Programming Networked Mobile Games (That Have A Reason To Be Connected) Speakers: Michael Foster Track: Mobile: 3D & Programming Format: Lecture Experience Level: Intermediate Description: Utilizing the unique network capabilities of the mobile platform is a crucial aspect of mobile game development. In the past, turn-based multiplayer games and high score submission boards were enough to satisfy the public's thirst for networked mobile gaming. As wireless network technology has matured, however, real time multiplayer has become a Holy Grail for publishers, carriers and gamers alike. But 3G isn't here yet for everyone - so how can we take the networking infrastructure we've already got beyond asynchronous multiplayer gaming and simple score tracking? This lecture focuses on three potential solutions: downloadable reward structures, network-delivered supplementary content and remotely stored game assets. Each are examined, with successful technical implementation strategies discussed, and potential pitfalls addressed. Idea Takeaway: Attendees are exposed to techniques that can help further the use of the mobile network technology in a gaming setting. More importantly, the goal of this presentation is that the information introduced here will help encourage new ideas and possibilities for expanding networked mobile game development beyond the boundaries of current feature list "must haves." Intended Audience: Though the lecture is technical, and parts may be best suited for those with a thorough knowledge of programming and networking technology, much of the subject matter is also appropriate for a non-technical audience. Anyone involved in mobile game development with an interest in networked gaming, especially game designers, should consider attending. |