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About the talk

In this panel, 2K, Riot Games, and Wizards of the Coast will share their journeys of bringing their best games from PC/console to mobile. Learn about their early struggles and successes entering the mobile platform to help you build & expand your strategy for mobile.

About speakers

Ranjodh Mathial
Building & Growing Platforms at Google
Michael Chow
Executive Producer - Wild Rift at Riot Games
Tyler Nation
VP, Head of Mobile at 2K

The last 2 game companies I've been a leader at have reached Unicorn valuation status. At Scopely I played a large role in increasing the companies growth trajectory from Seed through Series B. At 2K, I have led the Mobile Publishing group from Zero to 1 and the mobile business has reached an EBITDA multiple valued at $1 Billion USD in less than 4 years. I lead, build, coach, and grow principled, high-performing teams. My teams have had 6 games reach the #1 position in the App Stores. Architected and delivered the groundbreaking Apple Arcade deal for NBA2K Arcade edition. Architected deals and development for new mobile titles in the pipeline. The portfolio includes the #1 grossing WWE mobile product of all time, the best performing game on Apple Arcade (NBA2K21 Arcade Edition), NBA 2K Mobile (released at #1 on the App Store worldwide), and new titles in development. Previously GM at Scopely, delivering 3X revenues which helped raise a $35M Series A.

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Welcome everyone. Thank you for joining us today on a panel discussion focused on the developer Trinity from PC and console to mobile partner manager. I will be your moderator for a panel discussion. I'm excited to share that. We have a diverse panel of game developers for the Session Court. Eager to share their journey of bringing their best games for PC Council to mobile. We hope to inspire other PC and console developers from the earnings of there. Early struggles and successes in expanding to the mobile platform before we enter these panel. I

like to share a few key stats that highlight the importance of expanding your game to mobile and building for additional form factors today. There are over three billion monthly active devices worldwide on Android sounding number. Additionally, when it comes to Google Play there, over 2 billion monthly active. Users Android continues to be a vibrant ecosystem with Google play at the heart. What these numbers show us is that the opportunity to bring your best games from PC and console to Mobile. In order to tell your stories and reach

more Gamers across the globe has never been more important. And equally in Tyson. In fact, Newsies, Global games market report for April forecast that the overall games Market will surpass 200 billion in Revenue. By the year 2023, easily surpassing 2021 forecast of 175 billion mobile will be an important piece of that growth as it is estimated that mobile will account for over 50% of that Revenue. What it means is that we think there has never been a better time or opportunity

for a developer Partners to be excited about expanding form-factors by bringing your biggest gains from PC and console to mobile. We've seen many developers, take this journey. This life gives a snapshot of a few of many that have lost high-quality games with huge success, across platforms. Bring their best game device form factors. Today. We're going to highlight three particular developers that have taken the complex journey of bringing some of their best games from PC and console to mobile. Earlier this March

Wizards of the Coast lines Magic, the Gathering Arena, bring the excitement around. All things magic to mobile. Their journey is just getting started. But I'm super excited to see what else they have. In store. Vikings has already launched multiple titles on mobile from Legend of runeterra and teamfight tactics and most recently bringing League of Legends. Wild Rift to Gamers on mobile. And finally, 2K was actually had been on mobile. Since 2013 has also read more into Mobile including bring NBA2K a game with Decades of History. One of my all-time

favorite games to my phone right now, like to walk into this panel cuz this thing of leadership from each of these developers to share their developer Journey on the early struggles and successes of expanding their games to mobile. First, we have the executive producer of Wizards of the Coast Chris kael. Next we have executive producer of League of Legends. Wild Rift Michael chow, and finally the VP and head of mobile at 2 today. Tyler Nation, Chris, Michael Tyler. Thank you for being here today. Let's take things off with a brief intro on Michael qiao

