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The Challenges (and Promise!) of Multiplatform Production
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The Challenges (and Promise!) of Multiplatform Production

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This talk discusses the business case for multiplatform game development. It was given at GDC Online Austin on October 9, 2012, by Adam Gutterman, Director, Games Monetization for Unity Technologies.

This talk discusses the business case for multiplatform game development. It was given at GDC Online Austin on October 9, 2012, by Adam Gutterman, Director, Games Monetization for Unity Technologies.

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  • Turn off your cellphones!\nLast GDC Online. Honored to be here. Thank you for coming.\nI work for Unity and this talk is about Multiplatform development. \nSo, can I ask a question? Who came here expecting to see a pitch for why Unity is awesome?\nOk, well here’s your pitch... \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • On console and web, you’ve got Recoil / U4IA / Big Point. \nOn mobile Battleheart / Shadowgun / CSR Racing / Temple Run\nNot to mention Kabam / Glu / Rovio. Bad Piggies was authored in Unity. \nSo that’s my Unity pitch. I’ll be talking about Unity later as well, but that’s my Unity is awesome pitch for the day. \nAnother question:\nWho here thought they were going to get a story about how awesome multiplatform dev is and how it’s the new hotness, the future of gaming? Yeah, well, sorry to disappoint. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * What’s multiplatform?\n* How does that differ from cross platform? Let’s look at a classic cross platform example. \n* Here’s Tiny Zoo Friends on iOS.\n* And here it is on Android. Basically the same game, and you can play it on either platform. And that’s cross platform.\n* A game is cross platform when (near) identical versions are published across distinct platforms. Let me repeat.\n* And by that definition, most games are Cross Platform. If you publish on Xbox & PS3 or Mac & PC - that’s cross platform. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * So what’s a multiplatform game?\n* A multiplatform game is a crossplatform game implemented with server side components that preserve game states, allowing multiple clients to access saved game states. Let me repeat. \n* Let’s look at one of the most famous examples, WWF. \n* Here is a game I’m playing on Facebook. And because the game state is saved on a server...\n* I can pick it up later on my iPhone. Same game, different clients. \n* So I’ve given you a technical definition of Multiplatform and shown an example. But let’s look at this from a user perspective. Here’s what multiplatform feels like to a user. \n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Start a game on your phone.\n* Maybe pick it up later on your tablet. \n* Then pick it up on your PC. \n* And the glue that’s holding this together, that’s allowing me to magically switch from device to device and pick up where you left off...\n* That glue is the Cloud.\n* We all know the technical term for the cloud, and that’s AWS. \n* So that’s multiplatform. We’re here to talk about the challenges and promise of producing multiplatform games. So let’s talk about that!\n\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Here’s my perfunctory outline. I’ll be talking about...\n* Game Design\n* Pricing\n* Authoring\n* 3rd Party and Platform tech\n* Html5\n* Funzio\n* The promise \n* The first multiplatform issue to discuss is game design. Game design is all about interaction. So how to people interact with these various devices? Let’s talk about smartphones and touch screens. What were the first two breakout hits on the iPhone?\n
  • * Angry Birds, and Fruit Ninja. Why? The touchscreen. Not to take anything away from these games - they’re great. \n* But think about these games. Have you ever tried to play a slicer game with a mouse? It’s okay, but not nearly as satisfying as slicing with your finger. You feel like a ninja! Same thing with catapult games. Not the same. \n* So again, not to take anything away from these awesome games, but the message here isn’t the content. The message here is the touchscreen. The message is the input mechanism. In other words...\n* The medium is the message. Marshall McLuhan. \n* And it’s not just casual games. Look at Infinity Blade - the swiping is so satisfying. People do mimic the dual stick controller with a touch screen, but it’s just not the same. It’s ok on a tablet, but forget about it on a phone. \n* So that’s how people interface with the Smartphone. But where do people use Smartphones? \n
