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MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development
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Topics Game Development WAP GPRS
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PC Games vs. Mobile Internet Games Mobility: Play Everywhere Access: Play Anytime Different Target Audience Payment Model Consumer Expectations
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WAP Games Issues Limitations WML Compatibility Issues Different Terminals
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Suitable Games for WAP Instant Games »Log in – Play – Done »Instant feedback »Examples: Card, Dice, Tic-Tac-Toe… Long Lasting Games »Log in once a day, a game will continue for weeks/months »Feedback after processing ”orders” »Examples: Strategy, Manager, Diplomacy, Trade, Financial…
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Developing WAP Games Gameplay is King! Keep it Simple / Less is More Design With the Target Platform in Mind User Interface for User, Not Against Don’t Bother the User Design for Payment Model
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Developing WAP Games (cont.) Customize Content Prioritize Information »Regular accessed information »Important information Hierarchy Instead of Long Pages Use Graphics Wisely »Readability »Download time »Use cache »Pixels are important
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Developing WAP Games (cont.) Don’t Assume (anything…) Test with Actual Terminals Test on Different Devices Test, Test, Test…
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Game Architecture Flexibility Build with Modules Use Layers User Interface Graphics Target Platform(s) Will Change
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Advantages with GPRS Bandwidth Push Always Online Different Payment Model
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Future Increased Terminal Power Downloadable Applications Java Powered Terminals Geographic Positioning Bluetooth …
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Questions? Stefan Pettersson stefan.pettersson@picofun.com www.picofun.com wap.picofun.com
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