PlayStation® Development: An Introduction Paul Holman Vice President, Sony Computer Entertainment Today Traditional Console Development What is PlayStation®Mobile? Business Opportunity Developer Program Technical Overview Our Existing Platforms Traditional Console Approach • Programmers code in C/C++/Assembler • Gain maximum performance from low-level libraries and hardware access • Dedicated Development Hardware: – PSP DevKit: €1,200 – PS3 DevKit: €1,700 – PS Vita DevKit (similar to PS3) Examples • As well as AAA Blockbusters, the “traditional” approach has also been used to create games by students as part of our PlayStation®First initiative: – Bounceback (September 2012) • Won three awards at 2012 Game Republic Student Showcase – Ambassador Kane (Dec 2011) – Zwap Zap (February 2011) – Metara (January 2011) What is PlayStation Mobile? • PlayStation Mobile (PSM) is SCE's initiative to bring PlayStationlike gaming experiences to open OS based mobile devices around the world. PlayStation Mobile Approach • Developers code in C# • Code runs on a virtual machine – provides direct binary compatibility across a range of devices • Development using a Windows PC – A consumer PS Vita (less than £200) – Optionally a PlayStation®Certified Android Phone/Tablet device OR PC Simulator Business Opportunity High Investment Time & Money The PlayStation Ecosystem Unified by Sony Entertainment Network (SEN) Cross-Play Cross-Controller Cross-Save Cross-Goods Remote Play € Lower value mobile gamers become higher value console gamers Companion Apps, Common IPs & SEN ID € Large User Base Low Investment Time & Money PlayStation Mobile Concept • “Application Store” Model – – – – An open environment Casual games and non-game applications Lightweight content approval process Distinct from existing PSN content but available on all PS Certified devices and PlayStation Vita Concept • “Application Store” Model – – – – An open environment Casual games and non-game applications Lightweight content approval process Distinct from existing PSN content but available on all PS Certified devices and PlayStation Vita • Target Developers – Homebrew all the way up to professional Concept • “Application Store” Model – – – – An open environment Casual games and non-game applications Lightweight content approval process Distinct from existing PSN content but available on all PS Certified devices and PlayStation Vita • Target Developers – Homebrew all the way up to professional • PlayStation Mobile SDK – Cross platform / cross device, binary level compatibility – Helping to address device fragmentation issues Why PlayStation Mobile? Reach New Markets – PSM allows your titles to work on PS Vita, and a range of PlayStation Certified devices using a single code base PSM Content Tablet Smart Phone PlayStation Certified Devices AQUOS Phone ZETA SH-09D AQUOS Phone SERIE ISW16SH Coming Soon HTC One S HTC One X HTC One V More Sony Devices and other Non-Sony Devices Coming soon Why PlayStation Mobile? Open Environment – A PC is all you need to get started – You can easily test your code on a standard retail PS Vita, or PS Certified devices PlayStation Values – PSM brings the trusted PlayStation name and consumer insight to the Mobile space Global reach, local knowledge – PSM leverages all of PlayStation’s worldwide game business infrastructure combined with in-country local marketing expertise PSM – Consumer Benefits Access to content Buy once, play on any PS Certified device or PS Vita Single SEN account can be used across devices to purchase content PSM – Publisher Benefits PlayStation Network Large, pre-existing customer base on PSN PlayStation Store merchandising and content delivery PSN Commerce customer transactions, billing, services No credit card required PSM – Marketing Opportunities Direct access to PSN gamers through: – – – – PlayStation Store marketing & merchandising Targeted emails & promotions PlayStation.com PlayStation community blogs Strong retail presence Strong brand advertising presence Content Submission and Approval Process Content Guidelines are lightweight Most content not failing Objectionable Content Criteria or commercial exceptions likely to get through QA will be lightweight, typically a few days of checking Self service, single global submission publishing process PlayStation Mobile – Business Model • Choose from pre-selected wholesale price tiers – In-game ads are not allowed – Links to outside sales are not allowed • EU Example – If a developer selects a wholesale price tier of €4.50, the PlayStation Store retail price* will be set around €7.99 * The retail price will be set at the retailer’s discretion PSM : Latest News • Sales of PSM titles started on 3rd October 2012 • 37 titles have been released (as of 14th November) – PSM DevPortal wasn’t available at launch, titles manually added • Publisher Portal launched 20th November • Majority of sales are for PS Vita – "PlayStation®Mobile for Android“ currently needs to be downloaded from playstation.com/psm/store – Over time, will be pre-installed Where is Development Taking Place ? 1. 2. 3. 4. 5. United States China Japan France Great Britain 6. Spain 7. Russian Federation 8. Germany 9. Mexico 10. Canada What about this Region ? 1. 2. 3. 4. 5. 