executive producer for wild Rift a try games. I've been making smartphone games for. So I started in 2007 before, there were actually any app stores. I remember my first time starting to make games for Android. When the Nexus one was given out as an all-access pass reward for GDC in two thousand and must have been 2009 or 2010. My name is Tyler and I grew up in the Bay Area. Eastbay Sports. I transition from Sports into from one game has been a lot of fun

working at scopely helping them scale from see-through series and for the last three and a half years. I've been at 2K rebooting the mobile publishing business and kind of grown up from 0 to 1 and Saturday are with you guys, in two to dive into some interesting questions, working for first party to, which includes Magic the Gathering Arena style games for a long time. Mostly MMOs long before there were live service or lifestyle again, and occasionally

mobile. So, I am come to mobile bringing it to the audience this out there, and bring them the lifestyle game that they enjoy, and that's what the phone is for us on. Another place to play wherever, and whenever you want and steps taken prior to embarking on your journey to mobile. I love to hear from each of you on the motivation for bringing your titles to mobile. Perhaps, also a sheriff, or the audience. How long have you been on the platform through working on the mobile MOBA

for eight years, from my perspective, the dream of the mobile mobile has escaped, a lot of great game developers for a really, really long time, which is tough, because the business case is obvious. You just take the largest pizza in the world. Can you bring it to the largest gaming platform in the world? Which is obvious, but in particular, is that right? Is not typically motivated by all? Especially because it wasn't clear for a really long time that it was even physically possible to leave. The way

that we were going to be proud of that. We thought was going to be worthy of players, love and investment. But that mission that dream has always been powerful enough that it kept us trying over and over again over the course of many years and it was only after a few really critical breakthroughs that we felt like the time was right. Mindset was, what is the player props the answer is? If we can make a MOBA, we can make me to Legends, a better fit for more parts of your day, more phases of your life. And the people that you care about magical

disruptive value, that just didn't exist in the world for itself, but it's not always obvious how to get there with a particular game franchise or genre is so that that was really trying to figure out how we do that in a way. That was really authentic, took a really long time to figure out Tyler prior to joining one of our holy crappers, Cat Daddy launch, the game called WWE SuperCard. It's going into its eighth season. Overall. It's number 2 in the world in terms of card

battle games on mobile and art mouth. Number one in the world in terms of a lifetime revenue for WWE product on mobile. So that's a little bit about to case history on mobile. We also brought NBA 2K the mobile, and we also brought NBA 2K arcade platformer a month ago. Is number one on that platform and really proud of it. You know, I join back in 2017. I was at scopely prior and the mission ultimately was incredible, incredible IP as well. And really there wasn't much being done with it on mobile outside of WWE SuperCard. So the

journey for the last three and a half years has been a really exciting. One had the honor and privilege to build out a team started with a couple of people are now up to about 50, people were supporting a few games that our lives and comes alive services. And we've got a few games that were developing with some of our beloved ikey, with some developers were really, really excited about. So yeah, the journey for 2K and got started a little late. Pair to say something other companies out there, but we're picking up steam. We have great leadership in place across all

the pillars. And we're incredibly excited to keep delivering products and bring some new products. The world over the next year, but Tyler is super excited on my end. NBA 2K is one of my favorite game. So excited to see that be on the phone. Now, Kristen question for, you. Would love to hear what Wizards of the Coast motivation has been with the recent launch in March of the magic, the Gathering Arena top company. That is really emerging into digital now, and in fact, Arena Syrup, open the door and was a pioneering effort. And now we're sort of, in charge of the

digital for wizards, as well as Hasbro at large. And so, Arena was one of those obvious ideas that was very hard to execute because the game is so deep that has so much Dimension to it and everybody wanted to make a gray. Digital version of magic and we had tools before us and we had magic the Gathering online. But all of these didn't necessarily play to what the current market is in the current players want. So magic Arena goal in mind, which is what do you get on your phone now, which is a little icon that says magic. So it's the same game. It's

