Creating Candy Crush. King's recipe for Making Sweet Success
Tommy Palm (King.com)
The mulitplatform game Candy Crush Saga has taken the world with storm, currently being played more then half a billion times a day. Find out what is going on behind the scene on the world most successful casual social games company. How did Candy Crush come about? What are the secrets that created this phenomena?
Avoiding Failure 101 (Small Studio Edition)
Eitan Glinert (Fire Hose Games)
Oh no! Things aren't going as perfectly as you'd hoped and planned! How will your studio survive the setbacks you're facing? How can you deal with – gasp – failure? This talk is all about the steps small teams can take to help insulate against unforeseen, unexpected, and unwelcome problems. Tips for building a studio that doesn't rely on having a break-out hit are reviewed, as are common pitfalls. Advice is given on weathering storms, avoiding meltdowns, averting catastrophes, and defeating the gum disease gingivitis.
Building Games for the Long-Term: Maximizing Monetization & Player Satisfaction
Emily Greer (Kongregate)
The best free-to-play games not only survive, but thrive for years. Player retention and satisfaction are key, and this talk will examine what elements of design, operation, and monetization allow games to succeed over the long-term. Everything from game mechanics to community management will be examined, focusing on what will build the players' relationships with each other and the game, keeping them engaged, enthusiastic, and willing to spend.
The Designer's Dilemma: How Do We Predict the Future?
Don Daglow (Daglow Entertainment LLC)
As game designers we always want to invent new kinds of games, to be the first to produce a big hit that stands out as unique and superior to all the games around it. We want to predict what the best platforms will be, and everything else about markets of the future.
The games industry changes very rapidly, however, and it's getting harder to predict the future and to anticipate the right kinds of games to build.
Producers in movies, music and other media face the same challenges, but those crafts have longer traditions than we do in games. Long-time game designer Don Daglow will share ways in which game developers can learn from game history and from other media to find better ways to approach the development of future hits.
Facilitate the Success of New Entry Mobile Games on Large-Scale Open Platform
Chen Jie (Qihoo 360)
As Chinese mobile game market turning white-hot, how could developers find the
right target users and produce a true earning game? And how could they win out of
the fierce competition of tons of similar products? As the largest Android Market
with over 275mn users, 360 has become the largest revenue source for many games.
In this speech, we're going to share the operation experience based on vast amount
of end user, the trend of China mobile game market evolution, and discuss in depth
about the value that large platform brings to game operation.
Game Trends in China and the International Markets
Junde Yu (App Annie)
Junde will share the latest mobile games market trends in China and the International market. This will cover data like the growth of the China market, the most successful Chinese publishers locally and overseas, top worldwide countries and categories, highest revenue countries, and top games by revenue and downloads, and much more!
Making Your Virtual Goods Collectible
Derreck Morton (FlowPlay)
Digital goods and virtual currencies are now the de facto business model for most of the world's most successful games. FlowPlay has taken this a step further by creating the concept of digital collectibles - virtual items that are one part cosmetic, one part gameplay advantage, and one part financial investment for the player. Derrick Morton, FlowPlay's CEO, will take you through their business to demonstrate what drives the sales of these items, and how they created a multimillion dollar business around them.
Predicting Player Propensities in Online Games
Steven Collins (Swrve)
This talk will explore the use of predictive analytics to classify users according to their propensity to perform an action of interest in the near future, based on their interactions with a game.
Prediction alone is not enough - you need to take some action based on the prediction. The talk will also explore how a system may be created, in the context of an online game, to predict behavior, score users, test different actions and optimize strategies for exploiting the results of the prediction. The talk will evaluate classic machine learning methods, and explore their use in predicting player behavior.
The Psychology of Freemium
Nils Pihl (Mention LLC)
What separates the average player from a whale, and how can we best understand the phenomenon of engagement? Behavioral Engineer Nils Pihl from Mention introduces new psychological models that help explain engagement, on-boarding and in-game purchases. Learn how the concepts of reevaluation points and newtonian engagement can help unravel some of the most common mysteries of game design, and how to apply these techniques into best practises that will help you improve user experience, engagement and revenue.
