HCL TECHNOLOGIES
Business Experience Designer (XD India)
Aristocrat Case Study

My Role
As a Senior Lead Technical Artist effective communication, collaboration, and leadership skills are essential for my role.
By fostering a supportive and productive work environment, I help your team members thrive and deliver exceptional user experiences and technical skills.
Design Product (Application design End-to-End).


Downloads: 10 M+
Launch Date: Feb 2015
Downloads: 5 M+
Launch Date: July 2017


Downloads: 1 M+
Launch Date: Oct 2017




Downloads: 5 M+
Launch Date: Nov 2018
Landbase to Digital Conversion Challenges

User Analysis Landbase
Usability
Application was not future ready. Difficult to integrate new upcoming tech fuctionalities
Brand Adherence
Did not have consistent visual identity and unified experience across the brand
Findabilty
Optimization
User Engagement
There were no Serach or Navigation to find relevant information. Due to which findability of a specific information
There was very heavy games of EGM machine which is next to impossinle to optimized specially on ART side.
Tracking team engagement manually can be challenging
Approch
Optimization Process
Scripts We Use?
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Copy Paste Marker
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AE Script
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Handy For: Switching Mercury Export between iOS/Android, EGM, Flash build
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Earlier: Manual Effort. Used to take 15-20 minutes
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Now: Is Done in 2 mins
Add & Delete Comment
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AE Script
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Handy For: Controlling the Game quality for Symbols (PNGs) & Animations (PNG Sequences)
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Earlier: Manual Effort. Used to take Hours effort for 1 AEP file Export
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Now: Is Done in a Single Click

Memory Monitor Tool
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Handy For: Monitoring the game's memory usage limit and optimising the game accordingly.
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Earlier: Was done by the Developers very later in the game development phase
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Now: No Dev Dependency.
How to use the tool?
Refresh Mobile Script
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Handy For: Uploading Mercury files exported to device and checking the game from Art perspective
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Earlier: Was Done by developers and required lot of to and fro between both the parties
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Now: No Dev Dependency

Optimization Process
Elevating the Standard
Why we do Optimization?
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To drag down game consumption memory less than or equals to 128mb without the lobby size.
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To clean the jitters and to remove the black screen issues which make the game absurd.
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To remove the lagging in the game and increase the Avg. FPS of the game and pull it in between 18-30
Apple device limitation:
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Kill the app( exceeds ⅓ of memory consumption).
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512 mb lowest configuration.(ipad mini and iphone 4).
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128 mb without a lobby is the standard.
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140 mb without a lobby is for critical games like 8 Petals.
Knowledge sharing on How we do optimisation?
With the help of memory profiling we find out the areas or PNG sequences which tends to increase the memory consumption and decrease the avg. FPS of the game, So these are some ways to be followed that can reduce the memory consumption.

Big Images:-
MobileScaleFactor=.75
Symbols:- MobileScaleFactor=1.64
PNG Sequences:-MobileBitRate=20000
Create new Animation by PNG Sequences to PNG Images

PNG Images
PNG Sequences
Creating Animation with Imges sequesnce with define markers

Scale down the PNG images or sequences by 50% or more

Digital Conversion (Mobile and Tablet)



Mercury Browser…

We have a new Tool for viewing mercuries of Android, iOS, Windows (EGM) and Flash. In addition, there is an updated Font Viewer too in the tool.
The mercury browser is a standalone mercury viewer which is backward compatible to GDK 10 and also supports playing assets from iOS and Android on Windows.
The 32-bit and 64-bit builds of the tools available at the following confluence page: