Chris joined Jagex in 2007, and now has a decade of experience of game engines and backend support modules. He has written everything from WebGL shaders to billing systems. He is currently a Senior Game Engine Developer working on RuneScape, an MMORPG running successfully since 2001, and Old School RuneScape, a throwback to RuneScape's 2007 era. He helped develop Old School for mobile, which launched in October 2018.
A retrospective on the development of a fully-featured mobile client for Old School RuneScape (OSRS) allowing play with desktop users. The client launched on 30th October 2018, with 2 million downloads in the first week. RuneScape launched in 2001, so the primary challenge of the mobile port was dealing with a large, legacy codebase written without any consideration of mobile, and an equally large body of game content designed for desktop screens and input. OSRS is a reboot of the 2007 version of RuneScape, and is still entirely Java-based on desktop and uses a software renderer. A feasibility test in 2016 showed it could be made to run with a modified version of RuneScape 3's C++ hardware renderer. However, for production this required a substantial re-architecting of core areas of the client. Because it uses Java, running OSRS on Android was relatively straightforward. Rather than rewriting for iOS, we instead used Intel's Multi-OS Engine middleware. From here, the bulk of the engine work was graphical (dealing with a complete lack of alpha channel, an inability to scale interfaces, and chipset issues), interface-based (refactoring to allow touch support, and dealing with a lack of right-click in hardcoded interface systems), and fully supporting a mobile application life-cycle and onboarding flow. The OSRS content teams also completely reworked the game's interfaces for mobile, including spacing issues and touch-based UX. The session will also discuss the tooling built around the project, including the system developed to manage deploying branch builds to phones as needed.
A retrospective of OSRS Mobile, which brings the full game experience to phones and allows PC and mobile users to play side by side.
Book your conference pass now to save over 35% - you can save as much as £330!
Offer ends 3 April.Find out more
A lot of the opportunities that come from being here are speaking to other developers who are doing exactly the same thing as you. And there are some good parties – it’s very much a pleasurable work experience!
There’s something creative about Brighton, so it’s the perfect place to have the conference.
I’ve felt a big passion here at Develop!
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
Develop is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
By coming to Develop what you get is the opportunity to network like you can’t in any other situation. Everyone knows everyone and it’s such a wonderful community feel.
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
There are many ways you can be part of Develop:Brighton 2018 - including speaking in the conference, taking a booth in the Expo or becoming a sponsor.Find out more