Designing In-Game Purchases
Ethan Levy (Quarter Spiral)
In-game purchases are here to stay. Now more than ever it is clear that players are comfortable spending money in browser, mobile, and download games. But just because players are willing to pay does not mean game developers know how to give them something worth buying. This talk gives practical, hands-on guidelines and processes for designing your game's monetization. Core loops, feature design, economy design, user interface tips, user experience flows, and forecasting tools are all covered in this actionable talk from a 10 year design veteran who has made the leap from designing paid games to freemium.
Designing Mark of the Ninja
Nels Anderson (Klei Entertainment)
Ossified genre conventions are a major challenge to advancing game design as a craft. It is seductive to comfortably settle on familiar devices, but this can hamstring the ability to explore and express new ideas with games. Innovation within a genre isn't easy, but it is important. Mark of the Ninja adapted stealth gameplay to side-scrolling 2D, but the means to do this were often counterintuitive. Rather than emulating genre tropes, Mark of the Ninja was derived from understanding the true appeal of stealth games (player-centric design allowing for gameplay choice), and used these principles to adapt stealth games to a new perspective. Lead designer Nels Anderson will discuss the process that was used to design Mark of the Ninja, and how it can be applied to innovate within established genres.
How Hard Could It Be? The Story of a Cinematic
Brian Kindregan (Blizzard Entertainment)
StarCraft II: Heart of the Swarm embraces cinematics as a high-level storytelling tool, a tactic that has been under fire in the game industry in recent years. This panel will discuss the strengths and weaknesses of that approach by tracing the story development of one particularly difficult cinematic. By showing multiple versions of the animatic, we will examine the speed of cinematic production vs. game design, the feedback we received, the choices we made, and how they impacted the story. We will cover the obstacles we overcame, those we didn't, and the lessons we learned.
Psychology vs. Structure: The Power of Numbers in Game Design
Dave Mark (Intrinsic Algorithm LLC)
Numbers, visible or not, are often at the core of game design. They are the expression of the designer's vision of "how the world works." There are considerations that go beyond simply balancing an equation, however. Through the selection of numbers such as scores, abilities, damage ranges, and even prices, we are often crafting what a player perceives, believes, and even feels. Through extensive use of (often amusing) examples, this lecture will demonstrate what our numbers may be conveying and explore ways that we can leverage the psychology of numbers to build more engaging games.
Rethinking How We Build Games and Why: The Papo & Yo Story
Vander Caballero (Minority Media)
If books and movies can be entertaining experiences that help us grow emotionally or cope better with
life's struggles – and we get closure from the last pages or minutes of these experiences – why do so
few players complete their games? The games industry is failing players by not giving them closure or
the opportunity to grow in a meaningful way. Based on Vander's own allegorized autobiographical story of
growing up with his alcoholic father, Papo & Yo proposes a new way of taking players on an emotional
journey, defying the norm of games as mere escapism.
Reviewing the Game Development Process with Another Perspective from X-GAME to its Platinum Edition Super Vision: State War
Luo Ming (Tencent)
In most cases, we use a very rational perspective when looking at the game development
process. In this session, we will trace back to some representative events which happened
to our team in the game development from a emotional point of view, then profoundly reveal
the experience and lessons we gained and learned in the development of X-GAME and its
platinum edition Super Vision: State War in terms of four aspects: "direction", "concept",
"principle" and "balance", as well as the choices we made, feedback we received and results
we obtained in these four aspects which we consider the most important in the game
development. The session will also cover the impact of these factors on the game
development process and their guiding roles in future products development.
We Are Not Heroes: Contextualizing Violence through Narrative
Walt Williams (2K Games)
2K Games released the genre-bending, military shooter Spec Ops: The Line, receiving critical acclaim for its provocative and mature narrative. Join lead writer/narrative designer Walt Williams as he discusses the work and theory that went into crafting the game's story. Expounding on his original talk from the 2013 Narrative Summit, Walt will explore how narrative defines morality and how it can be used to mature the medium beyond the confines of violent gameplay.
"A Believable World Meet with Dramatic Lighting" - The Level Art of Splinter Cell Blacklist
Liao Jun Cheng (Ubisoft)
Liu Yan Feng (Ubisoft)
Starting from the overall art style of Splinter Cell franchise, the speech mainly talk about how map developing benefits art designing. There are two main topics in the speech, one is the process introduction of map developing in SCBL. The other is about the franchise's feature, its lighting. Talking about how our experts balance technic and art in lighting all the maps.
