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Mobile Game 
Design 
What makes it different? version 2
What’s this about? 
● Mobile Games are different from 
PC/Console 
● Using the strengths and weaknesses
Pricing 
Mobility 
Duration of play 
Connectivity 
Social 
Size limitations 
What’s so different about mobile? 
Updates/DLC 
Control Schemes 
Sound use 
App Stores 
Varied Devices
Pricing 
Price Ranges 
● Average 
○ Free - $0.99 
● Premium Indie 
○ $1.99 - $3.99 
● AAA 
○ $3.99 - $9.99 
Minecraft is special! 
Don’t do Lite versions!
Pricing 
● No retail model, but middleman still gets 
30%
Mobility 
● More portable than a game boy, but usually 
used as a time killer
Mobility 
● Mostly played during “downtime” 
o Poop gaming 
o Car/Bus/Train rides 
o Waiting in lines 
o Chillin’ in bed
Shorter play cycles/sessions 
● Session length affects when played, use check-ins 
● Easy in, hard out. Hook/Progress in 30 seconds! 
● Limitations leave you wanting more!
Interruptions and attention 
● Easily interruptible by text, calls, real life 
● Keep attention requirements short!
Connectivity 
● Always “potentially” connected 
● Speed and reception erratic, great for bursts
Connectivity 
● Local push notifications - useful to retain, but 
interruptive
Intermittent Internet 
● Multiplayer should be asynchronous only 
● Communicate to servers in small bursts
Intermittent Internet 
● Support some form of offline play/cache
Intermittent Internet 
● Use “cloud” syncing for device switching 
o Switch mobile devices or to Facebook
Social 
● Very little face to face play
Social 
● Good support for FB/Twitter/Game Center
Social 
● Text and e-mail under-utilized
Social 
● Non-multiplayer interactions with friends
Social 
● Multiplayer w/ friends & randoms
Use social 
● Leaderboards/Achievements are easy 
o Game center is easy and free 
o Infrequent FB/Twitter achievement posts
Use social 
● Use social trading/gifting, but not spammy 
● Look at viral methods that got your attention
Use social 
● Use push notifications to keep connected
Size restrictions 
● Small phone drives ● OTA download limits
Size restrictions 
● Updates take space! ● Graphics/RAM limits
Updates/DLC 
● DLC sold as In App Purchases
Updates/DLC 
● Easier to update than consoles 
● Can’t force updates unlike Steam/Facebook
Updates/DLC 
● Updates have the gatekeeper still
Control Schemes 
● No physical controls (mostly)
Control Schemes 
● Touch and Accelerometer only
Control Schemes 
● Multi-touch possible, screen size limits
Control Schemes 
● Takes screen/GUI space, keep it simple but forgiving
Controlling where you play 
● Accelerometer increases attention, decreases comfort, sucks to play for 
long or in bed.
Landscape 
● Good for long sessions, but requires both hands 
● Touch areas on the edges, think about how you hold it! 
● Common for Tablets, but tweak for Phones too
Portrait 
● Good for burst play with 1 thumb 
● Keep low for tall screens/short thumbs, no fingers covering screen 
● Keep swipes simple, don’t do lots of drag-drop
Sound issues 
● Often playing privately in public with sound 
off
Sound issues 
● Sound cues/hooks, feedback more difficult 
● Tie the audio cues to visuals as much as possible
Don’t be annoying 
● When in public, interesting or annoying? 
● Short catchy music loop, get em humming it! 
● Make it easy to get to the on/off setting 
● Respect settings and ringer switch when opening!
App store markets 
● Apple and Google control, at their whim 
● There are some alternatives like Amazon
App store markets 
● Charts and editorials vital to sales
App store markets 
● Visual style matters!
App store markets 
● Video previews only on Google Play, for now
Frequency of updates 
● They act as a reminder, but too frequent is frustrating! 
● Update frequency can hurt your chance at charts 
● Updates can break multiplayer!
Bug Fixes 
● Do hyper critical bug fixes fast and stand-alone 
● Save minor fixes for content/feature pushes 
● Keeps players looking forward to them, like Angry Birds 
● Test well to reduce emergency updates
Planning/Budgeting 
● Design for indie long-tail, not AAA 
● You’ll make little, so spend little
Polishing 
● Budget for polish time and lots of updates 
● Beta-test using Test Flight
Business Model 
● Pick the right business model 
o Pre-pay for a more packaged product 
o Use Ads to monetize cheapskates 
o Use IAP when you’re willing to support the game
Content vs Systems 
● Content is expensive in both $ and memory 
● Content is like movie studio props and sets 
● Rearrange, re-dress to maximize use
Content vs Systems 
● Systemic/Procedural design has replayability 
o Great for Puzzles, Rogue-likes, Sandbox
Questions? 
Devin Becker, devin@devinbecker.com

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Mobile game design: What makes it different? v2