GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
How Ski Safari Became a Chinese Hit
by Henry Fong
(Yodo1)
Smartphone & Tablet Games Summit
GDC 2014
Infinity Blade: Creating the Mobile Blockbuster Trilogy
by Scott Stoddard
(ChAIR Entertainment)
Smartphone & Tablet Games Summit
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Co-op First: 10 Rules for Designing Successful Non-Zero-Sum Games
by Amy Jo Kim
(Shufflebrain)
Smartphone & Tablet Games
GDC Next 2013
COPPA - Applicability and Permitted Targeting
by Siofra Flood
(Swrve)
Smartphone & Tablet Games
GDC Next 2013
Cut the Rope: Growing the Green Monster
by Semyon Voinov
(ZeptoLab)
Smartphone & Tablet Games
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
Games and Broadcasters: Destination Tablet?
by Jon Howard
(BBC)
Smartphone & Tablet Games Summit
GDC Europe 2013
Getting Physical with Tablet Multiplayer
by Alistair Aitcheson
(Alistair Aitcheson Games)
Smartphone & Tablet Games Summit
GDC 2013
Avengers Initiative: Transitioning from Console to Mobile
by Patrick Moran
(Wideload Games / Disney Interactive)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable, Cross-Platform Graphics Systems for Mobile
by Josh Klint
(Leadwerks Software)
Smartphone & Tablet Games Summit
GDC 2013
Challenges of the Dual Customer in Kids Mobile Games - Kids and Their Pa...
by Rex Ishibashi
(Callaway Digital Arts)
Smartphone & Tablet Games Summit
GDC Online 2012
How to Make a Movie Tie-In Game that Doesn't Suck
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC Online 2012
Marketing Casual and Social Games on iOS
by William Volk
(PlayScreen, LLC)
Smartphone and Tablet Games Summit
GDC Online 2012
One Game - All Platforms
by Cinco Barnes
(Spacetime Studios)
Smartphone and Tablet Games Summit
GDC Online 2012
One Year of Bejeweled Blitz - Learning to Expect the Unexpected
by Giordano Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC Europe 2012
Audio: The Final Frontier of Mobile Games
by Ben Long
(Noise Buffet)
Smartphone and Tablet Games Summit
GDC Europe 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Galaxy on Fire 2 - from AAA Premium on iOS to Freemium on Android
by Michael Schade
(Fishlabs Entertainment GmbH)
Smartphone and Tablet Games Summit
GDC Europe 2012
Mobile Application Analytics & Consumer Insight: The Biggest Content Rev...
by Richard Firminger
(Flurry)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Track
GDC China 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Track
- Chinese
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
A Big Dash of Success: How to Capture the Female iPhone Gamer
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC 2010
Application Stores: What You Should Know Before You Get Started
by Kyu C. Lee
(GAMEVIL USA, Inc.)
GDC Mobile/Handheld
GDC 2010
Bootstrapping Games on Android
by Chris Pruett
(Google)
GDC Mobile/Handheld
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Successful iPhone Product Development Experiences
by Martijn Reuvers
(Two Tribes B.V.)
Mobile Games
GDC Europe 2009
Why have a Publisher for iPhone Products?
by Bob Wallace
(Strategic Alternatives)
Mobile Games
GDC 2006
Big Brands, Small Screens
by Shalom Mann
(Loop)
GDC Mobile: Deals and Distribution
GDC 2006
Bringing Console Quality To Mobile
by Tim Closs
(Ideaworks Labs)
GDC Mobile: Game Design
GDC 2006
Cameras and Vision: Giving Your Games Sight
by Antonio Haro
(Nokia Research)
GDC Mobile: Game Design
GDC 2006
Case Study: MSN Games Moves to Mobile
by David McMahon
(Microsoft)
GDC Mobile: Game Design