Game Developers Conference 2008 - (Page 36) GDC Mobile TUESDAY, FEBRUARY 19 Design, Lecture – ALL bringing a console Quality games experience to Mobile phones Martin Dunsby (Vollee) 4-4:45pm • room 120, north Hall Game developers, mobile operators and game publishers alike are searching for answers to many of the mobile gaming dilemmas. Martin will specifically address alternatives to the current download model for mobile games, and share his insight on emerging technology that leverages the maturing 3G data standard to deliver always-on, PC and console quality games to mobile devices. With the wide spread of 3G networks and 3G handsets, one of the answers is streaming. Much in the same way the pervasiveness of broadband has taken PC games to new heights and success, 3G networks are preparing to take mobile games to the next level. As a case study, Martin will also share Vollee’s proprietary solution which streams high-end games directly to mobile phones and will discuss the benefits for all of the players in the mobile games value chain. mobile gaming industry in US is searching for new business modes, micro-billing business model is another leading example from leading market. 3D & progrAMMing, Lecture – ALL originAL innoVAtion, Lecture – ALL Mobile game 2.0: the rise of the Widget? Will bamford & paul coulton (Mobile radicals) 5-5:45pm • room 134, north Hall strategic briefing: Khronos Mobile graphics ecosystem neil trevett (nViDiA) 4-4:45pm • room 121, north Hall The Khronos Group is creating a royalty-free ecosystem of acceleration API and authoring standards - including OpenGL, OpenGL ES, COLLADA, glFX, OpenVG, OpenMAX, OpenSL ES and OpenKODE—to enable sophisticated mobile authoring pipelines and mixed media and gaming applications on handheld, console and embedded devices. This presentation will provide a strategic overview of the standards being developed, how they enable innovative authoring and acceleration strategies and the commercial opportunities they are creating for mobile developers. console game experience on Mobile phones with immersive games and innovative gadgets Michael schade (FishLabs ent.) 4-4:45pm • room 111, north Hall So far mobile gaming has mainly been a simple game-play phenomenon. With handsets surpassing rendering power of Nintendo DS and even PSP, more and more major publishers are looking into leveraging their pc and console franchises onto mobile phones as well. However, a major inhibitor has been the limited user interface typically found on all phones. With the Zeemote JS1, the only analog thumbstick for wireless game controlling, Michael will give the audience a hands-on console experience on mobile phones. originAL innoVAtion, Lecture – ALL originAL innoVAtion, rounDtAbLe – ALL connecting Mobile games and MMos Dan roy (undisclosed startup) 5-5:45pm • room 121, north Hall Ever wonder why games on the web and on cell phones, two connected platforms, remain disconnected from each other? The next generation of connected games will allows players to build on their progress in distinct ways whether playing on a PC or a mobile device. The gameplay seamlessly blends immersive experiences with casual play styles, depending on the platform of the moment. When playing the web-based or 3-D client versions from a PC, players’ interactions will be meaningfully connected to the more focused mobile experience. Progress on all platforms will get synchronized, so players can continue their progress and unlock new content from wherever they choose. Come see why the future of gaming gives players more freedom from platform constraints to provide the experience they want when, where, and how they want it. Design, Lecture – ALL Trip Hawkins recently coined the term ‘Mobile Games 2.0’ to emphasise the growing expectation for developers to harness the existing social nature of mobile phone usage within games. In particular this would likely combine social/casual orientated games with easy deployment, discovery and the desirable possibility of viral distribution. As Widgets are seen as a primary enabler of Web 2.0, offering both ease of creation and distribution, the recent introduction of Widgets on mobile phones would seem worthy consideration as a platform for mobile game developers. This lecture will provide an illustration into the possibilities and challenges game developers face with current mobile widget platforms by using working examples and will discuss potential distribution and revenue models for this environment. GDC Mobile the top 10 reasons Why publishing even good Mobiles games isn’t easy Jill braff (glu Mobile) 5-5:45pm • room 120, north Hall This session offers a discussion of “lessons learned” from a global publisher. Braff will give insight into the challenges that Glu’s sales team faces when pitching carriers, as well as provide solutions and suggestions on how to address these issues, including: 1. Limited handset support 2. Game genre is too crowded already 3. License is irrelevant for mobile games 4. Consumers will not know what they’re getting prior to purchase 5. No marketing support 6. Limited or no carrier relationship/dedicated account team 7. Poor game quality/poor reviews 8. Ambiguous or bad deck name 9. Missed launch dates 10. Poor historical sales of similar games or genre as a whole proDuction, Lecture – ALL Micro-billing business Model in Mobile gaming Don Lim (com2us) 4-4:45pm • room 134, north Hall Innovative business model in mobile gaming, known as micro-billing business model is showing a success in Korea since last year. As 36 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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