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EirplayMedia Game Production Cycle
Standard Games
Making Games – A Dynamic Process ,[object Object],[object Object],[object Object],[object Object],[object Object]
Games Development Process ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Design Document ,[object Object],[object Object],[object Object]
Functional Specification ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Software Plan ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Testing and QA ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Making Mobile/Web Games 3.1 Team Size Conventional PC and console games typically require teams of 15 to 50 people. Because most mobile games are less extensive than their console counterparts, they are typically developed by teams of 3 to 10 people, and often by lone programmers/designers. 3.2 Budget Conventional games have budgets in the $5 million to $25 million range. Most mobile games are implemented on budgets of less than $100,000. Essentially, the limited display capabilities of mobile phones, coupled with limitations on application size, make it difficult to spend the huge amounts devoted to conventional games. This is, in a way, a strong advantage. 3.3 Development Cycle Conventional games typically take two to three years to develop. Most mobile games are developed in a few months. In other words, with a small team, and a small budget, you can develop and deploy a professional-quality mobile game. For many developers, frustrated by the conditions of the conventional game market, it is one of mobile game development’s strongest appeals. 3.4 Networked Devices Mobile games can be unlike any games we’ve seen before: limited in terms of media, but networked and multiplayer. Modems for PCs have been widely deployed only for the last eight years or so; consoles are only now going online. Mobile phones are networked devices by their very nature. Even though their processing capabilities are reminiscent of older computing technologies, their network capabilities are far superior.
Making Mobile/Web Games 3.5 Open Standards Console development requires authorization and support from console game manufacturers, who use their control to require high “platform royalties” from game publishers, and to control what sorts of games get developed for their hardware. In the world of wireless (as in PC game development), you are free to develop whatever sorts of games you like, without paying Nokia, Sun, or anyone else.  3.6 Deployment Conventional games are (mostly) purchased in software outlets. Mobile games are (mostly) downloaded and installed by the user. In most cases, they are downloaded over the air network; some phones allow you to download an application to a computer, then hotsynch (send) it to the phone. Consequently, the distribution channels for mobile games are quite different.
Games - Marketing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Working on Web/Wireless Games ,[object Object],[object Object],[object Object],[object Object],[object Object]
Eirplay Media

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EirplayMedia Game Production Cycle Standard

  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. Making Mobile/Web Games 3.1 Team Size Conventional PC and console games typically require teams of 15 to 50 people. Because most mobile games are less extensive than their console counterparts, they are typically developed by teams of 3 to 10 people, and often by lone programmers/designers. 3.2 Budget Conventional games have budgets in the $5 million to $25 million range. Most mobile games are implemented on budgets of less than $100,000. Essentially, the limited display capabilities of mobile phones, coupled with limitations on application size, make it difficult to spend the huge amounts devoted to conventional games. This is, in a way, a strong advantage. 3.3 Development Cycle Conventional games typically take two to three years to develop. Most mobile games are developed in a few months. In other words, with a small team, and a small budget, you can develop and deploy a professional-quality mobile game. For many developers, frustrated by the conditions of the conventional game market, it is one of mobile game development’s strongest appeals. 3.4 Networked Devices Mobile games can be unlike any games we’ve seen before: limited in terms of media, but networked and multiplayer. Modems for PCs have been widely deployed only for the last eight years or so; consoles are only now going online. Mobile phones are networked devices by their very nature. Even though their processing capabilities are reminiscent of older computing technologies, their network capabilities are far superior.
  • 10. Making Mobile/Web Games 3.5 Open Standards Console development requires authorization and support from console game manufacturers, who use their control to require high “platform royalties” from game publishers, and to control what sorts of games get developed for their hardware. In the world of wireless (as in PC game development), you are free to develop whatever sorts of games you like, without paying Nokia, Sun, or anyone else. 3.6 Deployment Conventional games are (mostly) purchased in software outlets. Mobile games are (mostly) downloaded and installed by the user. In most cases, they are downloaded over the air network; some phones allow you to download an application to a computer, then hotsynch (send) it to the phone. Consequently, the distribution channels for mobile games are quite different.
  • 11.
  • 12.