Game Developers Conference 2008 - (Page 35) GDC Mobile TUESDAY, FEBRUARY 19 “10 Ways to Run a Startup like Genghis Khan,” additional observations from Mongol history, and lessons learned over years of managing mobile porting teams. progrAMMing, Lecture – ADVAnceD unique gamers, regional differences, and current channel support for this new avenue for distribution. Taking the point of view of the mobile game developer, we’ll also examine best and worse case revenue expectations, porting and distribution challenges, ad placement issues, and the opportunity for building an ad-supported mobile games business. For mobile advertisers, we’ll delve into ad inventory management, projected yield, click through rates, and the inevitable move to results-oriented metrics. Finally, we’ll look forward at the expected growth and viability of the segment. originAL innoVAtion, Lecture – ALL demographics of online and mobile casual game customers exists: 60-70% of casual online game customers are women over the age of 30, and 50% of mobile game players are 26-34 year old women. proDuction, Lecture – ALL client-server strategies for Mobile Jeffrey Miller (Four corners Development group) 2-2:45pm • room 121, north Hall Implementing an effective client-server strategy can be tricky, especially with clients that range from Windows applications through old, slow mobile devices. Attendees will learn how architect both client and server for maximal performance, with examples from BREW, Windows, Windows Mobile, and the Apple iPhone. improving the end user experience: Advances in playtesting for Mobile games elina ollila (nokia research center) 3-3:45pm • room 120, north Hall GDC Mobile A Look Ahead: the Future for Mobile gaming in the us James song (gAMeViL inc.) 3-3:45pm • room 134, north Hall While we all wish that we could take a look into a future of mobile gaming, part of this is possible due to the many historic similarities between cultural tipping points in Korea that then followed in the US. For those familiar with the 1988 comedic film starring Tom Hanks, “Big,” they are also familiar with Zoltar Speaks, a wish/fortune-telling machine in the film. Now GAMEVIL Speaks and gives us a glimpse into that future by examining case studies between Korean and US cultural phenomenon, and how they relate to the future of mobile gaming and its business models. iphone and beyond: A new Hope for Mobile gaming tom Hubina (Amplified games, inc.) 2-2:45pm • room 134, north Hall The inexorable push towards an open network and unlimited access to the “real” Internet opens a great deal of new doors, and presents a whole host of new challenges for game companies. This session will focus on what that means today for game content creation, community building, monetization, and marketing with the iPhone. As the walled gardens crumble we will also look to the future at what new networks and devices are coming and how their emergence are a cause for hope in a stagnating mobile games industry. DeALs & Distribution, rounDtAbLe – ALL originAL innoVAtion, Lecture – ALL The mobile phone has matured as a gaming platform. The players are expecting good playing experiences when they play mobile games. This is why playtesting mobile games is becoming more and more important. Playtesting here refers to pointing out potential playability and usability problems, not hunting for software bugs. The presentation will give an overview of the playtesting process that has been developed at Nokia Research Center and transferred to Nokia Games Publishing. The methods, learnings, and potential pitfalls are discussed. progrAMMing, Lecture – interMeDiAte next-gen tile-based gpus Maurice ribble (AMD) 3:15-4pm • room 121, north Hall cross platform ‘convergence’ critical to consumer Adoption of Mobile content Don ryan (oberon Media) 3-3:45pm • room 111, north Hall This session discusses how cross-platform gaming across the three screens of Online, Mobile and iTV will be the key driver to elevate mobile games to a widely penetrated, prevalent form of entertainment in 2008. With the mobile games industry being currently 5-10% penetrated, Don will explore how by leveraging cross platform gaming, mobile can take advantage of the hundreds of millions of eyeballs that log on to play online casual games, driving cross pollination of online casual games audiences to mobile. Don will highlight the natural crossover in the Design, rounDtAbLe – ALL Mobile games and Advertising: Kicking tires on the “Ad Wagon” Matthew bellows (Floodgate entertainment), Michael chang (greystripe) 2-2:45pm • room 111, north Hall Advertising-supported mobile games have been called “the best distribution model for mobile game developers.” This session will examine that claim and many others as we seek to understand the viability of the mobile ad-games channel. We will discuss macrotrends, including volume of game downloads, Tile-based GPUs have never been popular on desktop PCs. However, multiple hardware vendors have embraced tiling in the mobile space because of improved power efficiency and performance characteristics. The next generation of OpenGL ES 2.0 enabled mobile phones are likely to cause an explosion in the number of these tile-based GPUs. This presentation explains where tiling architectures diverge from classical GPUs and the benefits that tile-based GPUs offer in the mobile market. Practical examples and live demos of some performance tools transform the theory of tile-based rendering into a practical understanding of how to write efficient graphics code for mobile GPUs. coffee break 3:45-4pm Visit www.gdconf.com for daily coverage of GDC 2008 35 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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