netbook. … Asus Tablet Sneak Peek Suggests Slick Design, Possible Phone Capabilities eWeek Asus Teases Tablet-Phone Hybrid for Computex PC Magazine Asus readying a phone and tablet called PadFone? TechSpot Australian Personal Computer

Multi Media Events and Conversation with Developer Ken Maffei

It has been awhile since my last blog entry. To start  I want to mention 2 upcoming events I am participating in. Then an interview with software developer, Ken Maffei. 1. Multi Media for Dance Performance This is the first time I have worked with a dance company, Louise Reichlin and Dancers . I am doing animations to be projected behind and around them while they dance. The choreography and dancing is exciting, an eclectic mix of modern, tap and some historic dance pieces. I am finding it to be something I would like to do more of not only for dance companies but other staged events as well. I have ideas for the future about mapping projected images onto dancers bodies, just as you see mapping done on buildings. The performance is on,  May 20-22 at Miles Memorial Playhouse 1130 Lincoln Blvd. Santa Monica , CA. 90403 for reservations- 213-385.1171 2. Shows at Young Projects Gallery I will be showing a piece in the show,  Mods and Hackers at the Young Projects Gallery at the Pacific Design Center, West Hollywood, California . To quote the website, “The show will feature many interactive videos by artists who are looking into video game modification, hacking, patching and other code -based practices as the most appropriate reflection of these new times.”  The show opens Thursday May 26,2011 and runs through August 30. Paul Young the owner and curator has been doing some ground breaking work with the time based work he has been showing.  A lot of it has been digital. Currently he is showing the work of Robert Seidel,  Black Mirror: Video Sculptures and Moving Paintings. I highly recommend the show. It is well laid out and the digitally created organic formations are beautiful to behold. After seeing the projections going through delicate sculptural forms I have been inspired to try creating sculptures and projecting through them, perhaps on stage, perhaps as part of a dance performance. As Paul Young has several gallery spaces in the Pacific Design Center he is able to keep this one up as well until August 22. I hope in the future to interview Paul Young for this blog. Paul Young has asked that the piece I show in the Mods and Hackers show be created for the Allioscopy screen. The screen shows 3d stereoscopic work without requiring glasses.This new technology is called autostereoscopic. This led me to meet Ken Maffei,Ph.D. and is wife Pia Maffei who is the Chief Operating Officer of Allioscopy in the United States. Talking with Ken I found that through his company Applied-Ideas he is developing some very interesting capabilities for the screen, creating software that can be used to create and edit templates for 3d autostereoscopic screens. Ken feels this will be particularly useful for digital signage and educators. I as an artist also find the idea that I can create a template for a stereoscopic environment that I can easily edit, intriguing. Ken has said that interactive controls of the environment using a keyboard are also down the pipeline. Thinking that this might be especially interesting to other software developers I asked Ken if he would kindly answer a few questions. Interview with Ken Maffei, Ph.D. 1. Ken,  What is UGC-3D? UGC stands for User Generated Content. Currently, creating computer generated 3D environments and animations is a difficult task that takes expensive software, specialized training, and practiced art skills. There is an enormous opportunity in providing a mechanism by which people could easily create and edit 3D art. We wanted to empower the mass market with a means to build up 3D scenes in a way that was non-intimidating. This notion is something we’ve believed in for a very long time. Call it 3D for the masses, or democratizing 3D, the idea is that everyone should be able to create and modifiy 3D content. UGC-3D is based on templates. Generally, a user will load a pre-designed template and edit it for customization. They can add their own text, texture objects with provided textures or images of their own, and even texture objects with 2D videos. 2. Why did you think this was a good opportunity? Aside from how much fun it is to do, there are markets where such a system has enormous potential. For example, we are working to develop solutions for the retail digital signage market. People pushing content out to hundreds or thousands of screens need a way to modify that content quickly and at a low cost. There are plenty of 2D editors available for them to do this, but nothing for 3D. UGC-3D fills the gap. 3. What led you to develop UGC-3D software for the Alioscopy screen? Glass-free 3D is an emerging market. I believe that this year you will begin to see many more auto-stereoscopic monitors in public locations. The idea of glasses-free 3D viewing is really taking hold. As difficult as it is to create 3D, that process is compounded when creating 3D for an auto-stereoscopic display. The display puts additional constraints on what you can do. UGC has been adapted to work with auto-stereoscopic displays in such a way that the user does not have to worry about these additional complications. They can create and modify content that will automatically work on the screen, and even edit their work in real-time on the display. Since we believe the autostereoscopic market is poised to grow, we felt that adapting UGC-3D to support it was a great opportunity. 4. What have been the challenges in creating this application? The key to the power of the UGC-3D system is in abstracting the difficult creation and editing tasks into base 3D elements (such as an object or figure, an animation or a background) and sets of parameters. These parameters allow the users, through simple interfaces, to change the characteristics of the 3D element without needing to understand or master the underlying 3D concepts. This means users can reshape existing objects by moving sliders or by choosing colors or textures. Using simple drag and drop techniques they will combine these objects to form complete scenes. The challenge is figuring out what exactly to expose to the user and how to expose it. What level of control do you provide and how do you expose it in in the interface? What things are done automatically behind the scenes? Exposing more options means presenting a more complex interface to the user, so finding that balance is key. 5. What improvements do you envision making? Like any software product, the list of features planned for later versions is fluid. While I cannot discuss specific features that will be added, generally users will see extensions to the way objects can be modified. We also listen carefully to our customers to help drive the design of the user experience and interface. 6. Any other thoughts on immersive technology in general? Consumer 3D technology is experiencing a period of growing pains. A lot of money was spent on developing consumer 3D TVs, and now it is questionable as to how successful that market will be. Lack of content and the fact that people really don’t want to wear those glasses is translating into sluggish sales. So now we are seeing everyone embracing the notion of 3D without glasses. Many consumers are saying they’ll just wait until it’s available. There is an awful lot of R&D happening in both the hardware and software end of autosterescopic technology. However, there is no viable consumer solution for it yet, and no front runners, so the jury is still out. I think though, that we will start to see glasses-free technology in our our stores, malls and other public places as currently it is most suited for those venues. Tweet

