Learn how Rovio puts free-to-play quality at the heart of game development, keeping two billion users coming back for more

How did Angry Birds reach one billion users within three years of its launch, and two billion users just 18 months later? And how is Rovio’s skill in creating free-to-play mobile games still driving the company’s success today?

Most answers to these questions have something in common: recognition for the sheer feeling of quality that the Angry Birds games exude in everything from their touch-responsiveness to their physics simulation and in-game economics. But this poses an additional question: how does Rovio achieve such quality?

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Does 'Super Mario Run' set a new benchmark for mobile gaming performance?

Mario has arrived fashionably late to the iPhone party and no one is holding it against him. Such is Nintendo’s reputation for quality that many gamers are actually expecting this week’s launch of Super Mario Run to set a new standard for mobile gaming.

We’ve been using GameBench to find out whether Super Mario Run delivers the objective hallmarks of quality: Does the game run at a perfect, console-like 60fps? Does it make efficient use of system resources and battery power? And does Mario manage to keep up with his Sega rival, Sonic, who has already had a long career in the “endless runner” genre on smartphones? Read on to find out...

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open( London ) 2017

No fluff. No sponsor-to-speak. A unique gathering of mobile QA specialists sharing best practice, organised by TIGA and Gamebench. Will you be joining us?


Join your peers and industry leaders from businesses such as: Google, Samsung, Rovio, Daily Mail Group, Ocado, Trainline, Proteus VR Labs and JP Morgan in this unique industry-insider event. But hurry, tickets are limited.

We had amazing feedback from participants and speakers at last year’s event, and have widened this year’s focus to include mobile apps and the emerging areas of automotive and VR, in addition to mobile games.

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Meet the banking apps that can max out your mobile

Which of these two tasks is more likely to exceed the limits of your smartphone: checking your account balance on the HSBC app, or playing Angry Birds 2?GameBench makes it easy to discover the answer with just five minutes of testing on each application, and the results are surprising.

App vs. Game

Comparing a banking app with a game isn’t as strange as it might seem. The HSBC app and Angry Birds 2 have something important in common: they both aim to deliver the best possible visual responsiveness and smoothness, so they both target a graphical animation rate of 60 frames per second (fps).

Explainer: Frame rate objectively measures the smoothness of animations. Android and iOS applications generally target either 30fps or 60fps.

Of course, each application targets 60fps for a different reason. The HSBC app does it to ensure smooth scrolling and swiping, whereas Angry Birds does it make in-game physics appear more convincing. Nevertheless, frame rate is a key objective measurement of UX quality in both cases, so we figured it would be interesting to analyse them side-by-side.

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  • GameBench Staff
  • 04. October 2016
  • 0 Comments

Mobile game performance pitfalls that studios and QA teams often overlook

There are many ways to test a mobile game, from compatibility testing through to subjective testing (i.e., determining whether it’s fun or not). But one aspect of the QA process that is still quite new, and hence doesn't always get the attention it deserves, is performance testing.

The need for performance testing has arisen in response to recent demand for more premium mobile game experiences -- in other words, games that deliver high levels of visual quality and fluidity, and which increasingly do so in combination with other intensive tasks (such as AR or VR, physics simulation or sophisticated AI).

Given the newness of this discipline, I think it’s worth pinning down an essential checklist of six common pain-points which we frequently encounter here at GameBench, and which any meaningful performance test should take into account.

1. Slow or jerky animation

When a studio sets a target frame rate for a game's animation, usually at either 30 or 60 frames per second (fps), it's essential that this target matches the game's genre and that it is achievable on popular devices.

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