DayZ: Producing the Ultimate Accidental Project
Dean Hall (Bohemia Interactive)
From nothing to over two million users in a year, the ARMA 2 mod DayZ's popularity exploded in 2012 through to becoming its own standalone title. Dean discusses the successes and failures of this process from a production perspective, drawing conclusions that can be applied to both traditional production and those aiming to be the next big viral success. The session will cover a variety of production topics including negotiating a deal, agile planning, the pitfalls of open development, and how to get the best out of developers from vastly different cultures
Debunking Myths About Lean Game Development
Katherine de Leon (GSN Digital)
This presentation will debunk myths about lean startup methodologies and game development.
Join Katherine de León for a crash course on lean development, based on Eric Ries' Lean Startup product management and development methodology. She will outline the innovative lean production process at GSN that allows a 40 person studio to launch more than 25 games per quarter while addressing common myths that have prevented game developers from applying a lean methodology.
Game Design Hacks for Better Management
Joshua Howard (Crytek)
No matter how big or small your team is, as soon as you need to organize more than two people to a task the management challenges begin. But the very thing most game developers are confident with, designing a good game, turns out to be a useful foundation for them to deal with management challenges, when you choose to see management as just another game design problem. This session will present a number of examples of how approaching management as a game design can lead to happier and more productive teams, whether you are a manager or not.
How to Create and Operate an Online Game -- Shared Experiences From Heroes of Order & Chaos
Yu Fei (Gameloft)
In the past several months, Gameloft CN studios, under the leadership of VP Yu Fei, have
released lots of great games and get lots of remarkable achievements. Either online games,
such as Order & Chaos and Heroes of Order & Chaos, or mid-core/hard-core games, such as
Iron Man 3, The Amazing Spiderman and Wild Blood, all of them have the extremely eye-
catching performance at the beginning of release. But the life and performance of online
games will not only depends on the release version, also the exciting and creative contents
in the future updates. Therefore, the GE and game operations will play more and more
important role in the game's whole life cycle.
Ideas Per Second: Optimizing for Human Performance
Nathan Martz (Independent)
As game developers, we're used to the idea of optimizing software to maximize machine performance. But what happens when your organization isn't fast enough? Or when it takes too many people too much time to try out a new platform, idea, or business model? The solution is to optimize your technology, not only for performance, but for flexibility, expressiveness, and sustainability. Drawn from Double Fine's experience of transforming from a two-games-per-decade studio into a prolific, multi-platform company, "Ideas per Second" discusses specific techniques for building software and cultivating teams that are both fast and flexible.
Build 3D MMO Game Solutions Based on Pre-Rendering Technology
Xing Haizhou (ChangYou.com)
This talk will discuss how to improve the lighting and shadow effect of a million online game shipped more than 6 years, by using pre-rendering technology. We create a high performance, global illuminated, 3d game solution base on OGRE engine. We will share our experience of refactoring OGRE, including the rendering pipeline adjustment, multi-thread rendering and render states management. We will also show how we integrate the Beast tool chain into our in-house engine, and at last how we scale the engine to make the game can run at 60fps on very old pc hardware.
Building Big Data Analytic Systems for Games with Open Source Technologies
Liao Jing (Ubisoft Chengdu)
Information is power. This is especially true in today's age of online game
development. In this presentation, the speaker will try to address some of the key
issues that developers face when creating an online game in regards to data
- Why should I invest in a data analytics system?
- How can I optimize my investment?
- What kind of data should I track?
- How much data can I track?
- How to handle large volumes of data?
The session will be based on the speaker's previous experience with data analytics
systems implemented for various games ranging from casual SNS games to large scale
CREST: An Account of Deploying a RESTful Interface to an Established MMO
Nicolas Tittley (CCP Games)
This talk will introduce and discuss CREST, CCP games' new REST-style network interface for the EVE Online universe. Designed from the ground up to be cross-platform, easy to use, and scalable, it now enables multiple 3rd party applications and CCP's new PS3 shooter, DUST 514.
