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Holden Racing Team Championship 2004 J2ME

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Holden Racing Team Championship 2004 was one of the Top 5 downloads in ... Allows for merchandising wallpapers for handphones ... – PowerPoint PPT presentation

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Title: Holden Racing Team Championship 2004 J2ME


1
Holden Racing Team Championship 2004 J2ME
  • Postmortem Holden Racing Team Championship 2004
    J2ME
  • Asian Game Developers Summit
  • 12th October 2005
  • Joo Yong Chin
  • ycjoo1_at_gmail.com

2
Introduction
  • Holden Racing Team Championship 2004 was one of
    the Top 5 downloads in Australian's major
    aggregators
  • Publisher Atari
  • Developer Tantalus Asia

3
Development Time and Human Resource
  • Total development time 2 months
  • Total human resource
  • 3 programmers
  • 1 Tool programmer
  • 2 Core programmer
  • 1 artist
  • Deliverables include a Nokia series 40, series
    60, Sony Ericsson 128x160 MIDP 1.0 and a Sony
    Ericsson 176x220 MIDP 1.0 version

4
Tools Used
  • Eclipse 3.0
  • Tools
  • Game
  • Various dev kits from phone manufacturers
  • Nokia
  • Sony Ericsson
  • Sun's Wireless Toolkit

5
Main Game
  • Simulated perspective projection
  • Drawing strips onto the screen
  • Fixed point math involved as J2ME doesn't support
    floating point

6
Technical Issues
  • Limited speed and memory of some phones
  • Porting
  • Devices not doing what was advertised
  • Features of the API implemented differently
    across machines and manufacturers, particularly
    the optional ones
  • Specific devices (even same manufacters) have
    different implementations
  • Excessive memory leaks
  • MIDP 1.0 not too suitable to do games

7
Solutions
  • Scalable engine
  • Same builds across different machines with
    different specs same resources, same codes
  • Different builts made for specific machines
  • Forgo a lot of OOP methodologies and adopting a
    lot of static or public variables

8
Postmortem (I)
  • Design of the game built around the limitations
    of the phones
  • Speed up development time
  • Lesser hardware issues
  • Same builds for different machines with different
    specs
  • Unbalanced design

9
Postmortem (II)
  • Product specifically tailored around Holden in
    Australia
  • Australian tracks
  • Very strong IP
  • Strong publisher Atari
  • Lump sum rather than profit sharing
  • Allows for merchandising wallpapers for
    handphones

10
About the Mobile Games Industry in Malaysia
  • Booming
  • Trends
  • Producing for IP brands
  • Producing for international publishers
  • Producing in quantities suffers in quality
  • Producing for local market and distributing using
    own portals
  • Side business rather than a main one
  • Lower learning curve and lower start up costs

11
The Mobile Games Industry as A Whole
  • Focus shifting to China
  • Gameloft, Ubisoft, etc have centers there
  • Products are tailor made with China in mind
  • From J2ME to BREW
  • Advantages of BREW
  • Biling
  • More standardised API
  • GSM to CDMA and WCDMA
  • Tying in with strong IP's is the most profitable
    way
  • Ports from games or IP's from other entertainment
    industries

12
End...
  • Thank you!
  • Joo Yong Chin
  • ycjoo1_at_gmail.com
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