Game Developers Conference 2008 - (Page 33) GDC Mobile MONDAY & TUESDAY, FEBRUARY 18 & 19 tuesDAY, FebruArY 19 play with Anybody everywhere: context, the new paradigm for game play KeYnote – ALL Mathew Kumar (gamesonDeck.com), robert tercek (peopleJam) 10:05-10:30am • room 134, north Hall Sponsored by: The Inaugural Independent Games Festival (IGF) Mobile reaches its inevitable conclusion at the IGF Mobile Awards Ceremony, with GDC Mobile’s Founding Chairman, Robert Tercek, handing out almost $20,000 in prizes to winners from a selection of 12 finalists in six categories, including IGF Mobile Best game and the Innovation in Augmented Design award, presented by platinum sponsor Nvidia. In this illuminating session, Tercek will note the importance of independent game developers in the mobile industry, highlighting the stellar work of the IGF Mobile finalists. Winners will be on hand to receive their awards and deliver acceptance speeches. Finalist games will be on show at the IGF Mobile Pavillion in the exhibit hall on Wed.-Fri. Audio Achievement: crittEr crunch (Capybara Games) Drawn to LifE (5TH Cell Media LLC) winD anD watEr: PuzzLE BattLEs (Yuan Works) Technical Achievement: KoDo (Jadestone Group AB) hELL striKEr (Dingoo Games) stEam iron: thE faLLEn (Mikoishi Pte. Ltd.) Achievement in Art: crittEr crunch (Capybara Games) Drawn to LifE (5TH Cell Media LLC) KoDo (Jadestone Group AB) Innovation in Augmented Design: 3D Lawn Darts (Concrete Software, Inc.) anna’s sEcrEt (Jan Ulrich Schmidt) PhonEtag ELitE (KnowledgeWhere Inc.) Innovation in Mobile Game Design: Ego (Punch Entertainment) nom 3 (GAMEVIL) BacKfLow (Singapore-MIT GAMBIT Game Lab) IGF Mobile Best Game: Ego (Punch Entertainment) nom 3 (GAMEVIL) BacKfLow (Singapore-MIT GAMBIT Game Lab) crittEr crunch (Capybara Games) stEam iron: thE faLLEn (Mikoishi Pte. Ltd.) igF Mobile Awards ceremony coffee break 10:30-10:45am proDuction, Lecture – ALL Agility and Mobility: Applying Agile practices to Mobile game Development peter paul gadi (Anino Mobile) 10:45-11:30am • room 120, north Hall Recent GDC talks on agile game development have stated the benefits of implementing agile processes in software projects. In applying these processes, one of the challenges that game industry professionals face is how to effectively transition agile practices from traditional software engineering to actual game development. In much the same way, mobile game development occurs in an environment that is markedly different from PC/console game development. Tools such as testing frameworks and source code analyzers, and even refactoring techniques cannot be effectively used due to restrictions in the target devices. This lecture aims to inform attendees of the challenges that a mobile game studio will face when attempting to implement agile practices. The presentation will be in the form of case studies of several projects, along with any tools developed in order to accommodate the change in processes. Design, rounDtAbLe – ALL Anssi Vanjoki (nokia) 9:05-10am • room 134, north Hall With an installed base of millions of N-Gage compatible devices, mobile gaming plays a key role in the company’s recent move into the services market. Through Ovi, Nokia’s gateway to Internet services, people will be able to easily access games, communities and other content with their mobile device. With over three billion mobile phones globally, the mobile device is quickly becoming the platform of choice to enjoy games and a wide range of digital content. Vanjoki will present Nokia’s move into context aware services and the impact that mobile devices are having on entertainment around the world and the role that N-Gage will play in evolving mobile games experiences and the industry. GDC Mobile travis boatman (eA Mobile), Dan scott (nokia) 10:45-11:30am • room 111, north Hall challenges of Mobile Medium & Approaches to Design for constrained platform The main challenges for game developers on the mobile platform are twofold. First, you have to design games for a small screen— with limited controls. And second, you have to port designs on to thousands of SKUs to fit particular handsets since there is not one ubiquitous platform to develop across. This session will discuss what new design approaches are out there to help developers overcome some of these challenges and still create worthwhile games for consumers. Visit www.gdconf.com for daily coverage of GDC 2008 33 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.