Ten things mobile game designers get wrong and how to fix them: Ever play a game that could be awesome if it were not for one little thing? Or worse, you play a game that causes you to verbally curse it, uninstall it and leave you wondering why millions of people play that game? You are not alone. Come to this session to learn the top ten mistakes mobile game designers make and best practices to help you avoid making those mistakes, all while vastly improving user experience. Don’t make a game others hate.
Attendee takeaway: Without referencing specific game titles (we don’t want to upset anyone), attendees will learn about game design elements that detract or ruin a perfectly good gaming experience and how you can fix or improve the user experience by following some core game design best practices.
Intended audience: Any mobile game developers/designers/testers
Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
2. • First,
let
me
introduce
myself
and
the
company
I
work
for.
After
all,
why
should
you
take
me
seriously
unless
you
know
my
background.
• I’m
Bob
Heubel
and
I
work
for
a
company
called
Immersion.
We
got
our
start
over
20
yrs.
ago
developing
the
first
commercial
force
feedback
gaming
joystick,
steering
wheel
&
rumble
pad
designs
that
we
license
to
partners
like
Logitech,
Microsoft,
Sony
&
many
others.
When
you
feel
a
game
like
Forza
racing,
Assassins
Creed
or
Call
of
Duty,
it’s
because
of
Immersion-‐enabled
gaming
controllers.
Basically
we
create
recipes
for
haptic
feedback
that
our
hardware
partners
follow
when
creating
their
controller
products.
of
these
devices
have
vibration
motors
in
them
that
allow
developers
to
give
touch
feedback
feeling
to
their
users.
• In
2003
Immersion
partnered
with
our
first
mobile
partner,
a
little
company
called
Samsung
to
bring
feeling
to
their
mobile
games
&
since
then
we’ve
licensed
our
tech
to
most
mobile
manufacturers
including
LG,
Toshiba,
Fujitsu,
Motorola,
Sharp,
Xiamai
in
China,
and
many
others
worldwide.