  • * Angry Birds, and Fruit Ninja. Why? The touchscreen. Not to take anything away from these games - they’re great. \n* But think about these games. Have you ever tried to play a slicer game with a mouse? It’s okay, but not nearly as satisfying as slicing with your finger. You feel like a ninja! Same thing with catapult games. Not the same. \n* So again, not to take anything away from these awesome games, but the message here isn’t the content. The message here is the touchscreen. The message is the input mechanism. In other words...\n* The medium is the message. Marshall McLuhan. \n* And it’s not just casual games. Look at Infinity Blade - the swiping is so satisfying. People do mimic the dual stick controller with a touch screen, but it’s just not the same. It’s ok on a tablet, but forget about it on a phone. \n* So that’s how people interface with the Smartphone. But where do people use Smartphones? \n
  • * Angry Birds, and Fruit Ninja. Why? The touchscreen. Not to take anything away from these games - they’re great. \n* But think about these games. Have you ever tried to play a slicer game with a mouse? It’s okay, but not nearly as satisfying as slicing with your finger. You feel like a ninja! Same thing with catapult games. Not the same. \n* So again, not to take anything away from these awesome games, but the message here isn’t the content. The message here is the touchscreen. The message is the input mechanism. In other words...\n* The medium is the message. Marshall McLuhan. \n* And it’s not just casual games. Look at Infinity Blade - the swiping is so satisfying. People do mimic the dual stick controller with a touch screen, but it’s just not the same. It’s ok on a tablet, but forget about it on a phone. \n* So that’s how people interface with the Smartphone. But where do people use Smartphones? \n
  • * Angry Birds, and Fruit Ninja. Why? The touchscreen. Not to take anything away from these games - they’re great. \n* But think about these games. Have you ever tried to play a slicer game with a mouse? It’s okay, but not nearly as satisfying as slicing with your finger. You feel like a ninja! Same thing with catapult games. Not the same. \n* So again, not to take anything away from these awesome games, but the message here isn’t the content. The message here is the touchscreen. The message is the input mechanism. In other words...\n* The medium is the message. Marshall McLuhan. \n* And it’s not just casual games. Look at Infinity Blade - the swiping is so satisfying. People do mimic the dual stick controller with a touch screen, but it’s just not the same. It’s ok on a tablet, but forget about it on a phone. \n* So that’s how people interface with the Smartphone. But where do people use Smartphones? \n
  • * Angry Birds, and Fruit Ninja. Why? The touchscreen. Not to take anything away from these games - they’re great. \n* But think about these games. Have you ever tried to play a slicer game with a mouse? It’s okay, but not nearly as satisfying as slicing with your finger. You feel like a ninja! Same thing with catapult games. Not the same. \n* So again, not to take anything away from these awesome games, but the message here isn’t the content. The message here is the touchscreen. The message is the input mechanism. In other words...\n* The medium is the message. Marshall McLuhan. \n* And it’s not just casual games. Look at Infinity Blade - the swiping is so satisfying. People do mimic the dual stick controller with a touch screen, but it’s just not the same. It’s ok on a tablet, but forget about it on a phone. \n* So that’s how people interface with the Smartphone. But where do people use Smartphones? \n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • *Everywhere. Waiting for a bus, on a train, in the car, in bed. Anywhere you can steal a minute. It’s the device you interact with the most in your life, usually in quick, very casual sessions. \n* Back to game design, when thinking about designing for multiplatform, your game should probably be playable in short bursts, and with a touch screen. \n* So we’ve talked about how we interact with smartphones. What about tablets? Does anyone remember how Apple marketed the iPad?\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Like this. And this. \n* It’s not an “on-the-go” device. It’s leisurely. It stands to reason that session length on tablets are much longer than on smartphones. So maybe your game should play nicely in this environment as well. What about PCs? \n* Whether it’s a core gamer or a Facebook gamer, it’s the most committed type of interaction. It’s the biggest screen you interact with (save your TV). \n* And furthermore, there’s a keyboard and mouse, not a touch screen to interact with. You’ve got to design for that as well. \n* To recap...\n
  • * Your game has to play nicely with a phone, a tablet, and a PC. Remember, it’s not just about making sure your touch controls map to keyboard and mouse. It’s about the experience of the device. If you really want buy in from your users, if you really want them to play anywhere, you have to design an experience that makes sense in the way people use their phones, their tablets, and their PCs. \n* Or a console. Seriously, these devices are perfectly instrumented for this. \n* Well, those are certainly some criteria for game design. And that’s all super high level stuff. We haven’t even discussed micromechanics yet (that’s for another talk). \n* Before we move along here, I’d like to talk about one more design challenge. \n