Developing For Consoles: From Business to Code
Brian Provinciano (Vblank Entertainment)
This talk takes attendees through the entire process of developing and releasing games on
consoles and Steam. Getting licensed, getting games approved, porting, implementing
platform requirements, submission and certification, production, store assets and
marketing, with a post launch breakdown of the time, cost and revenue of each platform.
Attendees will gain an overview of the differences between each platform, a road map to
accurately plan ahead and jump in headfirst. Covered platforms include PC, Steam, PS3, PS4,
PS Vita, Wii, Wii U, Nintendo 3DS, and Xbox 360.
Low-Level Thinking in High-Level Shading Languages
Emil Persson (Avalanche Studios)
As programmable shading has grown increasingly sophisticated, an industry-wide problem is that shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice and shows with examples why this is the case. The connection between high-level shading constructs and the resulting hardware instructions generated is discussed, as well as what the compiler is able to optimize and what the shader author must express explicitly in the shader. Numerous low-level optimization tricks are covered illustrating the benefits of a close-to-the-metal mindset while writing shaders in high-level languages.
Multiplatform C++ on the Web with Emscripten
Chad Austin (IMVU)
Native Code is Dead: Multiplatform Development with Unity3D
Ralph Barbagallo (FLARB LLC)
In this era of rapidly shifting technology, it's important to make sure your codebase can be moved over to new and emerging platforms with ease. This session goes over the most popular options for developing cross platform games on mobile, web, desktop, and social platforms. The focus is on Unity3D and its cross platform features based on Ralph's experience developing simultaneously for iOS and Android.
Next Generation Character Rendering
Independent Games Summit
Jorge Jimenez (Activision Blizzard)
Javier von der Pahlen (Activision)
Ultra-realistic characters are a common target for current rendering engines, given the importance of storytelling in modern games. However, efforts toward photo-realistic character rendering are futile if they don't include subsurface scattering rendering (SSS), realistic eye shading, physically based rendering, depth of field, film grain, plausible bloom, film-like tone mapping, very detailed assets, soft shadows, and an accurate anti-aliasing solution. Failing on any of these means the illusion of looking at a real human will be broken. This presentation will cover our techniques for SSS, eye shading, anti-aliasing, depth of field, and film grain, as well as presenting the integration issues being solved for our game studios. This talk will also present our computer vision techniques for character asset capture from video, and fitting the dense captured and tracked data to game rigs via energy minimization. Such asset capture increases the level of character quality, which requires more advanced rendering techniques so as not to fall in the uncanny valley. The talk will show high-quality next-generation shading driven with a plausible game rig. Ultimately, our goal is to overcome the uncanny valley with next-gen run-time techniques and good artistic direction. This is for us, the first step toward achieving truly believable characters.
Going Viral: How a Little Experimental Game Became the Hottest Buzz Word in China
Sun Jinchao (Hortor Games)
What types of games could go viral? What kinds of content should we let our players share from within the game? What types of social network we should harness? What are the challenges and opportunities of developing games on the mobile social network.
This session will tell you the story of a little experimental game becoming the buzz word of the whole Chinese internet society within 2 weeks. And share with you some thoughts and ideas of social marketing and viral channels as well as the current state of Chinese mobile social network.
The Making of Thirty Flights of Loving
Brendon Chung (Blendo Games)
This talk is about a solo developer's experience in the making of Thirty Flights of Loving, from its
rocky early iterations to its eventual showing at Indiecade East 2013 and the Independent Games Festival
Some of the topics covered include approaches taken toward writing and character development, putting
self-imposed limitations on design, environmental storytelling, and technical hurdles. The talk will
conclude with the power of integrating personal experiences and sales statistics.
Through a detailed look into one developer's experience and creation process, attendees will gain
insights they can they apply to their own projects.
Obsessive-Compulsive Development: A Difficult Indie Journey
Matt Gilgenbach (24 Caret Games)
Retro/Grade was featured in the 2009 IGF, with nominations in Excellence in Design and Excellence in Audio. After almost four years of grueling crunch, the game was finally released to positive reviews. Although 24 Caret Games was silent during development, Matt Gilgenbach will now talk about what went wrong on the project and in his personal life, as his obsessive-compulsive disorder caused development to spiral out of control. He will also discuss what he learned from the mistakes on Retro/Grade, his new and healthier approach to indie game development, and how he's trying to turn his weaknesses into strengths.
