~/talk

Little Orpheus Tech Talk: Developing for Apple Arcade

Talkat Unite Now 2020 · 2020-04-14..04-16· [game-development, frontend-architecture]
links:none on file
slides:none on file

Little Orpheus targets iOS/tvOS/macOS on Unity 2019.3.11f1 and runs eight episodes split into ~60–70 blocks, optimized to fit a 4 GB App Store limit and avoid the ~69% memory crash threshold. Development uses iPad mini 4 as the low-end profiler and iPhone 8 as the baseline, with ASTC textures, Addressables for per-bundle size tracking, ShaderVariantCollections to avoid compile hitches, explicit 1080/720/600 render resolutions, incremental GC, and scene lightmap and animation keyframe reductions.

AI-written summary · about

  1. 0:00Intro
  2. 2:00ARCADE AS A TARGET PLATFORM
  3. 2:43LOWEST SPEC DEVICES
  4. 3:34DEVELOPMENT TARGET DEVICE
  5. 3:56HOW DID WE MAKE LITTLE ORPHEUS?
  6. 4:23PACKAGES AND OTHER TECH (1)
  7. 8:20SCENE LAYOUT
  8. 9:08LOTS OF DEVICES
  9. 10:16OPTIMISATION
  10. 11:26OPTIMISING FOR SIZE
  11. 13:53OPTIMISING FOR MEMORY (1)
  12. 15:16OPTIMISING FOR GPU (2)
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