Just-in-Time Content Delivery

5 12th February 2015 Joseph Zupko

To deliver a rich mobile game experience in a reasonable time, much of the texture data that a player sees in a game of Marvel Puzzle Quest is downloaded on-demand and just-in-time. This includes character portraits, effect images, and comic covers. We use a few tricks to make this as seamless and as smooth as possible.

If a quad is rendered with a texture that has not been downloaded, that quad will fade-in once that texture is ready, to avoid unsightly pop. To minimize instances of...

Flash Bugs

7 24th November 2014 Andrew Wesson

Here at Demiurge, like many other studios, we use Flash for authoring our UI. Marvel Puzzle Quest, being a 2D game and functionally acting like a series of UI screens, has almost 100% of its content created in Flash. While Flash has a lot of nice features that allow our developers to easily author, layout, and animate our UI screens, it also has its fair share of issues. Recently we ran into a fairly sneaky one with some very noticeable consequences.

For a couple of releases in a row, we...

From Robots to Superheroes: Content

2 28th October 2014 Joseph Zupko

At Demiurge Studios, we first created a game engine to power a PC/PSN/XBLA 3D run'n gun (Shoot Many Robots). Since then, our engine has evolved into a broad internal core technology with support for seven platforms. Recently it has expanded with "Games as a Service" features such as content patching and just-in-time content delivery to drive our flagship 2D match 3 (Marvel Puzzle Quest). What follows are some observations and lessons learned on the journey of one part of this technology, our...