  • * Your game has to play nicely with a phone, a tablet, and a PC. Remember, it’s not just about making sure your touch controls map to keyboard and mouse. It’s about the experience of the device. If you really want buy in from your users, if you really want them to play anywhere, you have to design an experience that makes sense in the way people use their phones, their tablets, and their PCs. \n* Or a console. Seriously, these devices are perfectly instrumented for this. \n* Well, those are certainly some criteria for game design. And that’s all super high level stuff. We haven’t even discussed micromechanics yet (that’s for another talk). \n* Before we move along here, I’d like to talk about one more design challenge. \n
  • * Your game has to play nicely with a phone, a tablet, and a PC. Remember, it’s not just about making sure your touch controls map to keyboard and mouse. It’s about the experience of the device. If you really want buy in from your users, if you really want them to play anywhere, you have to design an experience that makes sense in the way people use their phones, their tablets, and their PCs. \n* Or a console. Seriously, these devices are perfectly instrumented for this. \n* Well, those are certainly some criteria for game design. And that’s all super high level stuff. We haven’t even discussed micromechanics yet (that’s for another talk). \n* Before we move along here, I’d like to talk about one more design challenge. \n
  • * How much should a multiplatform game cost? \n* If you expect players to interact with all of these devices, you probably shouldn’t charge for the various clients. ---> F2P. ---> Charge for what’s stored on the server and accessible anywhere. ---> MTX. Or support with ads. \n* We’ve talked about MTX, let’s look at an example. \n
  • * How much should a multiplatform game cost? \n* If you expect players to interact with all of these devices, you probably shouldn’t charge for the various clients. ---> F2P. ---> Charge for what’s stored on the server and accessible anywhere. ---> MTX. Or support with ads. \n* We’ve talked about MTX, let’s look at an example. \n
  • * How much should a multiplatform game cost? \n* If you expect players to interact with all of these devices, you probably shouldn’t charge for the various clients. ---> F2P. ---> Charge for what’s stored on the server and accessible anywhere. ---> MTX. Or support with ads. \n* We’ve talked about MTX, let’s look at an example. \n
  • * How much should a multiplatform game cost? \n* If you expect players to interact with all of these devices, you probably shouldn’t charge for the various clients. ---> F2P. ---> Charge for what’s stored on the server and accessible anywhere. ---> MTX. Or support with ads. \n* We’ve talked about MTX, let’s look at an example. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Zynga poker on Facebook, and I’ve got ~$74,000 chips\nHere’s the same game on iOS, and I’ve got the same ~$74,000 chips. That makes sense, this is a great multiplatform game. \nWhat happens when I want to buy chips? Who do I buy from? Important, because it determines what platform owner --- Facebook or Apple --- reaps financial rewards. \nSo let’s try to buy some chips on each platform. \n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Here’s Facebook. Note that $10 buys you 8,700,000 coins.\nHere’s iOS. $10 buys on your iphone buys you only 5M coins, over 40% less coins that what you get for the same price on Facebook. \nOver 40%! I guarantee you that this violates Apple’s ToS! \nIt’s not a big deal now, it’s only one app really. But imagine if this were common. \nSo we’ve talked about game design and pricing. How about authoring for multiplatform?\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
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  • Look at notes from Randy re engines\n
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  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • Look at notes from Randy re engines\n
  • * I’d like now to talk about something that many developers know about, but isn’t discussed widely. Kim-Mai Cutler at TechCrunch wrote about this once, and it needs to be talked about, in a dispassionate way. \n* Here’s what testing looks like on Android. It’s a mess. It drives the cost of publishing up, way up. Why? Because Android is an open, and thus a fractured platform. And what do I mean by fractured?\n* Marketplace - Google Play, Amazon, Nook, Samsung Apps, V-Cast, 400 in China alone \n* Device - screen sizes, resolutions, controls \n* Chips - anyone know what a SoC is? \n
