Game Developers Conference 2008 - (Page 32) GDC Mobile MONDAY, FEBRUARY 18 market, and offer some pointers to developers, publishers and network operators as to how best to prepare for what is to come. DeALs & Distribution, Lecture – ALL tV play Along: play a Mobile game synchronized to tV Jeroen elfferich (ex Machina) 3:15-4pm • room 120, north Hall Before the introduction of radio and TV, playing games was the number one pastime in the world. A game of cards with friends and family at home, jeux de boules in the village square. Broadcast media made our entertainment passive, for a while – until videogames appeared, shaping our view of interactive, digital entertainment. Nowadays, even traditional broadcast has turned to interactivity for growth – voting, call TV and other forms of viewer participation (often using their mobile phone) have become the fast growing segment in the broadcast industry. This presentation will look at opportunities and practices on how to link games to TV shows, and vice versa. By synchronizing online games and TV, game developers can create games that reach massive audiences simultaneously, and TV producers can activate their audiences in ways never before possible. bringing Mobile gaming to the global Masses: case study on Earth DEfEnsE forcE DeALs & Distribution, Lecture – ALL Atsushi Miyamoto (nokia), toshio takekawa (D3publisher) 4:15-5pm • room 120, north Hall are deliberately designed for different levels of player engagement. This session looks at the design of both the short-session mobile games, the social web environment and how these two interconnect. originAL innoVAtion, Lecture – ALL Bringing mobile gaming to the masses and keeping a vibrant fan base connected; Case study on taking D3Publisher’s Earth DEfEnsE forcE mobile game global. Learn how connected functionality in mobile games can and has been used to extend the human imagination in a way that keeps players involved in their virtual gaming worlds – even though the mobile device presents different limitations, such as smaller screen sizes. Design, Lecture – ALL is now a crazy time to start a new Mobile studio? John chasey & Fergus Mcneill (Finblade Ltd) 5:15-6pm • room 134, north Hall GDC Mobile tEtris: best/Worst Mobile game ever rick Marazzani (iQ212) 4:15-5pm • room 121, north Hall coffee break 4-4:15pm 10 things Journalists Love AnD Hate about Your games stuart Dredge (Freelance Journalist) 4:15-5pm, room 134 • north Hall A sparky presentation looking at the key bugbears and likes of games journalists, based on an overview of the last year’s reviews on Pocket Gamer. What are the common mistakes? What things work particularly well? What makes a game standout, or sink back into the herd? With a bonus final slide of “5 Things You Hate About Journalists—And What To Do About Them” (covering how to best approach journos – e.g. make sure we don’t miss out your proudest moment by putting together review documents, provide screenshots with releases so we don’t go off and get something unauthorised, etc). DeALs & Distribution, Lecture – ALL tEtris is a huge success on mobile, as it was on every other platform it launched on. It currently dominates mobile downloads. As great a game as tEtris is, we have learned a lot since it debuted 20 years ago; casual games have evolved. Mobile is a mass-market platform, and the mass-market plays “casual games.” Through the lens of tEtris, this talk will look at the features and constraints of both mobile and casual games. We will discuss how tEtris is beautiful and elegantly designed, and how that design might be different if created today. What can we learn from tEtris to make make original, made for mobile, hit games? It’s a tough climate out there. We’ve got content provider consolidation by the carriers, developer acquisition seemingly all over, increased development costs and no end in sight to the fragmentation of handsets so isn’t this a crazy time to consider launching a new studio? John Chasey and Fergus McNeill discuss the issues of being a mobile startup, and why now is both a challenging and advantageous time to be one. Drawing from case studies of current projects, they will explain how they have worked successfully with major brand partners and speculate on where mobile may be heading. progrAMMing, Lecture – interMeDiAte the Watershed in 3D Mobile gaming David Ligon (QuALcoMM) 5:15-6pm • room 121, north Hall Designing a casual social gaming experience for generation c Kars Alfrink (Leapfrog) 5:15-6pm • room 120, north Hall This presentation cross-pollinates interaction design for the social web with game design for mobile to arrive at a set of guidelines for the design of casual social gaming experiences. Specifically, it discusses how to combine short-session mobile play with a web-based meta-game to arrive at a compelling casual social gaming offering. It proposes that successful casual social gaming platforms Design, Lecture – ALL The next two years will represent a watershed in mobile gaming. Today’s consumer—now blasé about graphics in the wake of highquality console games and cinematic CGI marvels—expects a visual reward beyond the capacity of yesterday’s cell phones, smartphones and PDAs. The mobile gaming industry’s bar has been set: in order to succeed, devices must deliver visually stunning interactive experiences. For the first time, the combination of hardware technology capable of delivering console-quality performance, a wide variety of gaming content, and availability of mass-market handsets supporting hardware-accelerated 3D graphics are coming together in a perfect storm to drive mobile 3D gaming into the mainstream. Previous shackles of limited processing power, screen size and battery life are about to be cast off for good. 32 Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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