GAME JOBS
Contents
Revisiting Android
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Wargaming.net
Build Engineer
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Quality Assurance Analyst
 
Wargaming.net
Python Developer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Free to Play: A Call for Games Lacking Challenge
 
Cracking the Touchscreen Code [1]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
 
The Competition of Sportsmanship in Online Games
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Revisiting Android
by Patrick Miller [Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive]
1 comments Share on Twitter Share on Facebook RSS
 
 
May 28, 2013 Article Start Previous Page 3 of 10 Next
 

Animoca

David Kim (CEO)

Prior dev background (platforms): iOS, Web, PC, consoles
Shipped Android titles:
Star Girl, Pretty Pet Salon, My Car Salon, Robo5, Pretty Pet Salon Seasons, Lord of Magic, Pretty Pet Toy Store, Pig Rush, My Car Salon 2, Pet Café, Pretty Pet Tycoon, Top Models: Sports Edition, and dozens of others
Preferred toolset:
Depends on the app in question, but all the way from Unity to Cocos2d-x, plus our own proprietary tools



Is fragmentation still a major issue for you?

Android fragmentation is an exaggerated issue. It has never been a worry for us, and we tend to test for greater compatibility than most developers. Different screen sizes are a manageable issue as long as you support the basic Android form factors and let the OS handle scaling.

Processor and graphics power do limit which games can be played on a device, but people who buy ultra-cheap low-end phones are probably not expecting to play too many games on them. That said, Pretty Pet Salon will run on most hardware, and it achieved substantial success, so it is possible to work around the limitations.

In terms of software fragmentation, this varies hugely country by country. We publish our findings on our blog, and you can see the radical differences between high-end and low-end markets there.

We look at it as an opportunity -- managing compatibility became a competitive differentiator for us. Really, the fact that the market is fragmented into various hardware and software just means that consumers have choice, which is a good thing. Anyone struggling with these fragmentation issues simply needs to figure out which devices and OS versions are most popular among the consumers/regions they want to target, and then tailor their apps to those devices and Android versions, if necessary. It can sometimes require slightly more development time and Q&A resources to address the Android market, but not as much as you'd think if you look at some of the alarmist reports on the issue.

Do you target and test for specific devices?

Yes. Although our general principle is to target and test for a multitude of devices in order to offer everyone an experience that is as good as possible, we still have to prioritize the devices most used by players of Animoca games. The top devices vary by region and by country. In India, for example, where most users are on lower-end, more affordable phones, the top 10 phones for Animoca users tend to be relatively inexpensive Samsung devices, such as the Galaxy Y, Galaxy Fit, and Galaxy Ace, while the most common device in the higher-end market of Hong Kong is the much pricier Galaxy Note 2, other high-end Galaxy products, and a couple of high-end Sony devices.

Do you have any tips for optimizing the Android dev process?

  • Build a testing framework in your games where the game plays itself. This is a great aid for the QA team as it adjusts the speed and moves through the levels faster.
  • Minimize external calls to external servers via effective use of caching as well as batching multiple calls together.
  • Test against high-latency networks. Animoca has an internal tool that can traffic shape various network conditions.
  • Catch your exceptions, including run-time exceptions.
  • Use a crash-reporting tool within your codebase and your development workflow. Examples include Bugsense and Crittercism.
  • When you have to do concurrent programming, don't roll your own from lower-level constructs. Try to use high-level facilities such as AsyncTask, ThreadPoolExecutor, etc.
 
Article Start Previous Page 3 of 10 Next
 
Top Stories

image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
Here's the first list of Unreal Engine 4 integrated middleware
image
Amazon launches dedicated indie games storefront
Comments

Maurício Gomes
profile image
I will ADD a comment here to contribute for the article.

I am co-owner of Kidoteca, we released 3 paid apps and 4 free apps so far. None of them use IAP or ads (some free apps just point to our paid apps, in a hidden section, because we target kids and think making ads for kids is horrible and evil)

We have much greater "conversion" on iOS...

But overall we are doing better on Android, although people there are much more tightfisted, and for example do not buy stuff on launch, and conversions are low, over time Android always surpass iOS, specially because the fairer ranking system, and much better search engine, iOS ranking system is too volatile and hard to stay on it if you don't have a marketing budget (and for now, we don't).

Also regarding fragmentation, sometimes we have some silly issues, but is usually on one specific device or another... although ironically the problematic device is usually the same one (any version of Galaxy Tab, they always misbehave in some way or another, it seems Samsung have terrible driver coders...)


none
 
Comment:
 




UBM Tech