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Making Cross-Platform Work: Social and Mobile Lessons From Crime City to Modern War

A session at GDC Game Developers Conference 2012

Monday 5th March, 2012

11:15am to 12:15pm (PST)

Dozens of companies are reading the data wrong. They are piling into the market with variations on cute and simple games, but their original target was successful because it was accessible. The traditional game industry also has lessons to share, in that it has shown which genres resonate, and how people like to play. Adjacent industries have shown that audiences like to enjoy entertainment on their own terms, on their own devices, on their own time. In this session, Jamil Moledina shares how Funzio analyzed these trends, how they designed and engineered Crime City, Modern War, and their upcoming third game for Facebook, Google+, and iOS, how they manage user acquisition across platforms, how players behave differently between platforms, how they adapted their organization to a cross-platform structure, and the biggest surprises they learned from along the way.

TAKEAWAY: The session discloses details on the design adaptations, engineering solutions, production schedule, platform launches, player behavior and business intelligence for these three cross-platform games. Examples include adapting PC mouse navigation to mobile touch control, tuning desktop play sessions to mobile play sessions and adapting naturally social play from social networks over to mobile platforms that are not natively social, while still monetizing well.

About the speaker

This person is speaking at this event.
Jamil Moledina

I'm a writer, photographer, and gamer. I also do business development for a social games startup. bio from Twitter

Next session in 130

12:30pm Lunch & Learn: Developer-led High Impact Game and Platform Experiences by Debarshi Kar, Travis Nelson, Nick Hristov and Jesse Hull

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