Just-in-Time Content Delivery

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

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

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...