Game Developers Conference 2008 - (Page 31) GDC Mobile MONDAY, FEBRUARY 18 industries. The attendees of this panel will get a chance to hear prominent channel partners on what they have done with developer partners, and how they see the developer business model moving forward. Attendees will also get thoughts on where the marketplace will go and places they can make a difference within the mobile medium. Design, Lecture – ALL unknown or poorly available, and creativity itself is seen as something mystical that cannot be methodologically enhanced. However, modern creativity research states that creativity is in the scope of learning and techniques for generating ideas are argued to give competitive advantage. The most common creativity technique, brainstorming, does not necessarily lead to innovation. This lecture will concentrate on introducing the game specific creativity techniques developed in a Finnish game research project GameSpace. Design, sponsoreD session – ALL Lessons Learned in Location-based gaming Design, Lecture – ALL Jeremy irish (groundspeak, inc.) 3:15-4pm • room 121, north Hall In the real world there is no extra man, you can’t hit the reset button if you say the wrong thing, and you can’t restore a previous save game if you miss a meeting. In creating real-world games with GPS there are many unusual, sometimes amusing, pitfalls when using this new medium. Let’s explore some real world examples from the Geocaching. com community as well as some unscientific results when testing location-based ideas as a gaming platform. social Media, Virtual Worlds, Mobile, and other platforms peter Marx (Analog protocol, MtV) 11:45-am-12:30pm • room 120, north Hall As social media matures it is expanding in functionality, in appeal, and in pervasiveness. Social media and virtual worlds, a.k.a. graphical social media, are becoming “the” place for people to visit with each other. We will discuss how social media services and worlds are moving on to (and in to) devices near (or on!) you. As an added piece of the puzzle we will examine how large and small media companies along with VCs are investing heavily into this space. GDC Mobile Hardware Accelerated 3D game on the n-gage platform Sponsored by Nokia peter Lykke nielsen 2-2:45pm • room 125, north Hall This talk will show how Nokia 1st Party games is addressing the major stumbling blocks that are holding everyone back and taking a leadership role in pushing the State of the Art in Mobile gaming. DeALs & Distribution, Lecture – ALL pervasive Multiuser Mobile gaming: reality overlays for Virtual Worlds to create an Addictive, collaborative experience Sponsored by Nokia Design, sponsoreD session – ALL pushing the Mobile gaming state of the art with nokia 1st party games Sponsored by Nokia proDuction, sponsoreD session – ALL Legal nuts & bolts for Mobile game Developers Daniel offner (nixon peabody LLp) 2-2:45pm • room 120, north Hall In this session, Dan will cover the basics of mobile contracts for developers: 1) development agreements - work for hire and original content agreements; 2) license/ content acquisition agreements; and 3) carrier agreements. The remaining 15-20 minutes of the session will end with questions from the audience. DeALs & Distribution, Lecture – ALL peter Molettiere, Mark ollila 3:15-4pm • room 125, north Hall Spurred by GPS and JSR-179, a new class of games unique to the mobile world is now possible. This session will review recent pervasive game implementations that left players clamoring for more, and analyze how game designers used context aware technologies and networks to enable collaboration between multiple players and get information on the current environment of players. DeALs & Distribution, Lecture – ALL Dan scott 1-1:30pm • room 134, north Hall Mobile gaming will not achieve the multibillion dollar predictions without the help of everyone in the industry. This talk will show how Nokia 1st Party games is addressing the major stumbling blocks that are holding everyone back and taking a leadership role in pushing the State of the Art in Mobile gaming. proDuction, Lecture – interMeDiAte creativity techniques in game Design Annakaisa Kultima (university of tampere) 2-2:45pm • room 121, north Hall Innovation in game design is touted but at the same time the industry is criticized for producing non-innovative titles. Tools and methods for producing creative ideas are fairly Moderator: scott M. Jensen (Vindigo) panelists: Dave bell (playphone), thomas richter (Jamba gmbH), Mitch rotter (thumbplay) 2-3pm • room 134, north Hall the road not taken: Alternative channels to tier-1 Distribution Kristian segerstråle (playfish) 3:15-4pm • room 134, north Hall This presentation uses industry data, first hand market experience and textbook economics to argue that a change in the structure and business models of the mobile games market is inevitable. It argues that the resulting process of creative destruction will serve to unlock the growth potential of the market, but it will also mean major changes for existing players in the business. The presentation will outline key trends, new business models and challenges that are likely to emerge in the 31 the rise and Fall of the operator game Deck? In this session, the panelists discuss ways in which developers can get their games directly to consumers without using the traditional mobile operator portals. They will also address the advantages and the challenges of off-deck distribution, and the ad-supported model. Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
For optimal viewing of this digital publication, please enable JavaScript and then refresh the page. If you would like to try to load the digital publication without using Flash Player detection, please click here.