Posts Tagged ‘Mobile’
Mobile Classics
Mobile Classics

I was employee number two of the RealNetworks Mobile games group.  There, I served as designer, producer, and creative director.  Our model was simple; identify hit casual games, secure the mobile rights, and fathfully translate them into compelling mobile gaming experiences.  A deep understing of the game must guide the editing process.  It’s far to easy to [...]

Luxor
Luxor

   Luxor is a huge hit on many platforms.  The mobile version I designed and produced hit the top ten on Verizon, and was a best seller worldwide.  Building Luxor for two hundred mobile handsets was a challenged that required a complete reconceptualization of many of the game’s fundamental systems. Levels in the pc version are based on fixed full screen illustrations.  This [...]

Cake Mania
Cake Mania

    Cake Mania is one of the biggest hits ever in the PC casual games market. It was an honor to bring such a well loved game to mobile. Cake Mania is an art heavy, mouse driven game. As such, every element required careful consideration as I redesigned it for mobile. The controls were the [...]

Feeding Frenzy
Feeding Frenzy

Sprout Games’ Feeding Frenzy was amongst the first wave of hit PC casual games. Feeding Frenzy featured large pre-rendered 3d graphics, fluid screen motion, humorous sound design, and delicately balanced mouse controls. When the Real Networks mobile team scored the mobile rights it was quite a coup. Preserving all the great art, sounds, and the [...]

7 Wonders
7 Wonders

A PC hit, 7 Wonders is a classic match three game polished to a high sheen. As we adapted the game for mobile we focused on preserving the game’s epic feel. To achieve this we re-imagined the graphics, accelerated the level progression, and invented new presentation elements. Much of the file size of the PC [...]

The Apprentice
The Apprentice

   Creating a mobile game of The Apprentice was an exercise in scalable game design. Our high end builds weighed in at 500KB with a screen resolution of 240×320. Our lowest end build was 64k with a screen resolution of 96×65. With five original mini games, a cast of characters, cinematics, and one infamous catch [...]