what we call Standard magic and that's the same on tabletop when you pick up cards, when you play on PC or when you plan on mobile. And so that through line that single hobby, that you can kind of pick up anywhere and playing all these different ways. That was the heart of the motivation was just making what we knew was fun and what players loved more broadly accessible and of course, the phone is table stakes in these attention economy these days. So we wanted to be there. We just had to figure out how to fit the world's most complex game on a kind of small screen. But yeah, our

motivation is always been that love bring magic to everybody. Absolutely, I love the classroom party and that you're able to keep the game consistent regardless, whether it's on the table, you know, I'm PC or on mobile. So, super excited, to have a joke. I'm bored. Now. I'd like to ask you a particular, are, you know, what are some major concerns right? Have when bringing its established IP and games to the mobile platform. How did Riot overcome these concerns and hurtled want. It really wasn't cleared at Riot that we could bring League of Legends to Mobile in a way that we would be

proud of that. We thought was going to be worthy of our players love and time in investment three or four really key challenges. The first is, how do we realize what we call the league moments on mobile? It's basically that incredibly deep mechanical, mechanical, depth, in heroic out play potential. That is just this really cord to League of Legends in court, League of Legends esport. Play Feel the way that we that we, we believe that this needs to be a skill. Differentiating

other ones that win. It's not a very straightforward question. And then we have how do we eat? So, separate from the moment-to-moment gameplay? How do we get that? That sort of zoomed out. High-level strategic team play, critical to League of Legends to work on mobile. Great players versus extraordinary teams in championships. How do we make sure that this stays compatible with how players engage with their mobile devices in this one? I I personally would challenge with for a while. When I first

started working on mobile mobile as an opportunity space, the common wisdom was that we couldn't make players concentrate on their mobile phones, for more than 2 minutes at a time. And we should have rejected that notion. Really long time for us to play that out and we shot really low. At the outset. We said 5 minutes. Okay, how can we make sure like, how how can you overcome this gigantic risk that players are going to want to spend more than 5 minutes concentrating on one thing on their phone and it turns out actually that far is more like 15 to 20 minutes which

gives you a lot more breadth and depth to play with his game developer. But yeah, that was a really critical hurdle for us a very existential challenge for a lot of developers is figuring out. How do we make our players know that our mission is real and and understand it and have it resonate with them as truly and deeply as it does for us and to love that machine the way that we love it. I think that really working to communicate directly with her players in overcome that hurdle. I think has been has been a really

Challenge that we we wanted to make sure we got right along the way. I love, Tyler. I left to hear. If either you or Chris if either one of you had similar challenges, if not, you know, I'd love to hear what is experienced. I think we're the first challenges is growing a business in company that's been console and PC focused, brings its own challenges, and building process there, in terms of bringing IP. That's so beloved on console and PC in doing a Justice on mobile that I would say, they are our focus on my team

really, is, being did inform. So, there's a lot of user research that actually happens before speeding ticket off development. There's our testing that kicks off before we get into the element. And we talked to the Ideas feature, sets excetera, and make sure that we think we've, we've turned over every Rock before we start even coating the gym. Then, of course, they're soft launch that. That's where we work with you guys at Google to effectively test retention numbers, numbers

and understand, are we, are we in the middle? Are we below par in some of these smaller countries and really kind of iterate tweet and make sure that we get it right before bring a product worldwide. And then finally stopped and Incredibly important process for my team overall is is to create relationships with IP holders with the creators of this IP and to really deeply understand the courts and make sure that it translates over. So that our fan base is really excited when they just jump onto a new platform. That's

incredibly powerful. Hardware, I didn't do a lot of exciting opportunities ahead of us and then cross platform across the board. And, you know, if the about play session length, I was mentioned earlier. But yeah, that's that's, that's been kind of the journey for my team or last three and a half years. So you can take to, I think we trust, right? Especially when you're dealing with big eye, peas and saying, two players hate, this is going to be not just a quality experience. You can fall

