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creating flexible and extensive game settings system

Brigada Games created flexible and extensive system of game settings on a mobile platform allowing players to configure everything individually or use their favorite preset of settings.

Case: Brigada Games ported the game, which was originally developed for PC/Console, to iOS, which allowed a developer and a publisher to tap into a new mobile games audience.

Process description:

The optimization was carried out on the iOS.

The primary goal of the optimization was to give the player a full and flexible system of game settings that allow them to tailor the experience to their individual preferences.

Mobile games are often designed with an extensive settings system, allowing players to customize the game to their own preferences, right down to the smallest detail. This is particularly true of the most popular cross-platform games. Considering that a large number of users playing the mobile version are already familiar with these titles, it is necessary to meet the standards of customization that players expect on mobile platforms. Additionally, due to the greater variety in individual control customization preferences on mobile platforms, giving them the option of customizing their experience is an important factor for positive gameplay.

The main challenge with optimization was that many of the necessary gameplay settings were not present on the parent PC/Console versions, meaning they had to be implemented from scratch.

We figured out how to tackle the issues we faced as well as meet the highest standards of the players: 1. We did a thorough research of game settings in similar projects and analyzed control schemes used by players. 2. Touch editor is an important part of such projects, but its huge variety of settings can be confusing for a beginner, making it difficult for them to enjoy the game. Therefore, developers created 1-2 basic universal control schemes. However, when we looked at control schemes of experienced players, streamers, and others, it turned out that none of them use the basic variants, heavily customizing size and location of controls and interfaces. It was then that we came up with the idea of "sharing" their control schemes with each other so that players can use someone else's control schemes within the game without having to rely on external resources and spending time on setup.