  • * I’d like now to talk about something that many developers know about, but isn’t discussed widely. Kim-Mai Cutler at TechCrunch wrote about this once, and it needs to be talked about, in a dispassionate way. \n* Here’s what testing looks like on Android. It’s a mess. It drives the cost of publishing up, way up. Why? Because Android is an open, and thus a fractured platform. And what do I mean by fractured?\n* Marketplace - Google Play, Amazon, Nook, Samsung Apps, V-Cast, 400 in China alone \n* Device - screen sizes, resolutions, controls \n* Chips - anyone know what a SoC is? \n
  • * I’d like now to talk about something that many developers know about, but isn’t discussed widely. Kim-Mai Cutler at TechCrunch wrote about this once, and it needs to be talked about, in a dispassionate way. \n* Here’s what testing looks like on Android. It’s a mess. It drives the cost of publishing up, way up. Why? Because Android is an open, and thus a fractured platform. And what do I mean by fractured?\n* Marketplace - Google Play, Amazon, Nook, Samsung Apps, V-Cast, 400 in China alone \n* Device - screen sizes, resolutions, controls \n* Chips - anyone know what a SoC is? \n
  • * I’d like now to talk about something that many developers know about, but isn’t discussed widely. Kim-Mai Cutler at TechCrunch wrote about this once, and it needs to be talked about, in a dispassionate way. \n* Here’s what testing looks like on Android. It’s a mess. It drives the cost of publishing up, way up. Why? Because Android is an open, and thus a fractured platform. And what do I mean by fractured?\n* Marketplace - Google Play, Amazon, Nook, Samsung Apps, V-Cast, 400 in China alone \n* Device - screen sizes, resolutions, controls \n* Chips - anyone know what a SoC is? \n
  • * I’d like now to talk about something that many developers know about, but isn’t discussed widely. Kim-Mai Cutler at TechCrunch wrote about this once, and it needs to be talked about, in a dispassionate way. \n* Here’s what testing looks like on Android. It’s a mess. It drives the cost of publishing up, way up. Why? Because Android is an open, and thus a fractured platform. And what do I mean by fractured?\n* Marketplace - Google Play, Amazon, Nook, Samsung Apps, V-Cast, 400 in China alone \n* Device - screen sizes, resolutions, controls \n* Chips - anyone know what a SoC is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * It’s a system on a chip. \n* Here’s the cadillac of SoC’s, Qualcomm’s Snapdragon. Qualcomm owns like 60% of the Android market btw. But you can’t just optimize for that one. \n* TI also makes chips and they’re everywhere. \n* Nvidia also makes a great line of chips, even if their market share is tiny. But this chip was in the Google Nexus. \n* FYI, all of these are based on ARM architecture. In fact, all of Android is... \n* Or was, until Intel decided to get involved. So yeah, you’ve got to optimize for all of these if you’re planning on going Android. \n* By the way, Apple isn’t completely immune. It’s better, but you still have at least 3 chips to work with, plus a new screen size. \n* So that’s authoring. What about platform features? Does anyone know what the largest gaming platform in the world is? \n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * Facebook\n* Apple’s Game Center\n* Amazon’s GameCircle\n* GREE\n* Papaya\n* What’s Google planning for Google Play? \n* And by the way, these platform integrations aren’t trivial. They’re part of game design. Check this out from CityVille:\n
  • * In this example from CityVille, you hire friends to help you. But how do you do that on iOS? Integrate with Facebook Connect? Maybe. Build your own social system? Perhaps. \n* How do you design a multiplatform game when the social mechanics are different for each platform? There aren’t simple answers here. \n* So those are your platform features. What about 3rd party tech?\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • * It’s dizzying to think about what you need to integrate to run a great games service these days. \n* Some of these solutions are multiplatform, some not. \n* So that’s platform features and 3rd party tech.\n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • HTML5 = Michael Jordan in high school. We’re just waiting for the tech to grow into itself and dominate the league. \nDon’t get me wrong, I love HTML5 and think it’s going to have a long and awesome future, but let’s talk about why initially the road will be bumpy. \nDiscovery\nThis is how you normally find apps on iOS\nWith HTML5, you’ll have to drive traffic to your game on the open mobile web - good luck with that. \nAnd once your players actually find you...\nBookmarking? \nAdding to home screen? This is very unlikely. Discovery and return behavior are huge question marks for HTML5 on mobile. \n
  • Your code is exposed. Mozilla won’t entertain anything about DRM right now. \nCompanies don’t want share their intellectual property for free, and that’s what HTML5 does right now, it shares proprietary code with the public. \n
