Free Ebook cover Mobile Game Development Essentials: Controls, Performance, and Publishing Readiness

Mobile Game Development Essentials: Controls, Performance, and Publishing Readiness

New course

10 pages

Mobile Game Development Essentials: Mobile Constraints and Design Targets

Capítulo 1

Estimated reading time: 8 minutes

+ Exercise

1) Device realities that shape every decision

Small screens and limited touch precision

Mobile screens are physically small, and fingers are imprecise compared to a mouse cursor. This affects UI density, hit targets, and how much information can be shown at once. Design for readability at arm’s length and for taps that land slightly off-center.

  • Prefer fewer, larger interactive elements over many small ones.
  • Keep critical actions away from screen edges where palm contact and OS gestures can interfere.
  • Assume glare and varying brightness; maintain strong contrast and avoid thin fonts.

Variable aspect ratios, notches, and safe areas

Phones and tablets vary widely: 16:9, 19.5:9, 20:9, foldables, tablets, plus camera cutouts and rounded corners. Your layout must adapt without breaking composition or hiding controls.

  • Use anchored UI (relative positioning) rather than fixed pixel coordinates.
  • Respect safe areas for notches and system gesture regions.
  • Plan for both portrait and landscape if your genre benefits; otherwise lock orientation intentionally and test rotation behavior (e.g., incoming calls can still trigger configuration changes).
RiskSymptomMitigation
UI clipped by notchButtons partially hiddenSafe-area padding and layout constraints
Gameplay framing changesMore/less world visibleCamera rules: fixed vertical FOV, adaptive horizontal; or letterboxing
Edge gestures conflictBack/home gesture triggersMove controls inward; avoid edge-only swipes for core actions

Interruptions and lifecycle events

Mobile play is frequently interrupted: notifications, calls, app switching, low battery dialogs, Bluetooth changes, and OS permission prompts. Your game must survive being paused, backgrounded, and resumed at any moment without losing progress or corrupting state.

  • Autosave at safe checkpoints and after meaningful actions (e.g., after rewards are granted).
  • Pause gameplay and audio immediately when the app loses focus.
  • Make network operations resilient: retry with backoff, handle offline gracefully, and avoid assuming continuous connectivity.

Thermal limits and sustained performance

Mobile devices throttle CPU/GPU when they heat up. A scene that runs at 60 FPS for 2 minutes may drop to 30 FPS after 10 minutes due to thermal throttling. Sustained performance matters more than peak performance.

  • Budget for “worst sustained” conditions: warm device, charging, high brightness.
  • Avoid constant max-frequency workloads (e.g., heavy post-processing every frame).
  • Prefer stable frame times over occasional spikes; spikes feel worse than slightly lower but consistent FPS.

Storage constraints: install size, patch size, and free space

Users often have limited free storage and may be on metered connections. Large installs reduce conversion, and large patches increase churn. Storage also includes runtime storage for caches, save data, and downloaded content.

Continue in our app.

You can listen to the audiobook with the screen off, receive a free certificate for this course, and also have access to 5,000 other free online courses.

Or continue reading below...
Download App

Download the app

  • Set an install size target early and treat it as a hard requirement.
  • Plan asset formats and compression with size in mind (textures, audio, video).
  • Keep patch sizes small by organizing assets to avoid repackaging large bundles for small changes.

2) Player context: how and where people actually play

One-handed play and thumb reach

Many players hold the phone in one hand and interact with a thumb. This constrains where controls should live and how complex simultaneous inputs can be.

  • Place primary controls within comfortable thumb zones (generally lower half of the screen, biased to the holding hand).
  • Minimize multi-finger gestures for core gameplay unless your audience expects it.
  • Offer left-handed mode or mirrored controls where relevant.

Short sessions and frequent stop/start

Mobile sessions are often 30 seconds to a few minutes. Design loops that deliver progress quickly and can be safely interrupted.

  • Make the first meaningful interaction happen within seconds of launch.
  • Structure gameplay into bite-sized chunks (levels, runs, turns) that can end quickly.
  • Use clear mid-session checkpoints so an interruption does not feel punishing.

Noisy, bright, and distracting environments

Players may be commuting, waiting in line, or multitasking. Audio may be off; attention may be partial; lighting may be harsh.

  • Do not rely on audio-only cues; duplicate critical feedback visually and with haptics where appropriate.
  • Use readable UI with strong contrast and scalable text.
  • Keep tutorials contextual and skippable; avoid long uninterruptible dialogs.

Network variability and battery sensitivity

Connectivity can switch between Wi‑Fi, LTE, and offline. Battery drain is noticeable and can drive uninstalls. Treat network and power as first-class constraints.

  • Design for offline tolerance when possible (e.g., queue actions, sync later).
  • Batch network requests; avoid constant polling.
  • Offer performance/battery modes (e.g., 30 FPS saver mode) if your game is resource-intensive.

3) Design targets expressed as measurable requirements

Constraints become actionable when translated into measurable targets. These targets guide art direction, feature scope, technical architecture, and QA coverage. Write them down before prototyping so you can evaluate tradeoffs objectively.

Frame rate and frame time targets

Choose a target FPS and define acceptable frame time variance. Also define a fallback mode for lower-tier devices.

  • Primary target: 60 FPS (16.67 ms/frame) on mid/high tier devices.
  • Fallback target: 30 FPS (33.33 ms/frame) on low tier devices.
  • Stability requirement: 99th percentile frame time under a defined threshold (e.g., under 25 ms at 60 FPS mode) during representative gameplay.

Memory budget (RAM) targets

Mobile apps are killed when memory pressure is high. Define a peak memory budget and a steady-state budget. Include textures, meshes, audio, code, and runtime allocations.