6. Turkey (#19 in the World) Saudi Arabia UAE Morocco Egypt Jordan Early Hits - Americas • Super Crate Box (£2.49/$3.49) – Port of a hit arcade action game – Pocket Gamer : 8/10 • Beats Trellis ($0.79 / £0.65) – Music application – PSM-only • Aqua Kitty - Milk Mine Defender – 2D scrolling shoot-em-up – Pocket Gamer : 8/10 Early Hits – Europe and Australia • Super Crate Box • Flick Hockey ($2.29 / £1.79) – 3D air hockey simulation • Beats Trellis Early Hits - Japan • Relaxing Foot Reflexology Massage (200 yen) • Everybody's Arcade (1,000 yen) – Set of minigames • 'Merican Mail (500 Yen) Developer Program PSM Developer Program • Registration (free) is needed for – Technical Resources (SDK, Forum) – Development • Publisher License ($99/year) needed for – Content submission/approval process – Sales/Financial Reports https://psm.playstation.net/portal/ Developer Community • Sharing Environment Developer Community • Sharing Environment • Forum Based Support Developer Community • Sharing Environment • Forum Based Support • Your Suggestions Developer Community • Sharing Environment • Forum Based Support • Your Suggestions • Twitter @PSMDevSupport Technical Overview Programming language • Main programming language is C# – Runs on a Mono virtual machine, provides direct binary compatibility – A single .exe file will run unmodified across all devices • Using native code is not allowed – Provides better security – Predictable output – Cross-platform portability • SCE may support other languages in the future – Based on user feedback and if it makes sense… Mono™ Virtual Machine PSM Application Managed HighLevel API (GameEngine2D, UI, Physics, ...) Core API Other Assembly (Graphics, Audio, Input, ...) Mono Virtual Machine Native Hardware Android API Binding PS Vita API Binding Android PS Vita Memory Configuration • Total Available is 96MB RAM – Sandboxed • You decide split between: – Managed heap – dynamically allocated – Resource heap – for data such as textures/audio • The 96MB does not include the Mono VM – So you app will take more than 96MB in total – Total not controllable from within app Multi-Threading • C# supports multiple threads – VM will schedule threads across all available cores • We recommend using multithreading – For CPU intensive games • Many of the devices are multi-core – Multi-threaded code still runs on single core devices PSM Studio (IDE) Executing Code 1. 2. 3. 4. User builds game in C# through PSM Studio. Game is compiled by the C# compiler into 1 single binary Binary is transferred onto a device (Simulator, PS Vita, Xperia, etc.) Mono runtime performs a JIT compilation of binary during execution PSM Development Assistant PC Simulator SDK Contents • • • • • PSM Studio PSM UI Composer (UI Design Tool) PC Simulator Tools Library – Core APIs, High Level APIs • C# Toolchain (compiler, linker, etc.) • Documentation • Samples – Demo Games, Demo Applications Samples Core APIs • • • • • • Graphics – OpenGLES 2.0 equivalent Audio – SoundEffect, Bgm Input – Game Pad, Touch, Motion Imaging – Image Processing, Font VectorMath – Vector/Matrix calculation Environment – System, Shell, storage etc PSM Application HighLevel API (GameEngine2D, UI, Physics, ...) Core API Other Assembly (Graphics, Audio, Input, ...) Mono Virtual Machine Android API Binding PS Vita API Binding Android PS Vita Graphics • Textures – PNG, JPEG, GIF, BMP • Programmable shaders – vertex and fragment • API similar to OpenGLES2.0 • Shaders written in Cg – glsl converter provided On Screen Controller On Screen Controller High-level APIs • • • • Model GameEngine2D Physics2D UIToolkit PSM Application HighLevel API (GameEngine2D, UI, Physics, ...) Core API Other Assembly (Graphics, Audio, Input, ...) Mono Virtual Machine Android API Binding PS Vita API Binding Android PS Vita GameEngine2D • Basic functionality needed to create simple 2D games – Sprite system, scene graph, scheduler, actions, Plane3D, particles, isometric scenes – API is conceptually similar to Cocos2D (http://www.cocos2d-iphone.org/) • Source code is provided Physics • Physics – 2D-based physics library based on Box2D – Works in conjunction with GameEngine2D UI Composer Widget List Window Object Tree Window Property Window Overview Window Layout Window Asset Window Technology Roadmap • Features coming in the future (date to be announced) • • • • • • • • PSN (and other Network Services) Visual Studio integration Support for model data output from 3D tools other than Maya Low-level audio API Camera API Location API Video playback DRM and packaging support • Other features to be driven by community feedback Open Beta • Many developers were showing ported XNA games/game engines within days of the open beta starting Summary Summary “Traditional “ Approach PlayStation Mobile Concept Approval Yes Lightweight (EULA) Programming Language C/C++/Assembler C#, Cg Technical Support Included in costs of development hardware. Technical support, consultancy & training. Support is forum based, strong community “Field of Use” Games (some exceptions) Games or Non-Games Application Graphical Performance High (low level libraries available, high levels of control) Lower (runs on virtual machine ) but OK for most genres Sales Channel Either as a PS Vita card and/or via main PlayStation®Store for PS Vita PlayStation Mobile area of PS Store for PS Vita and PlayStation Certified devices Data Formats • Model – Custom format, but converter is provided for COLLADA, FBX, XSI, X • Texture – PNG, JPEG, GIF, BMP • Audio (SFX) – WAV • Audio (BGM) – MP3 Tools • UIComposer – Quickly build UIs through the UI Toolkit API • ModelConverter – Convert models to MDX, compatible with PSM • AnimationConverter – From Motion XML or XFL (Flash XML) • OscCustomizeTool – Customize the look of the On Screen Controller • PSMStudio – IDE for application development Download it now! http://www.playstation.com/psm Thanks! Questions? Comments? http://www.playstation.com/psm
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