Pixel Envision Ltd.
Mobile Game Development Studio
    • Home
    • About Us
    • Our Games
      • Hyper-Casual
      • Casual Games
        • Don’t Get Caught
        • Hordes of Enemies
        • noded
        • kubic
        • Whip Swing
        • Witches’ Brew
      • Kids Apps
        • Cars & Trucks Puzzle
        • Train Puzzles for Kids
        • Animal Puzzle
        • Fairy Tale Puzzles for Kids
        • Coloring Book
        • Find the Differences
    • Blog
    • Support
    • Privacy Policy
    Select Page ...

    Blog

    Creating App Previews for App Store using Photoshop

    October 18, 2014 App Store, Tips & Tricks

    Well, that might sound a little bit crazy at first but it’s completely possible. Here is how…

    App Preview Videos in Photoshop

    If you are fortunate enough to use a Mac on OS X you may use recently updated iMove to create your app previews. Or if you have a professional video editor lying around such as Final Cut Pro X, Adobe Premiere or After Effects you can also use those. Not all of us have those in possession but I’m sure many of us have a copy of Photoshop CS installed. And if the version of your PhotoShop is CS3+ (I’ve used CS6) you’re in luck, it has very very basic (but more than enough for app previews) video capabilities similar to AFX or Premiere.

    Our Case

    Initially I’ve outsourced our app previews along with our trailer. That turned out great, we had app preview videos ready in requested technical format and submitted them for review along with our game. But those caused our first metadata rejection. Problem was the content in the ending of the video, we had a death scene and even if it’s very light & cartoony they’ve rejected it. So, a fair bit of warning here to our fellow developers, make sure you do not have ANY kind of death/gore/blood in your app previews or it will be rejected. If your game is about unicorns or bunnies you might be in luck, but I’m not sure how you should handle it if your game is about killing zombies with head shots…

    As the rejection come in 1am in the morning I had to act quick to save some precious time to not to miss our release date. So, instead of going back to our video guy (which means waiting for at least few days to receive updated videos) I’ve decided fix those by my self. I knew about Photoshop’s video capabilities but even if I’ve never used it before, I’ve decided to dive in.

    What Apple wants

    App previews have many restrictions. Besides the technical restrictions (see last chapter) Apple wants you to create simple videos that shows the gameplay. Those should not feel like ads or trailers with full of effects or extra non game art/content.

    So, basically you’ll need mostly game play videos stitched together with mix or fade (to black/white/color) transitions, overlaid on a one piece music for continuity. There may be few text (not recommended as localization not possible) overlays, mandatory if you need to disclose in-app purchases if the video section of the game shown requires a purchase such as a vehicle, hero, etc.

    Good news is you can do all those and even a bit more with Photoshop’s video capabilities. In my opinion using a full featured video editor for that (specially if you are thinking about investing in one) would be an overkill…

    How to create videos in Photoshop

    Well, I might do a full tutorial on this in the future but right now I simply have no time. But, it’s not hard! A quick google search revealed the following tutorials, I’m sure there are more and those should be enough to get you started.

    • How to edit video in Photoshop CC
    • How to edit video in Photoshop CC and CS6
    • Video Editing in Photoshop CS6 and CC

    Make sure you have the source content in full format (1920×1080 for iPhone(s) & 1200×900 for iPad) for the best quality. I also like to bust a myth here, you don’t have to own each device (iPhone 5/6/6+ and iPad) to capture in all required sizes. Or you don’t have to own one of those devices at all in our case, I’ve just captured them from the computer using the Screenflick while playing the game in Unity editor at 1080p.

    Technical Requirements of App Previews

    iTunes connect is very picky when it comes to app preview videos. You’ll need to make sure your videos are formatted exactly the the way they wanted or you won’t be able to upload them or you might experience all kinds of problems.

    But I have some good news and a small gift for you!

    As the Photoshop’s video exporter is based on the Adobe Media Encoder I was able to create 4 preset that exports the videos exactly as Apple wanted. Once you have your video ready in Photoshop you may simply select the required preset and you’ll have 100% compatible video ready to upload.

    Download the package here:

    Adobe Media Encoder EPR Presets for Apple App Previews

    After downloading extract the contents and you’ll see 4 files with .epr extensions. Place those in the video presets folder of Photoshop so the option would be available when exporting. In my case that location on OS X was “/Applications/Adobe Photoshop CS6/Presets/Video/Adobe Media Encoder/H264/”. You’ll see bunch of other (default) epr files there. Just add those and re-start the application.

