GDC

Mobile Games Summit


Mobile 2010iPhone, Android, Blackberry. The mobile games market has seen a resurgence over the past few years. The speed of its evolution is outmatched only by the rapidness of the new rules which mobile games are being developed and operate. Technology platforms, mobile OSes, networks, and competition are all factors to consider in the mobile arena. Small, tight, viral programs are being run by millions, producing enormous revenues pursued by top mobile game developers. Keeping up with development in such a rapidly changing, multi-platform, mega-user environment creates a moving target that is mobile game development strategy.

Learn more about the next steps in mobile game strategy this November at the Mobile Games Summit at GDC China.

Mobile Games Summit Schedule


 

Monday, November 14

 
 

Time

Session

 
  9:15-10:15 5 Keys to Making Mobile Games Inherently Social
David B. Bluhm
(President & CEO | Z2Live)
 
  10:20-11:20 Domestic Small Teams Design, Develop and Operate Games for European Markets
Tao Zhao
(Game Engine Product Manager & Senior Engineer | PapayaMobile)
 
  11:25-12:25 5MM Users in MyTown: Key Learnings from the #1 Geo-Location Game
Keith Lee
(Co-founder & CEO | Booyah)
 
  12:25-13:45 LUNCH  
  13:45-14:45 Sharing with Developers the Vision and Ideas to Achieve a Successful Global Mobile Game
Brian Oh
(Senior Publishing and International Marketing Manager | Gamevil)
 
  14:50-15:50 Doodle Jump - The Story Behind the Legend
Igor Pušenjak
(President and Founder | Lima Sky LLC)
 
  15:50-16:10 COFFEE BREAK  
  16:10-17:10 The Rise and Rise of Fruit Ninja: Developing, Marketing and Supporting a Hit Mobile Game!
Phil Larsen
(Chief Marketing Officer| Halfbrick Studios)
 
  17:15-18:15 Win in the World's Top Two Mobile Gaming Markets: The U.S. & China
Jeferson Valadares
(General Manager, Games| Flurry)
 

 

Mobile Games Summit Sessions

Just Announced
Win in the World's Top Two Mobile Gaming Markets: The U.S. & China

Jeferson Valadares

Jeferson Valadares
General Manager, Games | Flurry

iOS and Android have changed the landscape of mobile gaming, opening up tremendous new revenue opportunities. China and the U.S. have emerged as the two most important markets. This session reveals what it takes to build hit games in both markets. Flurry analyzed its analytics data set of over 120 thousand applications, tracking over 20 billion user sessions per months to identify the key differences between these markets. This session sheds light on how to approach user behavior, game design and business models, with emphasis on freemium game design, the most dominant business model in gaming today.

Just Announced
Domestic Small Teams Design, Develop and Operate Games for European Markets

Tao Zhao

Tao Zhao
Game Engine Product Manager & Senior Engineer | PapayaMobile

European and American mobile games market with high purchasing power has a large number of users. The network is relatively stable and fast. There are more mature and user-pay system used. For game developers, they are very attractive markets, but for most small teams, it seems far-fetched. Papaya Mobile will share the design, development and operational experience of small teams based on their co-incubation of the games and the team for the European and American market.

5 Keys to Making Mobile Games Inherently Social

David Bluhm

David B. Bluhm
President & CEO | Z2Live

Mobile phones were made to be social, but few developers are implementing truly social and scalable game mechanics into mobile games. Many developers believe that incorporating Apple's Game Center or hooking into a social platform somehow makes their game social. However, real social mobile engagement and activity goes far beyond providing leaderboards, community level achievements or Facebook integration. This presentation will discuss 5 key components mobile developers need to understand to create truly social mobile games and will discuss the development hurdles that need to be overcome to build successful social mobile games.

Sharing with Developers the Vision and Ideas to Achieve a Successful Global Mobile Game

Brian Oh

Brian Oh
Senior Publishing & International Marketing Manager | Gamevil

Air Penguin became the most popular game in Apple app store back in April, 2011. The game was published by Gamevil and was developed by a relatively small developer in Korea. During the development process, both companies talked and shared ideas how to make a successful game for both global and Korea market. In this session, we will share how Gamevil is taking a unique approach in working with developers based on our ten year experience in mobile game development. In addition, you will have a chance to understand the status of the Korean mobile game market and get to know the differences from the global market.

Doodle Jump - the Story Behind the Legend

Igor Pusenjak

Igor Pušenjak
President & Founder | Lima Sky LLC

Igor Pušenjak, President and Founder of Lima Sky, will talk about the making and marketing of Doodle Jump, one of the top selling iPhone apps of all time and an international runaway hit mobile game.
Through a combination of addictive gameplay, frequent updates, direct communication with players, and employment of social networking tools, Doodle Jump has managed to stay in the Top 25 Paid Apps on the App Store far longer than any other app. This presentation will cover Lima Sky's humble beginnings on the App Store, lessons we've learned, and what Lima Sky is doing today to keep Doodle Jump on top of the charts.


5MM Users in MyTown: Key Learnings from the #1 Geo-Location Game

Keith Lee

Keith Lee
Co-founder & CEO | Booyah

MyTown has established itself as the largest location-based game in the World with more than 5MM users.  The secret to our success has been bringing real world elements into interactive experiences for our users. Booyah, Inc. has been through an adventure from MyTown, new international versions, and the brand new launch of MyTown 2. The talk will follow our journey and share learnings of what we learned about combining the fun of games and the real world, supported by anecdotal notes and hard data.

The Rise and Rise of Fruit Ninja: Developing, Marketing and Supporting a Hit Mobile Game!

Phil Larsen

Phil Larsen
Chief Marketing Officer | Halfbrick Studios

Join Phil Larsen for an in-depth look at the creation, marketing and evolution of the Fruit Ninja brand. Fruit Ninja is the #1 mobile game in China, has occupied the Top 10 sales charts in over 60 countries since launch and helped establish Australian developer Halfbrick as a leader in the mobile market. Phil will discuss Fruit Ninja’s initial development and success as a hit iPhone game and the decisions Halfbrick has made over the past 18 months to both support the purity of the original concept but also expand the IP in multiple strategic directions.


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Supervising Unit:
Ministry of Culture of the People's Republic of China


Endorsing Units:
Shanghai Municipal Administration of Culture, Radio, Film & TV
Shanghai Municipal Economic and Informatization Commission

Organizing/Co-Organizing Units:
UBM
UBM TechWeb Game Network
Shanghai Municipal Information Service Industry Association

Co-Sponsoring Unit:
Hong Kong Productivity Council (HKPC)
Hong Kong Cyberport
Taipei Computer Association (TCA)
Singapore Game Exchange Alliance (GXA)

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