  • Apple doesn’t allow access to 3D in mobile Safari or any other browser on iOS. So no 3D HTML5 games on your iphone or ipad or ipod touch - that’s a massive market to give up! Android yes. \n
  • Apple doesn’t allow access to 3D in mobile Safari or any other browser on iOS. So no 3D HTML5 games on your iphone or ipad or ipod touch - that’s a massive market to give up! Android yes. \n
  • Apple doesn’t allow access to 3D in mobile Safari or any other browser on iOS. So no 3D HTML5 games on your iphone or ipad or ipod touch - that’s a massive market to give up! Android yes. \n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Your web engineers will hate you, optimizing for all of these browsers. \n\nAnd finally...\n
  • Whereas a native mobile app is always ready, with HTML5 you have to load the client every time. And it sucks. :) \nSo that’s HTML5. Lastly I want to talk about a company that was trying multiplatform, but backed away. \n
  • * And that’s Funzio. They dabbled in multiplatform development with 2 titles.\n* But then abandoned it when they realized how much better they were doing on mobile. \n* And then GREE bought them, and they are exclusively focusing on mobile now. \n* So we’ve talked about game design, pricing, authoring, third party and platform tech, html5, and Funzio. And I’ve been downright skeptical about Multiplatform. So let me talk about the promise. Let’s return to the first example I showed earlier. \n\n\n
  • * And that’s Funzio. They dabbled in multiplatform development with 2 titles.\n* But then abandoned it when they realized how much better they were doing on mobile. \n* And then GREE bought them, and they are exclusively focusing on mobile now. \n* So we’ve talked about game design, pricing, authoring, third party and platform tech, html5, and Funzio. And I’ve been downright skeptical about Multiplatform. So let me talk about the promise. Let’s return to the first example I showed earlier. \n\n\n
  • * And that’s Funzio. They dabbled in multiplatform development with 2 titles.\n* But then abandoned it when they realized how much better they were doing on mobile. \n* And then GREE bought them, and they are exclusively focusing on mobile now. \n* So we’ve talked about game design, pricing, authoring, third party and platform tech, html5, and Funzio. And I’ve been downright skeptical about Multiplatform. So let me talk about the promise. Let’s return to the first example I showed earlier. \n\n\n
  • * And that’s Funzio. They dabbled in multiplatform development with 2 titles.\n* But then abandoned it when they realized how much better they were doing on mobile. \n* And then GREE bought them, and they are exclusively focusing on mobile now. \n* So we’ve talked about game design, pricing, authoring, third party and platform tech, html5, and Funzio. And I’ve been downright skeptical about Multiplatform. So let me talk about the promise. Let’s return to the first example I showed earlier. \n\n\n
  • WWF. This represents the promise. \n
  • WWF. This represents the promise. \n
  • WWF. This represents the promise. \n
  • WWF. This represents the promise. \n
  • \n
  • \n

The Challenges (and Promise!) of Multiplatform Production The Challenges (and Promise!) of Multiplatform Production Presentation Transcript

  • The Challenges (and Promise!) of Multiplatform Production Text Adam Gutterman Director, Games Monetization Unity Technologies
  • What’s Multiplatform?
  • What’s Cross Platform?
  • What’s Cross Platform?
  • What’s Cross Platform?
  • What’s Cross Platform? A game is cross platform when (near) identicalversions are published across distinct platforms.
  • What’s Multiplatform?
  • What’s Multiplatform? A multiplatform game is a crossplatform game implemented with server side components thatpreserve game states, allowing multiple clients to access saved game states.
  • What’s Multiplatform?
  • What’s Multiplatform?
  • Perfunctory Outline
  • Perfunctory Outline● Game Design
  • Perfunctory Outline● Game Design● Pricing
  • Perfunctory Outline● Game Design● Pricing● Authoring
  • Perfunctory Outline● Game Design● Pricing● Authoring● Third Party and Platform tech
  • Perfunctory Outline● Game Design● Pricing● Authoring● Third Party and Platform tech● HTML5
  • Perfunctory Outline● Game Design● Pricing● Authoring● Third Party and Platform tech● HTML5● Funzio
  • Perfunctory Outline● Game Design● Pricing● Authoring● Third Party and Platform tech● HTML5● Funzio● The Promise
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • Web Mobile
  • ?
  • 3D on iOS
  • Web Engineer
  • “Sending our Facebook traffic to mobile won’t give the lift that we arelooking for. The mobile game has to stand alone. The scale comes fromsharing the assets and the IP across games.” - Anil Dharni, Funzio cofounder
  • safeandsecureig.org
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