    After importing, presets section of the exporter should look like this:

    On another note, as those are EPR files, you may also use them in Adobe Media Encoder, Adobe Premiere or Adobe After Effects or any other editor that uses compatible format.

    For best results, you should have two different projects. First one should be using 1200×900 iPad footage and exported using iPad preset. Second one should be 1920×1080 footage and you can use that one to export all 3 iPhone resolutions.

    I hope that would be useful for you, if it is make sure to share using the buttons below. If you have any questions, please leave a comment below and I’ll do my best to reply as soon as I can…

    iOS App Store review queue position when Metadata Rejected

    October 18, 2014 Tips & Tricks

    When our latest game Whip Swing received a metadata reject after waiting 10 days in queue for review, I was little worried as that rejection was a first or us. We’ve fixed the issue within an hour and re-submitted but I wasn’t sure what will be our status in the queue. After spending some time with google search I was able to find some forum discussions and mentions of the the issue but there were no definitive answer.

    Since we’ve experienced this at the first hand, I wanted to share my knowledge of the issue.

    When your app is metadata rejected, if you fix the meta issue without touching the binary you WILL NOT go back to beginning of the review queue. In our case our app went in to review about 20hrs later and spent around 3 hours in review to get approved this time.

    But if you edit or change your binary in any way, you WILL go back to beginning of the review queue. That doesn’t matter even if there was an issue with the iTunes Connect, etc. So, make sure to not to touch your binary in situations like this…

    Whip Swing featured on AppAdvice's GamingSOON Platform

    October 18, 2014 Coming Soon

    A big thank you goes to AppAdvice for featuring Whip Swing on their GamingSOON platform.

    Unity Plugin Suggestions Vol.2

    February 16, 2014 Reviews, Tips & Tricks, Unity 3D
    Vol. 3 of my suggestions list now live! Click here to check it out for most up-to-date information.

    Time flies away, it’s been almost two years since I’ve posted my unity plugin suggestions for the first time. In the mean time, Unity received major updates, with added support for the new stores/devices. And of course new plugins appeared.

    When it comes to scripting & editor extensions, usually there are more than one plugin that does the same thing. Plugins I’m listing here is the ones that stand out (based on feature set, support and updates) for my projects and I’m using them.

    So, here is my current suggestions for most useful add-ons for Unity.

    Best Unity Plugins

    • NGUI (Link): You may ask why I still prefer NGUI over the other alternatives. First of all even if it might not be the most elegant GUI solution, it gets the job done. Also, support is phenomenal. If you hit a wall and report a bug (or even a new feature request) you’ll probably get it in the next update which is usually only few days away. To me, that’s as important as the feature set. Besides, native Unity GUI is on the way and I don’t feel like investing (both time/money) into another add-on GUI.
    • Unibill (Link): If you are developing for multi-platform and planning to use in-app purchases that’s the only plugin you’ll ever need. It currently supports all the major stores (Samsung support is coming soon), the feature set and the support is great and the plugin is easy to implement. It’s also one of the most expensive plugins I’ve purchased, but if you don’t need it ASAP I would suggest keeping an eye on it for any possible discount promotions.
    • xArm (Link): I wish I had this two years ago, but I’m happy to have it now! That is another tool essential for multi-platform development. It’ll give your the preview of your game for all different devices & screen resolutions you’ll need. That is especially important when developing for Android…
    • Build Report Tool (Link): Provides an easy to read summary of your build size (iOS, Android, etc.)  so you can effectively optimise it to reduce the size. You’ll know the importance of that if/when your app goes over the cellular download limit just with few megabytes…
    • Pool Manager (Link): Garbage collection is not your friend (one of the biggest problems on mobile), it’ll cause frame drops, hiccups and generally bad performance when not handled properly. This plug-in does it for you, make sure to check it out…

    Wait, there is more…

    I haven’t actually used those throughly (yet) but each one of them is a gem… Make sure to check them out before making any decisions…

    • EasyTouch (Link)
    • MasterAudio (Link)
    • Sound Manager Pro (Link)
    • Advanced Builder (Link)

    Featured on the Windows Phone Store...

    July 9, 2013 Unity 3D, Windows

    Two days ago we have received the notification e-mail and today, Trains & Transports Puzzle for Toddlers featured by Microsoft on the US store for all phones…

    Screen shot from the Store
    Screen shot from the Device

    Say hello to Windows Phone!

    May 30, 2013 Unity 3D, Windows

    We have recently updated our Cars & Trucks Puzzle with new puzzles & multi-language support to 11 languages…

    With this new update, for the first time ever we are live on the Windows Phone Store (for Windows Phone 8) thanks to Unity engine!