in love with and it keeps that love of your IP going, right? That sort of the heart and the soul of it. Like Tyler's mention. You also need to make sure it's going to work as a business or as a product and like, Michael is in, you got to make sure that transliteration or translation is really legitimate. And I think that's a lot of the same challenges that we face when we were making Arena. First off, there have been other digital efforts before and while they were fun to play Magic, the actually weren't literal. Creations. So you couldn't play with your cards and then go play on the

phone or on the PC, the same and it's very important. That was sort of the number one thing we had was that legitimacy, but at the same time, we realized that if it wasn't fast and it wasn't fun, it wouldn't fit into people's lives, but we didn't try to change the rules of magic. What we tried to do was automate a lot of stuff for people. We have an audit app system that some people still cursed is everyone Smiley, get something wrong. We have a sort of automatic phase. Passing have a full control that you can go into if you really want to get, you know, nitty-gritty that

place. So that magic was just more fun. And then when I got to the phone is fit into people's lives, right. And we did all of that through a series of betas and being live on PC and Mac first, and that, let us build the trust with our community because they wanted a legitimate competitive form of the magic experience that they could practice with digital ego to the table and has those skills. Directly switch across and initially, it was hard to get people to believe. We could make magic be so quick, but so legitimate. I remember, we were talking with our community that 10-minute games and magic

and they were just blown away. They said, there's no way that's going to happen right now. There's, you know, six or seven games of games of magic play. There's also hour-long, you can draft like that was a plus that accessibility for the core fans and for the new fans to Magic, I believe we hit a lot of success there, but we wouldn't have been able to do it. If we hadn't had those challenges to overcome, right? If we just been making it from Whole cloth. It's not quite the same thing as meeting the expectations that are

already there, which I'm sure Michael and Tyler had to do themselves to that shift, the focus to the learning since watch. So we'll kick it off with you again here. Tyler, what has watching your game on mobile done for your title. It's a big question. There's a lot of games being developed a test. You can take to a first off someone on my team mention that crazy stuff. That was not the Google IO. There's three billion Android devices that are activated worldwide, which is just absolutely incredible. You see a product like WWE SuperCard. I want to say we're at 24 million,

download some 23, 24 million downloads lifetime or the life of that title. And you know, that benefits. What we do on Console at WWE 2K, to get to reach this fan base on, on a mobile platform life like Google and ultimately, it's I think it's been a really positive thing for the brand and play Michael child shot earlier, which is key. Is the most important thing is to launch a great product. So at the end of the day, swimming suit, and Tattoos is really focused on is if it's not ready. We don't ship it. So at the end of the day,

we're taking that same Mantra that has guided the business on PC and console into the mobile business and we get a lot of inside steering soft launch. So yeah, it's it's been a huge positive. We're going to see more and more to come on mobile from to can text you his son. What we hoped. It would do. I think we're still on the very first part of the journey, but this in what I would called bimodal Grove, the first of those is really important to us because it's what we

set out to make the game in the first place. There's a group of players who played League of Legends and then it's like League of Legends, is a really hard core ready to play sitting in front of your PC for, you know, 35. 45 minutes at a time or War uninterrupted for Matt to fit into the like the parts of the day in the phases of life of a lot of our players. As they they get older, they play the game. We Aspire for players to play League of Legends for literally decades. We celebrated our our our

10-year anniversary two years ago for 10 years, 12. The first thing that's happened for us is that we leave, we serve regrown by a lot of players who for whom League of Legends was not a who was no longer a great tip for for the parts of their day. Or the second thing is we've grown by what we call this new generation of core Gamers. It's like so, like my My phone is somewhere between like a hundred thirty, and 140 times more powerful than my gaming PC was, when League of Legends launched. Right? And all of our players have this, in the new generation of gamers are are

super like grew up, grew up with this sort of modality of play. And so game like to play in like sort of in the social context that and all of the other gaming context that matter to them the right to it was just the same way that that some people play PC and some people play console and not the other. There's a lot of Hardcore Gamers on the planet right now or this new generation of core Gamers that are dominant, Lee mobile first. And so we've grown by a lot of those players to buy giving them what we believe is. Deeper experience that they've been looking for

on their mobile devices. And so it's because it's such a powerful community. That is the experiences Network effects. In the true sense of that word, which is the more players. There are in that Community to Moore value, each player experiences from the community powerful. And so yeah, we're really excited about that. That's just where we are today. Like I said, I'm in this for the Subaru Hunter and so I expect there to be other sort of the reality audience

