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|    Programming
    SMARTPHONE & TABLET GAMES

The Smartphone & Tablet Games Summit at GDC China brings together top game developers from around the world to share ideas, introduce best practices and discuss the future of gaming on established and emerging smartphone and tablet platforms, including iPhone/iPad, Android, and more.

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2014 HIGHLIGHTED SESSIONS

Keynote: Monument Valley, and What We Leave In Hearts and Minds
Ken Wong (ustwo)
Mobile game creators now face an opportunity to create not just cheap disposable entertainment, but meaningful experiences that can affect the lives of millions. Today we have better tools, more choice in economic models and more diverse audiences than any other time in video game history. Development of our artistry, however, lags behind. With all our power, what are we doing to bring more joy, beauty and ideas into the world? When the player stops playing, what have we left in their hearts and minds?

We were delighted when Monument Valley became a critical and commercial success despite breaking almost every convention in mobile game design. What we didn't expect was for the game to create such a powerful emotional and intellectual connection especially with people who don't normally play games. This prompted us to reexamine the potential of mobile games as a unique medium for story, meaning and art.
Setting Sail and Heading for Oceans of Stars: Development and Operation Sharing of Thunder Fighter
Jacques Wang (Tencent Games)
Qiang Sun (5agame)
How has a simple flight shooting game gathered hundreds of millions of users, and ranked among the top ten in global iOS game revenue list for two consecutive months? This talk will introduce the game design concept and principles of Thunder Fighter, and its evolution from a single-player game to a multi-player online game. It will also present how to combine the game with Tencent's social relationship, how to conduct the marketing promotion, and summarize the stable operation experience of Thunder Fighter.
Viewing the Casual Game Production Through Anipop
Rony Xu (Happy Elements)
Design and production of casual games have huge differences with traditional core games, especially reflected in the design philosophy, art visual effect settings, core experience polishing and etc. Rony Xu from Happy Elements will introduce the design and production process of Anipop to share the company's understanding on casual game design elements, summarize the core user experience key points of the casual games, and share the level design principals of the level casual games through actual operational data.
Designing Educational Games: Not Just Child's Play
Matt Mayer (ReignDesign)
Nancy Lu (Piiig Inc.)
Kids love games, particularly on phones and tablets. School subjects like Math and Science: not so much. As game designers, how can we focus kids' appetite for touch-based games into an educational direction? Nancy Lu from Piiig Inc. and Matt Mayer from ReignDesign share their experiences and best practices of developing apps which teach kids about scientific concepts, and how to keep your audience - of kids, and their parents, enthused.
The Road Not Taken: Lessons Learned Transitioning from Mobile Games to Console Games
Daniel Cook (Spry Fox)
Spry Fox has seen reasonable success with mobile games such as Triple Town. However, we decided to release our new game The Road Not Taken on the Playstation 4. It was Spry Fox's first console title and we needed to relearn many of the lessons that we had relied upon over with other platforms. Daniel will cover the trials and tribulations of big bang releases, market timing, the media cycle, update cycles and what it means to succeed. He will highlight differences in both process and gamer culture. Danile will also cover mistakes they made so you can learn from their errors.

 

ALL 2014 SMARTPHONE & TABLET GAMES SUMMIT SESSIONS

Keynote: Monument Valley, and What We Leave In Hearts and Minds
Ken Wong (ustwo)
   
Building Durable Mobile Franchises for the Western Market
Weiwei Geng (Kabam, Inc.)
   
Building Tools for Empowering Creativity and Improving Efficiency
Charles Brant (International Game Technology)
   
Designing Educational Games: Not Just Child's Play
Matt Mayer (ReignDesign)
Nancy Lu (Piiig Inc.)
   
Naughty Kitties Postmortem: Making Breakthroughs from Compromises
Wesley Bao (Coconut Island Studio)
   
Optimizing Audio for Mobile Development
Ben Houge (Berklee College of Music)
   
Repeatedly Creating Hit Games
Sebastian Kriese (Wooga GmbH)
   
Setting Sail and Heading for Oceans of Stars: Development and Operation Sharing of Thunder Fighter
Jacques Wang (Tencent Games)
Qiang Sun (5agame)
   
Successful Cases and Ways of Operating Knowledge Crowdsourcing to Gather Players
Yang Chen (Joyme.com)
   
The Road Not Taken: Lessons Learned Transitioning from Mobile Games to Console Games
Daniel Cook (Spry Fox)
   
Three Swordsmen: Lighting Workflow and Production Pipeline
Xiao Wei (Wind Play)
   
Unlocking World Game Markets from China
Charlie Moseley (Tap4Fun)
   
Viewing the Casual Game Production Through Anipop
Rony Xu (Happy Elements)
   

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