Games on phones.
WHAT CONSTRAINS MOBILE
Thermal limits, which reduce performance over time Battery Memory Highly variable hardware Download size
WHY THERMAL THROTTLING MATTERS MOST
A game running well for two minutes may run badly after ten.
WHAT TO TEST
Sustained play, not short sessions.
WHAT TO TARGET
A modest device representative of your audience.
WHY THAT MATTERS HERE
Most local players have mid-range or older devices.
WHAT TO REDUCE FOR MOBILE
Texture resolution Shadow quality and count Post-processing Particle counts Draw calls, aggressively
WHAT DOWNLOAD SIZE AFFECTS
Whether people install at all, on metered connections.
WHAT TO DO ABOUT IT
Compress aggressively Ship the minimum, downloading the rest on demand Remove unused assets
WHAT TOUCH INPUT REQUIRES
Large targets Controls not obscured by fingers Tolerance for imprecision
WHAT TO AVOID
Controls requiring precision the medium does not allow Sessions requiring long uninterrupted play
WHAT TO SUPPORT
Interruption and resumption at any moment.