Shellrazer - Designing In-App-Purchase Without Losing Your Soul
Shane Neville (Ninja Robot Dinosaur Entertainment)
Designing a successful game with In-App Purchase (IAP) does not have to be an evil, soul-sacrificing affair. Shane Neville will explain how the Shellrazer team designed an IAP system that generates 30% of the game's revenue without using any of the free-to-play tricks that have given IAP a bad reputation. The talk will cover RPG mechanics, game balance, and an analysis of the three types of players developers must consider.
The Value in Analyzing Game Data
Bai Dongli (Cong Yun (Beijing) Technology Co. Ltd.)
Realizing the importance of operating business strategies based on data analysis, many game developers are fulfilling their various analytical needs by setting up their own data analysis teams. From establishing and monitoring common data points, to analyzing data in an effort to identify problems within a product, Cong Yun's CEO will explore the roles that data analysis can play in the operation of games.
Walking the Road from AAA to Indie… and Beyond
Georg Backer (Hotsauce Interactive)
Georg Backer has worked in AAA games (Black & White, The Movies, Fable 1, 2 & 3) for over a decade as a programmer, designer & producer. However two years ago he left big budget games and started working for Hotsauce Interactive, an independent games developer in London, releasing the iOS & Android game "Catcha Catcha Aliens!".
In this session Georg will give a holistic view about the similarities and differences of AAA and indie game development; how his experience and lessons learned from working for AAA companies have helped -- and hindered – him in his life as an indie.
Drawing from all these experiences, Georg will highlight the opportunities, issues and challenges indie game developers face now, and in the future. He'll also talk about why it is more important than ever to create immersive gaming experiences of all sizes, forms and budgets.
Think of it as a useful guidebook of lessons learned on design, development, platforms, publishing, marketing and selling, regardless of how big or small your game (and budget) is.
We Laughed, We Cried and We Cried Some More Making Indy Mobile Games in China
This talk will discuss and provide stories of the challenges that Indy game studios face in China which are unique to those of western developers. Aside from the development issues of making games, one of the biggest challenge for mobile game developers in China is selecting what kind of game to invest their resources on and understanding just how global game genres and trends work. We will them discuss the market and dynamics of marketing your game in a global environment and trying to understand some of the ways to work the system and what not to do to help make a great game noticed.
Smartphone & Tablet Games Summit
Behind the Success of Million Arthur: the G-Home Mobile Platform of Shanda Games
Liu Ming (Shanda Games)
Mobile game "Million Arthur" has achieved great success in South Korea, Taiwan,
and mainland China, supported by the Shanda Game's strong mobile game operating
system which integrates our resources and expertise accumulated in the past
decade, including a great amount of high-end users, the payment and billing
system, customer service, marketing resources and etc. The lecture will share how
this mobile game operating platform is built and works well for "Million Arthur".
Building Scalable Cloud Tech for Mobile + Social Games
Paul Winterhalder (bitHeads)
Today's most successful mobile+social games are no longer stand-alone affairs - they require sophisticated, super-scalable server infrastructures to implement the features necessary to engage and monetize players and their friends.
This session will break-down the features best pushed into the cloud, pitfalls to avoid when implementing them, and how to architect things so that the solution will perform well when scaling in capacity and across geographies.
Finally, the talk will touch on the importance of having a proper plan ready when pitching your game to publishers - who often take responsibility for your server tech once it's live.
Community Building as a Method for Marketing Mobile Games
Eli Hodapp (TouchArcade.com)
Traditional game marketing is filled with press releases, embargoes, and crossed fingers.