Two enjoyable apps for Sale

Kyle Bragger, the creator of killer dev/design web app Forrst, is looking for a buyer for his two great consumer web apps. These are Streak.lv and Facto me.   Streak.ly is a motivational tool that helps you in your daily tasks. It uses badges and other incentives in accomplishing your goals. Facto,me  is an addictive tool for sharing facts about yourselves.  Like Formspring it also toes the line between vanity and true social interaction. The success of Forrest has, it appears, left no time for Bragger to maintain and market these two enjoyable apps. Hence the decision to sell them. Forrst seems to be taking Bragger’s attention. The site launched a virtual currency and credit system called Acorns which has also attracted a steady increase in traffic. Bragger, on his personal blog, has lamented that neither of these two apps received their due attention though they have thousands of users. They were enjoyable projects to work on and have a huge potential for a right person at the helm. Bragger’s earlier creation, location app Placefav was acquired by WheresCool.com in 2009 and his productivity app Done.io was given to Inevitable Corp. last year. It is interesting to watch the carrier of this prolific developer and see where his product ends up.

A4 Flash Menu Builder

A4 Flash Menu Builder is an all-in-one, easy-to-use, templates-based Flash Menu Building software. It helps you to create professional looking Flash menus in minutes. No Flash programming, scripting, or design skills required. A4 Flash Menu Builder Main Features: Design Easy creation of… [ Web Flash Design ]

