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Designing Responsive Cross-Platform Games
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Graham Dobie
October 02, 2014
Design
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Designing Responsive Cross-Platform Games
Graham Dobie
October 02, 2014
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Transcript
Designing Responsive Cross-Platform Games Graham Dobie — Chunk
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We create entertaining interactive content that helps brands, broadcasters and
entertainment companies to achieve their goals
Image — Kevin Cornell — http://alistapart.com/article/responsive-web-design/ “Responsive”
“Responsive”
<body> <game> tear-jerkingly beautiful game code </game> </body> “Cross-Platform”
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Viewport
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Browser Chrome
Image — Jeremy Keith
Larger Ratio Discrepancy
Establishing a list of target devices, OS versions and browsers
is essential – primarily for the sake of sanity.
Layers
Separate UI & Gameplay Layers Gameplay layer UI layer HTML
Canvas Element HTML CSS Javascript
Canvas
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Playable Area = Narrowest Ratio
Pad with non-interactive content
Sufficient background art
Orientation
Device browsers are multiorientable i.e. we have no control over
locking to a particular orientation.
Please rotate your device
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In general, we design games to landscape due to the
widescreen format of desktops & laptops.
Beakeriser
Input
! It’s tempting to base game controls on new available
input methods, but these are cross-platform games
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Weight
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Compress all images as much as possible ! Pngyu |
ImageOptim
Graham Dobie @rebobaydobay @chunkdigital chunkgroup.com Icon Credits — Porthole by
Alessandro Bertoni, Cake by Julien Deveaux, Easel by Jeanette Clement, Balloon by Julien Deveaux, Mouse by Zoë Austin, Scale by Yorlmar Campos from The Noun Project