Accessibility has never been greater for developers to connect directly to their player
base. Building a community of excited fans can create a snowball effect that makes each
release more successful than the last, and achieving this might take substantially less
effort than you think. TouchArcade.com Editor in Chief, Eli Hodapp, shares his thoughts and
experiences on developers who have executed this grassroots marketing strategy particularly
Continuously Bootstrapping an Indie Studio by Remaining Agile
Alex Schwartz (Owlchemy Labs)
Devin Reimer (Owlchemy Labs)
Alex Schwartz (CEO of Owlchemy Labs) and Devin Reimer (CTO of Owlchemy Labs) dive into the process of
developing original IP and balancing the risk with contract work. This team talk will also dive into
identifying key in-house tools that can be sold for additional revenue flow, exploiting your IP on
multiple platforms and distribution channels, and discuss the ever-challenging conundrum of balancing
original IP with client work. Alex and Devin will be pulling from their experiences running bootstrapped
startups and producing titles such as their recent collaboration, Jack Lumber. They will give a host of
tips for small business owners, indies, freelancers, and everyone else who wants to make great things
and not go broke doing it. Expect to peek behind the curtain as they share experiences, and hard
examples on what worked, and what did not work during development.
Decrypting How to Produce Mildly on Severe Game "King II"
Xu Bo (Shanghai Morefun Digital)
Decrypting how to produce mildly on sever game "King II"; expounding the
interpretation and characteristics for severe games and mobile games; sharing the
main coups about why "King II" can be fit for mobile games so well; Simple, strong
rhythm with proficient difficulty is an essential success factors; Featuring a
shortcut function, user-friendly operating and special features, clutching user's
psychology, producing challenge to every detail is the the essence success of
"King II". In "King II", you can find thousands details of the specially made for
the mobile phone game users, which are designed to help users operate effectively
Differeces Between China & the West: The Opportunity for Mobile Games in China
Heaven Wu (MUHE Network)
In 2013 China's mobile game market increased by more than 300%, leaving both
Chinese and western developers looking for a way to increase their market share in
China. A small number of games have managed to be successful both in China and the
west, however the majority of mobile publishers are still asking, how do we
increase our market share in China's growing market? The discussion involves
talking about the differences between marketing and operations in China compared
to western countries, as well as the differences in design between western
developed mobile games and Chinese developed mobile games.
From One Year to One Day
Duncan (PopCap Games)
After 4 years of waiting, PopCap's legendary franchise Plants vs. Zombies finally made the debut of its sequel Plants vs. Zombies 2: It's about time in this summer. And more importantly, PopCap chose China to be the grand launch territory for this world class level product. As the steersman of PopCap China, Leo Liu will reveal the secrets behind the scene of how to make this western title successful in China step by step. And what does 'From one year to one day' mean? Come to GDC China to find the answer.
How to Create International Hits in China
Charlie Moseley (Tap4Fun)
How can you create an international hit game in China? Learn from the successes of China's #1 top grossing mobile game developer Tap4Fun about how to design and manage games that get played more often, earn more revenue, and will be loved by players around the world. Presented by Tap4Fun's Creative Director, Charlie Moseley.
Indie Game Developer Survival Guide
Raul Portales (The Pill Tree)
It may look like games for mobile is a paradise for indie developers, but truth is that it is quite hard to be noticed among the swarm of apps.
In this session Raul shares the tips & tricks he has learned about how to survive as a mobile indie game developer for the past 3 years.
Always wanted to know how do Free2Play & Premium perform for small games?
Wondering how to get noticed in a budget?
Can an indie survive in the mobile world?
All this questions (and more) will be addressed on the talk.
Iteration in Game Design
Tim Page (T-Rex Games)
Paul Robinson (T-Rex Games)
Innovative gameplay is born out of iteration rather than imitation. Going against the grain is often a designers dream, but balancing against current trends and leading games can easily become an on-going battle in your head and with the team. The first step is knowing you want to be different. Through experimentation we transformed Westward Journey from using typical tower defense rules to creating a deeper immersive play experience. Veteran game designer and producer Paul Robinson discusses the pitfalls and breakthroughs from iterating in game design in China.
Made In China: How to Develop Mobile Game for a Western Audience by Chinese Team
Jason Sun (Kabam)
The Western market has always been the most lucrative market for the mobile gaming
industry. But due to the vast differences in culture and user behavior, it has
been a big challenge for Chinese developers to make appealing products for Western
Kabam's Beijing studio has been able to develop hit games like Kingdoms of
Camelot: Battle For The North, The Hobbit: Kingdoms of the Middle Earth and the
recently launched Dragons of Atlantis: Heirs of The Dragon.
