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TOOLS&GLUETHE BASICS OF GAME GRAPHICS
. . . . . . . . . . . .
MICHAEL WILSON

@STOPWILSON | WWW.PONYWOLF.COM
PRESENTED BY
OVERVIEW
Tools and Glue covers the nuts and bolts of
how graphics get prepared for games and how
developers pack so many visuals into the tiny
footprint of mobile games through level design
and the thought process behind graphic
pipelines and organization.
Simply said, how do we design through device
limitations and open a graphically rich world
so large it can capture our imaginations, yet so
small that it fits into our pocket?
WHO THE ______ARE YOU?
I am a seasoned technologist and entrepreneur with
experience in every aspect of the digital entertainment,
software and advertising industries.
With over 15 years of software development leadership in
retail software and enterprise web development, my
teams have deployed code for many fortune 500
companies including Procter & Gamble, IBM and
Electronic Arts.
Projects under my direct technical lead have won many
awards including a Webby, selection as an Independent
Games Festival Finalist and the coveted Cannes Gold
Cyber Lion.
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
GAMES?
A BRIEF HISTORY
OF GAME GRAPHIC DESIGN
EARLY COMPUTERS
HAD LITTLE TO NO RAM
MEMORY TO STORE
GRAPHICS
SpaceWarforDOS
WHEN WE FINALLY GOT
GRAPHIC STORAGE, IT
WAS (AND SOMETIMES STILL IS)
SHARED
= 2K
ImagebyStarRoivas
EARLY DESIGNERS HAD
SEVERE STORAGE LIMITS
AND HAD TO GET
CREATIVE
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
EARLY PROGRAMMERS
ALSO HAD LIMITS AND
HAD TO GET EQUALLY
CREATIVE
+
Tools and Glue: The Basics of Game Graphics
THIS TECHNIQUE CALLED
TILE MAPPING IS ALIVE
AND WELL, EVEN TODAY
(EVEN IF WE’VE LOST THE GRID…)
Tools and Glue: The Basics of Game Graphics
BUT EVERYTHING IS
BIGGER, BETTER, FASTER
TODAY
SO, WHY DO ANY OF
THIS?
ImagebyApple,Inc.
THINGS ARE BETTER
TODAY, BUT THERE WILL
ALWAYS BE LIMITS
(AND THAT MIGHT BE A GOOD THING…)
. . . . . . . . . . . .
LIMITATIONS
DESIGNING WITH
SIZE&SPEEDRELATED, BUT NOT EQUAL
SIZE&SPEED
• Download
• Loading time
• Storage
• …?
• Responsiveness
• “Feel”
• Fluidity
• …?
FRAMERATE&
FOOTPRINT
60FPS = 0.0167SECONDS PER FRAME
60 UPDATES EVERY SECOND
CLASSIC GRAPHICS FRAME BUFFER
320PX * 200PX * 4-BITS = 32K
THE MODERN GRAPHICS PIPELINE
Tools and Glue: The Basics of Game Graphics
FRAMERATE&
FOOTPRINT
THE MODERN GRAPHICS PIPELINE
1TB 16GB 2GB
THE MODERN GRAPHICS PIPELINE
16GB 1GB 24MB
TO MAKE MATTERS
WORSE, VIDEO MEMORY
IS UNCOMPRESSED AND
HAS SIZE RESTRAINTS
TEXTURE RESTRAINTS
POWER OF 2, AND
SQUARE
• 128X128
• 256X256
• 512X512
• 1024X1024
1280px
720px
2048X2048px @12MB
3.52MB
NOW WE’VE SET OUR
CONSTRAINTS, HOW DO
WE DESIGN AROUND
THEM?
. . . . . . . . . . . .
TOOLS&GLUE
THE RIGHT
WE HAVE THREE MAIN
TYPES OF GRAPHIC
DESIGN IN OUR GAMES.
BACKGROUNDS
FOREGROUNDS, AND
CHARACTERS
EACH HAS A TOOL AND
SOME GLUE THAT HOLDS
THEM TOGETHER
TILED (FREE AND OPEN)
IS OUR COMPOSITION
TOOL
Tools and Glue: The Basics of Game Graphics
TILEDWRAPPER 

(CUSTOM SOFTWARE BY PONYWOLF)
IS THE GLUE THAT INTEGRATES
THESE MAPS INTO OUR ENGINES
Corona SDK
THAT’S COOL, BUT HOW
TO I GET GRAPHICS INTO
THESE TOOLS?
. . . . . . . . . . . .
BACKGROUNDS
DESIGNING
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
78K
4MB

(1024*1024*4)
Tools and Glue: The Basics of Game Graphics
. . . . . . . . . . . .
FOREGROUNDS
DESIGNING
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
. . . . . . . . . . . .
CHARACTERS
DESIGNING
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
Tools and Glue: The Basics of Game Graphics
131K2MB

(1024*512*4)
. . . . . . . . . . . .
TOGETHER
BRINGING IT ALL
THINK OF GRAPHIC
DESIGN FOR GAMES AS
BUILDING A SERIES
REUSABLE MODULES
THESE MODULES DEFINE
THE VISUAL STYLE
Tools and Glue: The Basics of Game Graphics
THEN, PROGRAMMERS
ADD INTERACTIVITY TO
THOSE MODULES
Tools and Glue: The Basics of Game Graphics
FINALLY, LEVEL AND
GAME DESIGNERS
ORGANIZE THOSE
MODULES INTO
SOMETHING FUN AND
COMPELLING
Tools and Glue: The Basics of Game Graphics
PLAY IT, LOVE IT, HATE IT,
SCREAM, SHOUT,
COMPROMISE, RE-CODE,
RE-DRAW, SCRAP IT,
SALVAGE IT.
THEN REPEAT.
. . . . . . . . . . . .
QUESTIONS?
GOT ANY

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Tools and Glue: The Basics of Game Graphics