Community where we are today and were super happy about it, almost in the audience. PCI EX versus mobile and T-Mobile is growing there. Yeah, there's an interesting thing where if you're currently playing the PC you like, while dress but it doesn't like it doesn't solve this existential need that you have. Where is if you like the last time you played bpc was like a year ago or seven years ago. It's like exactly what you need to think about about how to how to

expand your life, as a game developer, how to expand your franchises and make them more time list so that they can grow with your players over over over the various parts of their lives. So, so, yeah, pretty different than our current. Our current, like, active player base of theirs in your players between mobile audience, as well as your PC audience because to talk about the effect of mobile. Which is we reminded a lot of people that they love magic and phones, just did that more. So if people who played magic for 25 26 years or maybe play a long time ago and they loved

it, but it's falling out of their lives. For like Michael said, how do you stay in people's lives as he launched? It was a huge Resurgence in play and a bunch of people played Arena and then said, man, I want to collect those cards, right? So that was the first step of that. Now with mobile. We have the next set of people. Write the people who didn't have the time for the PC, other lifestyle. Right now. If you're a lifestyle game with Jim Italy in 2021. You need to be in somebody's pocket need to be out of touch at hand. Right? That doesn't mean you have to be the same game necessary kind of

like, what Michael was talking about. But you're in that same spirit in that same soul of what's going on. And so for us, our audience is actually, surprisingly coherent. There's a lot of people to cross-play between the two different platform, but we seen it. Basement and populations go through the roof. Like, we never expected mobile to be as successful as it was for a game that is as complicated as magic. And so, that's both people coming back to Magic, as well as the card games on her. Now, going to sort of the the first, and best and oldest. And I don't know most,

you know, most played out there and saying, wow. Okay, this is what the real deep end of this gaming experience. Looks like a very daily driven company. So I would say, first off, we soft launch, First Virginia Tech lunch. So Google Bisbee helps us. Determine how many trash bags we have. We go out the door. Let me clean that up. We, we test out how are, how are servers performing? We have any lag issues like that? Secondly, I would say the the benchmarking that you guys provide. This is incredible. So we get me working with you. We get benchmarks for

whatever is genre. We are working on for for whatever country were out in Southlawn. So we can do for, you know, a par so far or where we're shooting above our weight class punching above our weight class for this week. And then keep it shorter. I would say being able to test on the storefront is also incredibly powerful Amy testing on app icons. Screenshots new feature, goes out the door. You can roll it out to ex percent of the users and you can you do a hot chicks, roll it back out. Tax percent of the users make sure that it's working as intended before doing a full roll out. So

the Google Play platform is incredibly powerful and it has been a great great asset to K. Another game developers in the community. You really would have came down to four. Important things. I won it. Let us be on a real Global stage. And well, it's a paint for developers to have so many different kinds of devices. It's a huge Plus for players because there's all sorts of price ranges. There's a lot more people to access, not just because of Google presents, but because of the range

of experience for people that way and then secondly, very specifically have been washed for a year or two ahead of time. And so we actually needed to test this with our players to the early adopters. We're going to be people who are already playing an already in love with what we were doing and by allowing us to do their like Tyler. And Michael are talking about has control over the bait environment, you able to actually test it, roll it out early, what we launched in March, and January, we were able to play your test and really usually I'm

without that experience to players when they launched. I'd like to focus the remainder of the session to ask the panel for advice and best practices that they'd offer other developers looking to expand the biggest games from PC and console, Chris being fairly new to mobile having launched just in March with the results and earnings. You've learned over the past few months on mobile. What are some things that excite you and Wizards team about the platform going. So obviously continue to just expand the number of people who play Magic and the ways you can play Magic is