Jason Sun, Senior Producer at Kabam's Beijing Studio, will share key takeaways on
how a Chinese team turned popular Web franchises into hit mobile games for the
The Production and Operation Of «Bubble Cat»
Jiang Saihua (Happy Elements)
《Bubble Cat》 is a bubble shooting game with many interesting levels in a large map，which has cute Kitten images、funny props. There are about 10 million active users in this game which ranks top 1 on Tencent Open Platform as third party developer game in terms of daily active user. Recently， based on the successful title,the Social Casual Studio of Happy Elements published the mobile version of 《Bubble Cat》.This session will share： why do we use the map mode, the keys of causal game levels design, the data analysis methods of the game, and the new designs in the mobile version.
Turning Doodle Train's Failure into Rail Maze's sucess
Andrei Gradinari (Spooky House Studios)
This session will go through Spooky House Studios' bumpy ride experience with it's big hit mobile game: Rail Maze.
First released as Doodle Train game was greatly received by the players, but didn't turn out to be a market success. After analyzing and fixing it's flaws and going through a major rebranding game was re-released as Rail Maze. Almost instantly game went all the way to top 1 Free App chats all over the world and got 5 million downloads in the first month only.
Session will go through what we did wrong with the Doodle Train, how we fixed it in Rail Maze and succeeded.
Zero to 30 Million, How an Australian Mobile Game Became a Chinese Hit
Henry Fong (Yodo1)
Ski Safari is a casual single player game on iOS and Android developed by Australian Indie Games Studio Defiant Development. This session will document the step by step journey of Ski Safari's ascension from a little known foreign mobile game in the Chinese smartphone market, into one of the most played games in the China market across both the iOS and Android platforms. Starting with culturalization of the base game content, we will dissect how the game grew from a premium download title on the App Store, into a F2P franchise distributed over hundreds of Chinese Android appstores and has been featured across all 3 Chinese mobile carriers as well as leading Chinese platforms such as 91.com, 360, Baidu and Tencent.
Fast Cross Platform Casual Mobile Game Development using HTML 5 and Native Wrapper Solutions
Cyrus Lum (Big Huge Panda)
This workshop will be an in-depth look into cross-platform, high performance casual game development for major mobile platforms using HTML 5 and high performance native wrappers. With the latest "splintering" of mobile OS's (Samsung's Tizen, FireFox's OS, Blackberry, iOS, Android, etc) Trying to develop for mobile devices can become a daunting task. Fortunately, these newer OS's are choosing to base their development environments on HTML 5. This workshop will take attendees through 3 different options (Impact-Ejecta, CocoonJS, Tizen) of developing HTML 5 games that can match native app speeds – enabling a developer to create high performance games that may also include 3D acceleration through WebGL.
Game Development Optimization
Tec Liu (Unity)
Xin Zhang (Unity)
Qing Feng (Unity)
How to develop 3D web games with Unity engine. This talk will focus on the technical tricks and tips for creating 3D MMO web games, especially about performance optimization and network solutions.
How to improve performance of 3D mobile games with Unity3D. This talk will introduce how to optimize elements of 3D mobile games by combining characteristics of mobile platform and unity engine.
Introduce the technical points for porting mobile platform games to PC, IOS, Android, BlackBerry, Window 8, Windows Phone8, and other platforms by using Unity 3d. In-depth research on platform and platform porting process, hardware platforms include domestic cloud TV, smart phones, smart TV, smart set-top boxes. This talk will explain and demonstrate the Chinese localization for various games in the localization process, platform payment, payment SDK integration, multi-platform adaptive technology (resolution, manipulation of the game).
Introduction to game porting Blackberry and windows Phone Store platform technology and practice:
Chinese localization of Unity3D game porting localization process
SDK integration of Unity3D game porting localization process.
Developing Cross Platforms- Port Your Games to BlackBerry 10
Alan Wong (BlackBerry)
In this session, we will discuss how to easily port your game to BlackBerry 10. Topics will include BlackBerry Native SDK, support for game engines and frameworks
(Unity, Cocos2d-x, Marmalade) and porting considerations, as well as BlackBerry
10's ecosystem development worldwide and incentives to game developers.