TierSteady-state RAM budgetPeak RAM budgetNotes
Low350–500 MB600–800 MBAggressive texture limits, fewer concurrent assets
Mid600–900 MB1.0–1.3 GBDefault target for broad reach
High1.0–1.5 GB1.8–2.2 GBOptional higher-res assets, enhanced effects

Set a rule: if a feature cannot fit within the tier budgets, it must be scaled down, made optional, or removed.

Install size and patch size targets

Define maximum download/install size and maximum typical patch size. These are product requirements, not “nice to have.”

  • Initial install target: e.g., ≤ 300 MB (or your chosen threshold).
  • First-time launch additional download: e.g., ≤ 150 MB optional content.
  • Typical patch target: e.g., ≤ 25–50 MB.

Battery and thermal targets

Define a sustained play requirement and a thermal behavior requirement.

  • Sustained session: 15 minutes without dropping below target FPS on a mid-tier reference device.
  • Thermal behavior: no continuous maximum brightness assumptions; avoid triggering “hot device” warnings in normal ambient conditions.
  • Power mode: optional “Battery Saver” that caps FPS and reduces effects.

Supported OS and device tiers

Define the minimum OS version and a tiering approach so you can make deliberate tradeoffs. Tiers should be based on measurable capabilities (RAM, GPU class, CPU generation), not just brand names.

  • Minimum OS: choose a version that matches your audience and required APIs.
  • Device tiers: Low/Mid/High with explicit capability thresholds (RAM, GPU feature level, screen resolution).
  • Feature scaling: specify which features degrade per tier (shadow quality, texture resolution, particle counts, post-processing).

Loading and responsiveness targets

Mobile players abandon apps that feel slow. Define time-to-interactive and scene transition budgets.

  • Cold start to menu: e.g., ≤ 8 seconds on mid-tier.
  • Menu to gameplay: e.g., ≤ 5 seconds.
  • UI responsiveness: input-to-feedback within 100 ms for taps (visual highlight, sound, or haptic).

Step-by-step: turning constraints into a target sheet

  1. Pick reference devices for Low/Mid/High tiers (real models your team can test on).
  2. Write numeric targets for FPS, RAM, install size, load times, and patch size.
  3. List “must not happen” failures (e.g., app killed on resume, UI clipped by notch, progress lost on interruption).
  4. Define scaling rules (what changes per tier) so art and engineering can plan content accordingly.
  5. Attach measurement methods (profiling tools, build size reports, memory snapshots, timed launch tests) and decide how often you will check them.

4) Reusable “Mobile Readiness Brief” template (fill before prototyping)

Copy this template into your project docs and fill it out. Treat it as a living contract between design, art, and engineering.

Project snapshot

  • Game concept (1–2 sentences):
  • Core interaction model: tap / swipe / drag / virtual stick / tilt / hybrid
  • Orientation: portrait / landscape (locked) / supports both
  • Online requirement: offline-first / online-optional / always-online

Device realities checklist

  • Aspect ratio strategy: fixed vertical FOV / letterbox / adaptive layout rules
  • Safe area handling: yes/no; notes on notches/gesture areas
  • Interruption handling: autosave points, pause behavior, resume flow
  • Thermal strategy: FPS cap options, quality scaling, heavy effects limits
  • Storage strategy: install size cap, asset compression plan, patching approach

Player context assumptions

  • Primary play mode: one-handed / two-handed
  • Typical session length target:
  • Audio reliance: critical cues duplicated visually? yes/no
  • Accessibility considerations: text scaling, color contrast, haptics toggles, left-handed mode

Measurable design targets (fill with numbers)

CategoryLow tierMid tierHigh tier
Target FPS
99th percentile frame time
Steady-state RAM budget
Peak RAM budget
Install size cap
Typical patch size cap
Cold start to menu
Menu to gameplay
Supported OS minimum

Supported device tiers (define thresholds)

  • Low tier definition: RAM ≥ ___; GPU class/feature level ___; CPU generation ___; screen resolution range ___
  • Mid tier definition: RAM ≥ ___; GPU class/feature level ___; CPU generation ___; screen resolution range ___
  • High tier definition: RAM ≥ ___; GPU class/feature level ___; CPU generation ___; screen resolution range ___

Quality scaling rules (explicit)

  • Textures: Low = ___; Mid = ___; High = ___
  • Shadows: Low = off/baked; Mid = ___; High = ___
  • Particles/VFX: Low = ___; Mid = ___; High = ___
  • Post-processing: Low = ___; Mid = ___; High = ___
  • Animation/physics complexity: Low = ___; Mid = ___; High = ___

Test plan hooks (how you will verify)

  • Reference devices owned by team: list models for Low/Mid/High
  • Performance checks cadence: every build / weekly / milestone
  • Measurements to record: FPS (median/99th), RAM steady/peak, build size, load times, thermal behavior after 15 minutes
  • Failure conditions: define what blocks release (e.g., crashes on resume, exceeds install cap, UI clipped on common aspect ratios)

Prototype gate (must be true before expanding scope)

  • Prototype meets Mid-tier FPS target in a representative scene.
  • Prototype stays within Mid-tier steady-state RAM budget.
  • UI layout verified on at least 3 aspect ratios including a notched device.
  • Interruption test passed: background/resume does not lose progress or break audio/input.

Now answer the exercise about the content:

Why should a mobile game prioritize sustained performance over peak performance?

You are right! Congratulations, now go to the next page

You missed! Try again.

Mobile devices can heat up and throttle CPU/GPU, causing FPS to drop during sustained play. Planning for worst sustained conditions and aiming for stable frame times helps gameplay feel consistently smooth.

Next chapter

Touch Controls for Mobile Games: Input Patterns and Feedback

Arrow Right Icon
Download the app to earn free Certification and listen to the courses in the background, even with the screen off.