Inside shipping on iOS
Mikkel Gjøl has been working as a Graphics Programmer at Playdead since 2012. He used to work at a Virtual Reality Center back in 2000 when it was cool. He has been part of developing two First Person Shooters – one shipped on three platforms, the other featured sharks with legs.
This is not a sexy talk about pretty graphics. It is about how to ship a game for the 4th time, while making sure everything works and the graphics remain pretty. It is also a little bit about Tiled Rendering on IOS. And maybe about pretty graphics. Not much though.
– automated profiling and image comparison
– optimising (bandwidth) for tiled renderers
– removing artefacts by jittered raytracing