Enhancing the User Experience Through the Sense of Touch
Suzanne Nguyen (Immersion)
Touchscreens have become the default interface in mobile devices, but with their adoption, the lack of tactile feedback is a common complaint. The best applications today, involve multi-sensory user interfaces that incorporate great graphics, quality sound and tactile effects. Haptics (vibration tactile feedback) lets people feel action and information from their phone – powering engaging and intuitive experiences. Haptics can add a sense of realism which adds a new, unexpected dimension to mobile applications. Android developers can now offer different haptic effects in mobile applications by leveraging new free tools and solutions that easily integrate haptic effects feedback into their designs.
In this session Immersion's Haptic Expert Team, will demonstrate how to enhance the user experience, differentiate your apps and take your application to the next level of advanced user experience. The presentation will introduce the concept of haptic feedback, development tools, and good design principles for creating haptic effects for mobile apps.
How to Build a Mobile Gaming Company and Sell It for Millions
Rick Liu (NativeX)
Rick Liu will share with the audience, ingredients to building a successful mobile gaming company and selling it for millions as he lived through one of a kind experience along with his brother Mitch Liu from the beginnings of Gameview Studios through its acquisition by DeNA in just 5 months. This acquisition is one of two major multi-million dollar acquisition by DeNA in its history operating in the USA. It is not only about building and selling a company, but most important it is about delivering value to the acquirer and managing post acquisition responsibly. Rick Liu will also share the value he delivered to DeNA by proposing and establishing DeNA presence in Canada. In conclusion, what this experience has to do with NativeX as a valued partner all game developers should consider to work with.
Qualcomm Sponsored Session
Yan Chenwei (Qualcomm)
Xu Heng (Qualcomm)
Luke Bao (Qualcomm)
Monday, September 16, 2013
09:15am—12:15pm, 5D+5E Conference Rooms
Mobile Re-define Computing
Mobile technology has become the supreme technology platform more than ever. Qualcomm is the leading company of global 3G and the next generation of mobile technology, also the biggest wireless chip maker. Qualcomm Snapdragon processor cansupport all the mainstream operate system, and is adopted by the majority of the mobile devices in the world. With the significant influence that mobile devices bring to people's life, Qualcomm put forward the new concept of Mobile re-define computing, that the use of mobile computing far beyond the CPU. Heterogeneous computing guarantee high efficiency and functional diversification. It's a growing trend and have caught a lot attention of App developers.
Qualcomm Snapdragon Enables Differentiated User Experience
Qualcomm values the cooperation with partners and the development of the ecosystem. With crossing platform hardware, software, services and powerful eco-system tools, Snapdragon processors enables OEMs to develop smart terminal with better use experience and maintain close cooperation with developers to constitute the developer network. Snapdragon provides technical innovation and support, helps developers to create differentiatedapplications by offering SDKs, performance optimization, system-level optimization and hardware development platform to garrantee outstanding user experience. So we make sure that top developers like you have the hardware and software tools you need to develop console quality gaming graphics for devices powered by Snapdragon processors, made great achievement of differentiated user experience.
Snapdragon Processor Platform, Qualcomm Adreno GPU, Updates on the Latest SDKs, Tools and Mobile Game Experience Drives Terminal Development Trend
Most of the component part in Qualcomm Snapdragon processor is design by Qualcomm independently, such us CPU, GPU, DSP, SFNSE, Video/Photograh processing element, the purpose is to create the world's most powerful mobile platform under the "system-level" design thinking. Increasing mobile application computing will be undertake by GPU and DSP. Adreno GPU inQualcomm Snapdragon processor has advanced performance and lead the market share. Besides, Qualcomm also provide most superior tools and technology, supporting developer create outstanding apps with wonderful user experience by take full advantage of Snapdragon processor technological superiority. Testin will show measured data that collect from different smart phone, and reveals that mobile game experience drives terminal development trend.
Sun3D's Chinese Kung Fu
Li Xin (Sun3D)
Sun3D is a latest mobile game development platform, which is by far the easiest mobile game
development tool. A group of Chinese top game engine R&D engineers and senior art designers
came together 3 years ago. They have combined their years of experience with leading
technology learned from foreign countries, and finally created the most suitable platform
tool for Chinese mobile game developers. Sun3D is particularly suitable for artists; it
makes the complicated programming no longer an obstacle. Moreover, Sun3D's powerful data
compression technology also enables your applications compact.