SlideShare a Scribd company logo
1 of 50
Developing Creative Mobile
Games
5 of 6
Christina Hsu
Design Your Game App
Agenda
 Get Ready
 Step by Step
 Project Management
 Q&A
Get Ready
Review: Innovation Comes
From
Choose Your Target Audience
Choose Your TA
What is
desirable to
users
How to Choose Your TA
Define Your Core Gameplay
What is
desirable to
users
FPS( 第一人
稱射擊 ,First
Person
Shooting)
Music
( 音樂節
奏 )
Adventure
( 冒險 )
ACT( 動作 ,
Action)
Puzzle
( 益智 ) Racing
( 競速 )
Sports
( 運動 )
Word ( 文
字 / 解謎 )
Card &.
Board
( 棋牌類 )
SIM( 模擬 ,
Simulation)
STR( 策略 ,
Strategy)
RPG ( 角色
扮演 ,Role
Playing
Game)
Genre 遊
戲類型
( 玩法 )
Decide Your Platform
Determine Your Game Engine
What is
possible
with
technology
Set the Rough Spec.
Resolutions Devices
Highlight Your Game Features
What is
viable in the
marketplace
PRPR Word of mouthWord of mouth
Feature by AppleFeature by AppleFacebook trafficFacebook traffic
AdsAds Cross promotionCross promotion
Think about Marketing
Tools to be pre-built-in
Remember: Easy to Pick-up
But HARD to Mater
Remember: Out of Comfort
Zone
Don’t Make a Me-too
App
Remember: Think Differently
Ask Yourself What If ---
Remember: Design to Monetize
Try to SELL Your App
Remember: Cross-Platform
If Possible
One Last Thing: KISS
Keep It Short &. Simple
Step by Step
Intuitive Controls
Mouse
Touch Screen
Joypad
UI: Use your Devices Well
 Touch Screen
 Multiple-touch
 Gyroscope
 Voice Control
 Camera
 GPRS
 LBS (location-based service)
 Others
2~4 Resolutions to support all the devices
Device List &. Resolutions
Define the layout area to fit different
resolutions
Available Device
List
Draw Your Game Flow
What your player can do in your game
Verify Your Game Flow
Game Cycle
Game Systems/ Mechanics
Design &. Describe Your Game
Game Rules and all the details
Check Your Game Design
Work Break-down
Art Design: Aesthetics
Concept Art / Examples
Art Design: Characters / Mobs
Art Design: Scenes / Objects
Art Design: Others
Technology Design:
Architecture
Technology Design:
Methodology
Waterfall vs.
Agile
Technology Design: SA &.
Coding
Project Management
Game Project Management
What I Learned On the Job-1
Simple Development Roadmap
General Development Roadmap
Proposal Prototype
Milestone 1 Milestone Check Milestone 2
Acceptance Review
Milestone 3Milestone Check
Alpha Acceptance Review (Close/Open) Beta
Acceptance Review Release (Commercial Launch)
Schedule
Man-Month (man-hour, man-day)
Management Tool
Management Tool
Project Management
Project Management Life Cycle
Project Manager’s Job
PDCA
Thank You! Any Question?

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20131029 design your app

Editor's Notes

  1. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  2. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  3. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  4. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  5. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  6. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  7. This is the top free list for iPhone. You app does not end up here by coincident. It take somewhere around 150 K download per day to get to the Top Free list. The extra downloads you get by being there makes it worth trying to make it there. As with any marketing a broad approach is better. You want to use all channels at once as being on the top list gives a lot of extra downloads. I will talk mostly about Facebook as that comes natural to King
  8. This is the top free list for iPhone. You app does not end up here by coincident. It take somewhere around 150 K download per day to get to the Top Free list. The extra downloads you get by being there makes it worth trying to make it there. As with any marketing a broad approach is better. You want to use all channels at once as being on the top list gives a lot of extra downloads. I will talk mostly about Facebook as that comes natural to King
  9. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  10. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  11. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  12. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  13. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  14. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  15. One of the most difficult aspects of cross platform is changing input device. One general thing that can be said is that; the simpler the control the more easier the adaptation to new platforms Direct control is a super intuitive way of controlling a game. No layer of abstraction! If the controls are simple (like one button etc.) taking the game to another platform with another input method is much easier.
  16. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile