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Developing Wireless Games PowerPoint PPT Presentation


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Developing Wireless Games. From Idea to the Marketplace. Oliver Miao, CEO Centerscore. Developing Wireless Games Presentation. Geared towards those with little knowledge of wireless games Help you make an informed decision about the wireless games market

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Developing Wireless Games

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Developing Wireless Games

From Idea to the Marketplace

Oliver Miao, CEO

Centerscore


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Developing Wireless Games Presentation

  • Geared towards those with little knowledge of wireless games

  • Help you make an informed decision about the wireless games market

  • Direct questions to [email protected]


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Speaker Background

  • Oliver Miao is the CEO of Centerscore, a wireless games developer.

  • When AT&T launched color, interactive games, Centerscore developed 20% of the titles.


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The Hope – Market Expectations

Analyst Predictions for Mobile Games

  • $2.8 billion in 2006 – In-Stat/MDR

  • $3.5 billion in 2006 - Informa Media

  • $4.4 billion in 2006 – Ovum

  • $9.3 billion in 2008 - Frost and Sullivan

  • $9 billion in 2010 – Informa Media


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The Hope – Market Expectations

Why these great expectations?

  • Potential to reach a broad, diverse, untouched market of non-traditional gamers.

  • People carry cell phones with them everywhere.

  • Pacifier phenomena.

  • Cell phones naturally connect people.


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The Idea – Wireless Games

  • Focus on color, interactive games.

  • Other types, include text based (WAP) games, messaging (SMS) games, and location based games.


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The Idea – Wireless Games

Mobile games also follow many traditional game genres

  • Word and Trivia Games

  • Puzzle Games

  • Sports Games

  • Retro Arcade Games

  • Action Games


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The Idea – Wireless Games

The mobile medium also presents new opportunities.

  • Multi-player games

  • Location based games


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The Games – Great Brands


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The Games – Sports and Racing


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The Games – Puzzle and Classic


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The Enabling Technology

The two leading development platforms for games:

  • J2ME (Java)

    • Largest global market, used by most carriers

  • BREW (C++)

    • Used by Verizon, largest US carrier


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The Enabling Technology

Other mobile platforms:

  • Symbian

    • Supported by majority of manufacturers.

    • Series 60 reference implemenation.

    • Dedicated gaming device, N*Gage.

  • Microsoft Smartphone

  • mophun

  • ExEn


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The Players

The wireless market has matured enough to form its own ecosystem.

  • Carriers

  • Manufacturers

  • Publishers

  • Developers

  • Others


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The Players - Carriers

Major carriers in the US include:

  • Verizon

  • AT&T

  • Cingular

  • Sprint PCS

  • Nextel


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The Handsets

Handsets vary all across the board. Differences include:

  • Screens – color and size

  • File size

  • Memory

  • Speed

  • Sound

  • Other unique APIs


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The Handsets – Popular Phones

  • Samsung A500

  • Motorola T720

  • Nokia 7210


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Getting the Game to Market

There are three primary ways to get your games in the hands of US consumers:

  • Directly through an operator

  • Through a distributor

  • Through a publisher

  • With the help of a manufacturer


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Consumer Pricing

Companies are experimenting with different pricing models for games:

  • Unlimited download charge

  • Limited download charge

  • Subscription charge

  • Group subscription charge


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Now…

  • Pre-empt some good questions and talk about the things developers really care about.

  • The next slides cover both the questions I had and the questions I continually hear from developers now.


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Business Model for Developers

How do developers make money?

  • Straight contracting

  • Advanced Royalties Publishing

  • Self Publishing


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Resources Required

What is required to develop a wireless game?

  • Very small development team.

  • 3 weeks to 3 months per title.


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Getting started

If I had to start from scratch right now, I would partner with a major player.

  • Write J2ME games and work with Nokia.

  • Write BREW games and work with Qualcomm.


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Getting started

J2ME Developers – Work with Nokia

  • Download the J2ME Developer’s Toolkit from Sun’s website.

  • Download the Nokia Developer’s Toolkit.

  • Learn by developing a game for the 3650.

  • Demo the game to Nokia at E3 in mid May.


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Getting started

BREW Developers – Work with Qualcomm

  • Plow through signing up to be a BREW developer.

  • Develop a demo for the Motorola T720.

  • Demo the game to Qualcomm at BREW Developer’s Conference in late April.


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Concluding Remarks

As the market is still young, its an exciting opportunity for developers to shape the market place.

The number of downloads are already there to support the cost of development.


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What’s the Best Way to Distribute a Game?

Get different viewpoints at “How to Take Your Mobile Games to Market” session.

  • Immediately after this session.

  • 4:30-5:30pm in Room B1

  • Featuring Matthew Bellows of Wireless Gaming Review, John Chasey of Iomo, Oliver Miao of Centerscore, Itsuro Yushimoto of Namco


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