Game Developer - Level Designer - Environment Artist - Author - Tutor - 18 Years of experience with Unreal Engine 1, 2, 3, 4
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Like I’ve said last week, the iOS conversion of Unmechanical is something that I am particularly proud of. I’ve been solely responsible for converting all the content to iOS and managed to get normal maps and specular working, along with color grading, fog planes, and so on at near no performance cost through various tricks. The game runs on a vanilla standard UDK, and the exact same packages and levels are used for both PC and iOS. The graphics and level of detail in the level scales down automatically on iOS, and we got different Kismet chains dependent on the platform.

All of this runs 30 FPS average on an iPad2 and iPhone 4S. 40 to 50 FPS on an iPad3 with MSAA enabled.

Here are the first iOS screenshots of the game, compared to the same locations on PC. Not everything is of course exactly the same, it is first of all an entirely different device and GPU to begin with, but it got pretty close.








Feel free to join in on the Unmechanical Facebook page by the way :)

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