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Trivia Crack如何在多个平台一次性着陆?

Etermax选择了Unity来简化开发,访问灵活的工具,以及同时输出到iOS和Android。

Etermax:Unity开发人员案例分析

How does a highly successful studio decide to move from a dual-track, native-code development path to a single cross-platform tool? Founded in 2009, Etermax is a major studio best known for its spectacularly successful Trivia Crack game (Preguntados in Spanish markets), which has over 500-million unique players. Read on to find out why they consolidated their development on Unity.

项目

在一个开发平台上统一多个团队,同时改进市场领先的游戏

目标是

为美术师消除冗余工作流程并利用Unity丰富的工具集

平台
项目工作人员

Trivia Crack 40(Unity 前);Trivia Crack 2:15(使用Unity)

公司

超过220,位于阿根廷布宜诺斯艾利斯(总部);乌拉圭蒙得维的亚;德国柏林

在一周内达到500万的下载量并非易事

当他们开始时,Etermax并行构建了iOS和Android版本的Trivia Crack,并且对于每个版本均使用本机代码。 但是,维护多条开发轨道的开销很大。 由于Unity具有“一个代码源,多个输出”的优势,因此转向Unity有诸多好处,并且Unity深受Etermax自己的一些开发人员和游戏工作室同行的欢迎,随时间的推移,这些使他们有很好的理由进行这种转变。

结果:

  • 推出后大获成功,第一周下载量达到500万;位列美国最受欢迎益智游戏前5名。
  • 单个代码库,可快速导出到多个平台:移动、Web或PC
  • 更小的团队和更快的原型设计可实现更高效和更具创造性的开发
  • Unity的预制件资源和动画系统为他们提供了许多艺术自由和节省时间方面的好处
  • 可访问Unity Asset Store,Unity Asset Store提供成千上万个免费和价格合理的资源,可为Unity创作者节省大量的时间和精力。 
使用Unity的诸多好处

他们的用户喜欢Question Factory

CEO Maximo Cavazzani got Etermax started with a series of word games, the most successful of which – Aworded Crack (formerly Angry Words) – was the Apple Store’s Best Game of 2012. They also partnered with Mattel for a mobile version of Pictionary. “After three successful games, we started thinking about doing a trivia app, and Trivia Crack was born, launching in Latin America in 2013.”

But to sustain interest in a trivia game, there’s a huge challenge generating fresh content, especially localized content. “If you live in Mexico, for example, you don’t want the same questions as people who live in Spain,” Maximo said. Brainstorming inspired a unique approach: design the game to let regional users create content and contribute their own questions and answers. Named the “Question Factory,” this feature was hugely popular and Trivia Crack became Apple Store’s most downloaded app for 60 consecutive days starting in December 2014.

Due to this kind of success, Etermax has become the fastest-growing game development company in Latin America. And Cavazzani is quick to point out the reason for their phenomenal growth: “Etermax is not a gaming company – it’s a ‘great idea’ company.”

保持两个单独版本的痛苦

尽管Trivia Crack iOS和Android版本是同时推出的,但Etermax的开发被完全分开,一个团队使用Xcode,另一个团队使用Android Studio。 Etermax必须针对每个平台寻找具有相应专业知识的人才,团队从不协调开展工作,不同的错误影响不同的平台,尽管最终产品看起来几乎相同,但它们可能由两家不同的公司构建的。

此外,像轮盘赌轮这样需要触觉传感器的功能很难使用本机代码进行编程。 诸如此类的问题使Etermax考虑抛开他们的本机工具,采用新的跨平台开发平台。

据Etermax技术所有者Pablo Iacopi称,“我们首先测试了libGDX,这是一个很好的开源库,但我们从不确定它的兼容性。 其缺点是,它有一个非常陡峭的学习曲线,你必须拼凑自己的GUI”。他们还考虑使用React Native,这会使他们基于现有的平台特定代码进行构建,并且对于新元素,他们使用一个公共逻辑层,然后导出到不同平台。 但这并不足以统一开发,这是Etermax的主要目标。

他们为什么选择Unity

A number of Etermax developers had Unity experience, and Etermax was aware that Unity was an increasingly popular platform that a number of their industry peers had enthusiastically deployed. “Seeing that other companies had gone with Unity gave us a lot of confidence, and we trusted our own developers who recommended it, so we gave it a try,” said Gonzalo Huertas, Etermax’s VP of Engineering. In fact, their lead developer for Trivia Crack 2 was a Unity expert.