probably the most exciting thing for us because we get to keep sort of making this ecosystem live, and breathe and expanding, in all sorts of different ways and different types of games that magic is always with you. Like, we've heard stories of people playing Magic in between rounds of magic, right? Cuz they're playing on tabletop and then they're playing on their phones right that they can meet people and talk about something that before may have been. Reserved for that game store or somebody's kitchen table. It's out there. And so, I think

everywhere in the direct challenge is changing, magic itself is moving it from just the collection hobby. That you may have done at one point in your life or that dedicated thing for a few. Very skilled players to be, ubiquitous to be always out there and to be in people's minds and hearts. I mean, the game is always talk about is how deep and complex it is, but it's got rich. Laura has beautiful art images of the most fantasy art in the world every year by far. Just because of the amount that Wizards makes with Dungeons &

Dragons in and match the Gathering, and four wizards itself. Just imagine that this is just the first door to open with Arena. There's so much more that wizard knows now and says, hey we can bring these decades old and not just make them relevant but show everybody why they're so beloved. And it gives us just a A doorway to invite so many more players in than we've ever had before, especially since the Wizards just emerging a few years. And so, it's not just mobile this new right? It's our entire digital effort and our

successes here with Arena and where to build on them with more games. Where is launching, just give Wizards, this whole new perspective on what kind of entertainment. We can provide the idea of having when that's when we want it, where we want it, right? For all of our experiences here, right? And so that's why I encourage people again to bring what people love to them and they're going to love it there. Regardless of platform. Same question. Tyler. I love to hear what 2K is

most excited about. When it comes to the mobile platform going forward. Second or third inning, using the baseball analogy, right now. It's going to roll out some more and more people, which is really exciting for, PDP has different implications for products. You can actually bring the market that weren't possible for the gpus and the end of the vices and the ram, keep getting more and more powerful on a, on a year-to-year basis. So, I think the most exciting thing for me really at this, at this point, is, if the future we've been

dreaming of a cross-platform, we're having a mobile experience wear. Something you do in Mobile. Actually, enhance is Antares over to what what's happening in console. When you sit down for that hour or two hour-long, play session and vice-versa like the future is actually it's now. And you know, it's the developers that go ask you and Publishers. I can support those developers to execute and take the right bats are going to win. I think the next 5 to 10 years of of a kind of did, you know? The gaming Wars that are happening right now. So it's it's incredibly exciting

time. Even games for mobile for mobile by far as Mobile Life. Apart from going forward, the device itself in the play or steering to the sink where the game developer experience in the device, as well as a lifelong, overly overly hardcore band of gaming Hardware over investor has an incredible piece of gaming Hardware, the current generation of phones and probably another mini step up. But But it in a place where a lot of other platforms or sewing or have plateaued for a while. The first is just computationally, it's amazing. Like, the number of transistors

the power of systems on a chip like the amount of like, Rob pixels, you're capable of pushing for really, really smooth. Gameplay is just incredible on these devices. Like I said something like, it's over a hundred times more powerful than the than the custom gaming PC. That was my PC. When when League of Legends first came out, the displays pixel-for-pixel, are the best displays on the planet and then you just can't we probably are going to beat that on other devices for, you know, at least not not in ways that don't cost you way too much

money. Another three to five years to play games on the range of 5G. Connections are most phones and most networks right now is just do it. It makes competitive level a professional level competitive. Play accessible, pretty much anywhere. Anywhere you are. There's this is so so much power to those three things together. I'll say one more thing which is in between the device and ecosystem. Computer science adage that you should never ask. You should never ask the user questions that the computer should already know the

answers to in the scene is pretty amazing about the smartphone. Possibly take credit for it cuz it's just the right way to think about it. And it knows who you care about right now is a really easy for you to get into a game in a way. Like I'll be able to enjoy together. There's really no other platform that offers that kind of unique superpower of what the computer knows. And so so when you come to put all of those things together, it's just it enables, it facilitates. It makes