    Click the following link to get it: Car & Trucks Puzzle for Toddlers

    Merry Christmas from the Pixel Envision!

    December 25, 2012 Blog

    Merry Christmas everyone!

    We all hope you have a great Christmas and a very happy new year…

    Best regards,
    Armagan & Erdener

    Image is linked from Armagans iStock portfolio

    Witches' Brew selected for Amazon's Free App of the Day promotion...

    October 25, 2012 Amazon Apps, CoronaSDK, Google Play

    Witches’ Brew – Halloween potion making fun! featured by Amazon as Free App of the Day for October 25th. If you have an Android device or a Kindle Fire, this is your chance to get it for free right before the Halloween! This is the full version that is normally $0.99, and recently updated to remove OpenFeint & unnecessary permissions…

    Just click on below to go to the product page…

    Texture Packer: The tool that stands the test of time

    October 22, 2012 Reviews, Tips & Tricks, Unity 3D

    We have started developing mobile apps using Flash. Then saw it’s shortcomings and decided to move to CoronaSDK and released our fist app with it. Currently, we’re working with Unity3D.

    Each of those changes had a big impact on how we work and yet, the change was necessary. But there is one tool we are using since the day 1 and I’m sure it’ll be a major part of our workflow for a long time, it’s Texture Packer from Code’n’Web.

    Andreas Löw created an exceptional tool for working with sprites and the more you use it on your workflow the more you’ll understand it’s value. First of all, as I noted above we have switched our core tools 3 times but the Texture Packer was compatible with all of them. That was a big plus for us as working with sprites, bitmaps and optimising the texture memory is the core part of mobile development no matter which SDK you are using.

    Texture Packer has many time/life saving features that’ll be hard to cover in one blog post. So, today I’d like to mention one particular feature that recently saved the day for me. It’s a little tick box located in Layout section called “Reduce border artifacts”.

    Let me explain the problem first. When dealing with the sprites & sprite sheets, you’ll use transparencies in almost all cases. Your alpha transparency might good look on Photoshop, but depending on the device (or your framework/SDK) hardware accelerated textures & transparencies might be handled a little bit differently.

    In Photoshop, transparent or semi-transparent pixels have an undefined color and Photoshop handles them in software based on layer blending methods among other things. But with graphics hardware / OpenGL transparent pixels still have a color, even if it’s fully transparent. When the graphics card mixes a transparent pixel with the image below it, color value of the transparent pixel also gets mixed in. This colour is black and as a result “ghost” outlines, a thin grey border might appear around your sprites.

    Unity uses straight alpha blending, and alpha textures needs a special treatment to prevent that problem as explained here. The trick is expanding the RGB section of the image (not alpha) so transparent pixels would have proper color. They have even provided a AlphaUtility (actions for Photoshop) to help you with that problem.

    But if you are working with Texture Packer, fix is one click away. Simply enable “Reduce Border Artifacts” checkbox and Texture Packer will handle that for you when exporting the sprite sheet!

    Here is a simulated sample image, take a look at the three light green dots on the top left. Image on the left shows expected/fixed result while image on the right shows the alpha problem.

    Texture Packer is simply the best sprite sheet generation tool you can get your hands on and it will save you many precious hours. Andreas just released v3.0.0 and I must say it’s now better than ever…

    « First...«2345»...Last »
  • Tags

    3ds Max Coming Soon CoronaSDK Featured Flash Lua MAXScript PHP Programming Reviews Tips & Tricks Unity 3D Windows Phone
  • Recent Comments

    • Yogesh Singh on ZIP (POSTAL) Code Validation Regex & PHP code for 12 Countries
    • Admin on Maxscript – Vray Cubemap Generator for Unity
    • charlie on Maxscript – Vray Cubemap Generator for Unity
    • Mastan on PHP Currency Converter
    • Rakesh Vishnoi on ZIP (POSTAL) Code Validation Regex & PHP code for 12 Countries
    • Find us on

      amazonandroidapplefacebooklinkedintwitterwindowsyoutube
    • Company Information

      Pixel Envision Limited is a company registered in England, company number: 09558675. Registered Office: Preston Park House, South Road, Brighton, East Sussex, BN1 6SB, United Kingdom

    • Privacy Policy
    Copyright © 2011-2020 Pixel Envision Ltd, all rights reserved.
    We use cookies to ensure that we give you the best experience on our website, if you continue to use this site we will assume that you are happy with it.OKPrivacy policy