They developed some prototypes to test speed and performance, and the results were conclusive. Gonzalo noted, “For the developers with Android or back-end experience, moving to C# was quite simple, and for the other teams, the switch to Unity was also very straightforward. We chose Unity to streamline our processes. Instead of continuing to develop on two different code bases, we now have just one development workflow and now we can effortlessly output to many different platforms from the same code base.” In addition, Unity integrated design tasks so developers could later modify graphic elements without importing from other tools.

Importantly, switching to Unity enabled faster prototyping and smaller, more responsive teams, which fundamentally changed the company’s philosophy of game development. According to Pablo, “In the past, we’d polish a game as much as possible to produce a production candidate. Now, we make a minimum viable product (MVP) and then gather extensive metrics. That helps us create a much richer game.”

来自预制件资源和动画系统的许多好处

Working with Unity 2018.3, Pablo revealed that: “One very big Unity feature for us is being able to nest Prefab Assets because that simplifies building the visual interface considerably. And it’s not just for characters – we have a lot of common widgets in different scenes that we can update automatically.” By building a widget as a Prefab Asset, Etermax can make a single code change and update all the nested assets simultaneously. He added, “Unity’s ability to build a glyph atlas at runtime – its dynamic font feature – really helps us with Chinese and Japanese character sets.”

Dimensionally, Trivia Crack’s decidedly flat 2D design works. Picking objects is easier in 2D, screen locations are very accurate, and the entire UI feels clean and simple. Etermax leveraged the rich and expanding Unity Animation System, letting them animate 2D sprites, manage different clips, and use the rules/timeline to transition from one animation to another.

迅雷不及掩耳的游戏玩法:分享他们的性能窍门

Despite Trivia Crack 2 being packed with most of the original game’s features and new game modes, it loads fast and feels instant. Pablo shared some of their tricks: “We started adding a lot of functionality to Trivia Crack 2 and suddenly the initial load went through the roof. That led us to investigate how Unity’s performance tools could help us. We started to measure what we were doing in that load, and basically now we distribute the game load only when and where it’s going to be used rather than indiscriminately loading everything all the time.”

The company actively shares its experiences and learnings with the Unity community. You can find articles about their Unity performance tricks and more in their Engineering team’s blog.

这个“好点子”公司的下一步是什么?

Etermax is planning to replicate the unified and streamlined workflow of Trivia Crack 2 into other company titles, many of which get millions of DAUs, and refactoring some of them with Unity seems to be in the plans.

Unity’s broad capabilities allow them to experiment with other game genres and diversify their catalog; some of these experiments are 3D games that feature their well-known Trivia Crack mascot.

And perhaps foreshadowing exciting things coming from this innovative studio, a recent internal Etermax hackathon integrated Unity and Vuforia capabilities to create augmented-reality (AR) promotional collateral.

And now that Etermax has streamlined and accelerated its development processes with Unity, that leaves just one non-trivial question for this trivia-loving studio: What new Etermax game are we all going to get hooked on next?

Gonzalo Huertas, VP of Engineering, Etermax

“我们选择了Unity来简化我们的流程。 我们现在只有一个开发工作流程,而不是继续在两个不同的代码库上进行开发,现在我们能够轻松从相同代码库输出到许多不同平台。”

Gonzalo Huertas, VP of Engineering, Etermax
Pablo Iacopi, Technical Owner, Etermax

“One very big Unity feature for us is being able to nest Prefab Assets, which simplifies building the visual interface considerably. And it’s not just for characters – we have a lot of common widgets in different scenes that we can update automatically.”

Pablo Iacopi, Technical Owner, Etermax
Pablo Iacopi, Technical Owner, Etermax

“One very big Unity feature for us is being able to nest Prefab Assets, which simplifies building the visual interface considerably. And it’s not just for characters – we have a lot of common widgets in different scenes that we can update automatically.”

Pablo Iacopi, Technical Owner, Etermax
Gonzalo Huertas, VP of Engineering, Etermax

“看到其他公司已经与Unity合作给了我们很大的信心,对于推荐了该平台的我们自己的开发人员,我们信任他们,所以我们试了一下。”

Gonzalo Huertas, VP of Engineering, Etermax
Pablo Iacopi, Technical Owner, Etermax

“Unity能够在运行时构建字形图集 - 其动态字体功能,这可真正帮助我们处理中文和日文字符集。”

Pablo Iacopi, Technical Owner, Etermax

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