TBB adoption in CAD: Technical Insights

Working in software engineering, it is always important to be connected to your customers. Not only does it give you extra motivation from observing how your product helps them, but first of all, it allows you to better understand usage models, specific environment, potential issues and bring back the feedback to the team and improve the product. In this regard, I was especially glad to work with the engineering team of the OPEN CASCADE company who develops an open source 3D modeling kernel Open CASCADE Technology (OCCT) for CAD/CAM/CAE applications. A while ago OPEN CASCADE started using Intel® Parallel Studio , adopting Amplifier and Inspector. Last year the team started investigating Intel TBB and adopted it in a public release of OCCT 6.5 announced in March. This post will give some technical background of TBB usage in Open CASCADE. OCCT originates from mid-1990es and until now its huge legacy code base was single threaded. To break-through into multi-threading, it was important to focus on right directions and achieve impactful results with limited investments. Two core algorithms were addressed in a first place: 1. Memory management 2. 3D model tessellation Memory management OCCT has its own memory manager based on caching and reusing memory chunks. However its original design back in 1990-es was tailored to a single-threaded mode. In some recent version, it was made thread-safe with introduction of a coarse-grain lock protecting a chunk list. Certainly this design did not allow scaling in multi-threaded scenarios. The charts below compares scalability of a few allocators – Standard (OS), OCCT, and TBB, on different Windows versions (and different hardware). The workload involved a surface meshing (tessellation) algorithm from OCCT 6.3.1 executed on a complex 3D model. Even if the workload itself contained imbalances (e.g. planar and NURBS surfaces), and linear scalability was not expected, the results were convincing enough to conclude on potential benefits for other workloads. So, obviously the coarse-grain lock in the OCCT allocator virtually serialized the execution and killed scalability. Therefore adoption of a scalable TBB memory allocator was a reasonable choice. Moreover, since OCCT already enabled switching memory allocator in load-time, integration of TBB allocator was very simple – via subclassing an abstract adaptor class. Here is a code excerpt from OCCT 6.5: Standard_Address Standard_MMgrTBBalloc::Allocate(const Standard_Size aSize) { // the size is rounded up to 4 since some OCC classes // assume memory to be double word-aligned const Standard_Size aRoundSize = (aSize + 3) & ~0×3; Standard_Address aPtr = ( myClear ? scalable_calloc(aRoundSize, sizeof(char)) : scalable_malloc(aRoundSize) ); if ( ! aPtr ) Standard_OutOfMemory::Raise(“Standard_MMgrTBBalloc::Allocate(): malloc failed”); return aPtr; } 3D model tessellation Tessellation is an approximation with the help of surface triangulation and is used in visualization component of OCCT. The image below shows a sample 3D model and its underlying triangles: Visualization component is used in virtually every OCCT-based application, and thus, making this algorithm concurrent would naturally bring the greatest impact. Due to data model specificities, child sub-shapes are often dependent. For instance, an edge of a box is shared by its owning faces and hence, two faces cannot be independently tessellated. This may significantly limit scalability. Nonetheless, the first version will already take advantage of concurrent execution of data-independent iterations. Like in the case of the TBB allocator, integration was very compact and required just a few lines of code change: void BRepMesh_FastDiscret::Perform(const TopoDS_Shape& shape) { std::vector aFaces; . . . // mesh faces in parallel threads using TBB if (Standard::IsReentrant()) tbb::parallel_for_each (aFaces.begin(), aFaces.end(), *this); else for (std::vector::iterator it(aFaces.begin()); it != aFaces.end(); it++) Process (*it); } /* Processes the given face.*/ void BRepMesh_FastDiscret::operator ()(const TopoDS_Face& face) const { Process (face); } /* Processes the given face.*/ void BRepMesh_FastDiscret::Process(const TopoDS_Face& theFace) const { . . . } The following chart demonstrates scalability of the TBB-based tessellation algorithm measured on a couple of relatively large models: Limited scalability is mainly attributed to concurrent execution of only a sub-part of the entire algorithm (and hence an effect of the Amdahl’s law ). Conclusion Initial integration of TBB required very limited code changes in the OCCT sources but should benefit virtually all users of OCCT-based applications. Of course, we will look forward to extending TBB presence in OCCT!