2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
2019
Design by the Numbers: Using Data for Good
by Evan Losi
(Scopely)
Mobile Summit
2019
Expanding the World of 'Candy Crush': A Postmortem on 'Candy Crush Frien...
by Robert Mackenzie
(King)
Mobile Summit
2019
Live Ops in 'Star Wars: Galaxy of Heroes'
by Nicolas Reinhart
(Electronic Arts)
Mobile Summit
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
All the Families: The Making of 'Animation Throwdown'
by Peter Eykemans
(Kongregate)
GDC Mobile Summit
GDC 2018
Games as a Service is Dead
by Michael Gordon
(Iron Horse Games, LLC)
GDC Mobile Summit
GDC 2018
Gaming Instantly: The Facebook Messenger Games Market
by Leo Olebe
(Facebook)
GDC Mobile Summit
GDC 2017
All About That BaaS: To Build, Buy, or Rent a Server for Your Game?
by David Fox
(Double Coconut)
GDC Mobile Summit
GDC 2017
Deconstructing China: New Opportunities for Western Developers
by Randy Barenscott
(ZPLAY)
GDC Mobile Summit
GDC 2017
DON'T CHANGE A THING! The Challenges of Evolving 'Solitaire'
by Russell Carroll
(MobilityWare)
GDC Mobile Summit
GDC 2017
Indie Mobile Game Dev Stories: Day 1
by Scott Brodie
(Heart Shaped Games)
GDC Mobile Summit
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
Breaking Through the Mobile Clutter: Marketing Your iOS Game
by Dana Trebella
(Spoke & Wheel Strategy)
Smartphone & Tablet Games Summit
GDC 2016
Design In Detail: Controlling Land Sliders
by Luke Muscat
(Prettygreat)
Smartphone & Tablet Games Summit
GDC 2016
DevOps for Mobile: It's Not Just for Enterprise Anymore
by Tim Hargreaves
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
Keep the Game Yourself: Behind Minecraft's silent success in China
by Yang Chen
(Joyme)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
GDC 2015
Dedicated Prototyping for Mobile Game Development
by Tom Blind
(Backflip Studios)
Smartphone & Tablet Games Summit
GDC 2015
Defining "New" for the Time-Honored Experience of Words with Friends
by Whitney Taylor
(Zynga)
Smartphone & Tablet Games Summit
GDC 2015
Defining "New" for the Time-Honored Experience of Words with Friends
by Whitney Taylor
(Zynga)
Smartphone & Tablet Games Summit
GDC 2015
Designing for Mobile VR in Dead Secret
by Chris Pruett
(Robot Invader/ Oculus)
Smartphone & Tablet Games Summit
GDC China 2014
Building Durable Mobile Franchises for the Western Market
by Weiwei Geng
(Kabam, Inc.)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Building Durable Mobile Franchises for the Western Market
by Weiwei Geng
(Kabam, Inc.)
Smartphone & Tablet Games Summit
GDC China 2014
Building Tools for Empowering Creativity and Improving Efficiency
by Charles Brandt
(International Game Technology)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Building Tools for Empowering Creativity and Improving Efficiency
by Charles Brandt
(International Game Technology)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
How Ski Safari Became a Chinese Hit
by Henry Fong
(Yodo1)
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
Data Gone Wrong: Bad Tests, Terrible KPIs and Other Pitfalls
by Emily Greer
(Kongregate)
Smartphone & Tablet Games
GDC Next 2013
Designing In-Game Purchases
by Ethan Levy
(FamousAspect)
Smartphone & Tablet Games
GDC Next 2013
Getting Your App Noticed: User Acquisition Heading into the Holidays
by Michael Dawson
(Pocket Gems)
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
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 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
GDC Europe 2012
Success Through Not Doing What Everyone Tells You To Do
by Simon Flesser
(Simogo)
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
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
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
- Chinese
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
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
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 Online 2011
From an iPhone to an Android: Converting FaceFighter!
by Steven Sargent
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC Online 2011
How I Shipped 5 Games in 10 Months and Lived to Talk about It
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC Online 2011
Kids, Tablets and Family: Social Gameplay at Home
by Kate Connally
(CoolSchool)
Smartphone and Tablet Games Summit
GDC Online 2011
Squirrels and Gunships Climbing the App Store: A Double Postmortem of Nu...
by Arash Keshmirian
(Limbic)
Smartphone and Tablet Games Summit
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Board Game Mobilization - What's Now, What's Next
by Matthias Hellmund
(Exozet Games GmbH)
Smartphone & Tablet Games Summit
GDC Europe 2011
From iOS to Android - Galaxy on Fire 2 Does the Green Robot
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Smartphone & Tablet Games Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
Changing the Way We Make Games: Lessons Learned in the Transition from
...
by Vijay Thakkar
(Zynga With Friends)
GDC Smartphone Summit
GDC 2011
Creating a Social, Location-based Smartphone Game in 5 Weeks
by Jennie Lees
(Google)
GDC Smartphone Summit
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
GDC China 2010
Approaching Multiple Application Stores as an Eastern Company
by Kyu C. Lee
(GAMEVIL USA, Inc.)
Mobile Games
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Online 2010
Fun Meters: Data Driven Design for TILT
by Nicole Lazzaro
(XEODesign)
iPad Gaming Summit
GDC Online 2010
Joining the INCROWD: Building a Mobile Social Game in Four Weeks
by Jon Parise
(Booyah)
iPhone Games Summit
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
Brew Gaming State of the Union: New Market Opportunities and Platform Ca...
by Marc Nijdam
(Qualcomm)
GDC Mobile/Handheld
GDC 2010
Bringing UE3 to Apple's iPhone Platform
by Josh Adams
(Epic Games)
iPhone Games Summit
GDC 2010
Building the Server Software for ELIMINATE
by Stephen Detwiler
(ngmoco:))
iPhone Games Summit
GDC Austin/Online 2009
iPort: How To Bring Any C++ Game To The iPhone
by Michael Smith
(Elecorn LLC)
iPhone Games Summit
GDC Austin/Online 2009
The Goldilocks Conundrum -- Steering A Middle Path Through Apple's Orchard
by Chris Ulm
(Appy Entertainment Inc.)
iPhone Games Summit
GDC Austin/Online 2009
Tips for Success as an Indie iPhone Developer
by Keith Shepherd
(Imangi Studios, LLC)
iPhone Games Summit
GDC Austin/Online 2009
Twist, Touch & Travel: Harnessing the iPhone's Unique Features
by Glenda Adams
(Maverick Software)
iPhone Games Summit
GDC 2009
(308) Beyond the Screen: The Principles of Pervasive Game Design
by Markus Montola
(Nokia Corporation)
Mobile: Original Innovation
GDC 2009
(308) Get Smart About Smartphones: Insight Into the Future of Mobile Gaming
by Anthony Borquez
(Konami Digital Entertainment)
Mobile: New Platforms
GDC 2009
(308) Mobile game porting optimization
by Eric Thommerot
(Popcap international)
Mobile: Production
GDC 2009
(308) Post Mortem: Super Monkey Ball iPhone
by Ethan Einhorn
(SEGA)
Mobile: New Platforms