possible these Impossible Dream book before we were impossible Dreams that that that had never been realized for play. Yeah. Absolutely. I mean, I could not agree with all of that more. I think for, you know, all game developers mobile almost seems like a natural. Progression of your business, you know, it's a girl out your business for a final question. I'd like to ask the each of you to share what advice you would give other established or newcomers when it comes to a PC, a console developers when they're first looking

to expand to mobile. The typical advice that I give two most games Dollar Store coming to mobile for. The first time is is dare to dream that I believe in the evolution of your game. Not just the rendition of your game. That isn't too much worse. Then your Source material believe in in the evolution of your game. That is just better for players. That is just the superior formulation. That is just pure magic. The reception for wild Rift has been, you know, our articles that that are like, you know, while

which is better than League of Legends in almost every way Wild Roots isn't some baby version of Lal. It's a New and improved version of League of Legends. Like, those kinds of reactions, not from the press. It doesn't matter that much from the players and like, believe in that and Chase that Vision. Yes, there are going to be some challenges that you're going to face and some compromises that you are going to have to make. If you dare to dream, then you will figure out which are the ones that are important compromises to respect and which are

the compromises that are the ones that deserve to be challenged and shattered. Because if you chase that vision of Just the evolution, just the best version of of the game, not for all of your players, but for the ones that you're that, you're on this particular mission for if you if you dare to dream that you stayed true to that dream in that vision and that was a really robust business will follow like to hear what advice you would offer to other developers, looking to get on T-Mobile General, but know why you're doing it.

Mobile is sort of this like generic answer now like, oh we got to put it on the phone, but you got to know why you're doing it because it matters a lot for each IP and for each game. And most importantly for each audience. If you have an existing audience out there who like something or love something know why you're going, there, is it to just leverage? Your IP, is it to give them some more of a of what they already have? But in more places, is it to give them something that's better. That that dream, that Michael talked about, or is it to give me some Each one of us is going to

have a different set of risks, and each one is going to require a different men. Develop mentality. So you're going into the teeth of the competition. That's out there. Mobile is not just game making. Wright mobile is business, making you can't just make an experienced ship it and then listen again, right? You're making a life service that is going to be daily updated and tested and adjusted just like everything else that's on your phone. Right? It's not unique to games. Everybody's using data inform Development Across all sorts of businesses. And if you don't know why you're there, you will

quickly lose track of the value proposition is for yourself for your business and forth. The players that you have out there and you'll end up making something that is probably a shadow of what you could have made or what you should have made. If you didn't go in there with eyes wide, open arena is a very different kind of game in a lot of ways because it's a game on your phone more than it's a classic mobile. Damn, you know, Michael and Tyler. Each have their own. Version of that and that's because they know why they're there and especially since mobile dominates people time now and you

actually have to actively make a decision to go sit down and play some place else that is going to be even more important to understand because you have to fine-tune to meet that competition and to understand and answer that. Why that you started off with foremost. Don't hire a soccer coach to run a professional NBA basketball team. It makes for a really funny comedy. I think a lot of people laughed at over over the holidays, but ultimately, I think it's incredibly important to bring in experts in, in key areas,

analytics, product management. Folks. I can basically help short cut some of the trials and tribulations because mobile is like I said, the bar keeps getting higher and higher and higher in the longer you wait to get in. The further other companies are investing in this are getting ahead. I would say stay focused. I would say, you know, I think it's really important to be upfront and and determine how you want to run your team from a management perspective. I really believe in an idea. Meritocracy. I think top-down management is in the most fun

place to work. I think democracies are great either because people aren't taking responsibility for their particular area. So I think it's really important that when you bring in experts, that you kind of passed along the way and you check in every few months, is this person still the most believable. Are they still the most believable people on our team in terms of decision-making, in this one area of development, whether it's analytics, marketing excetera. And then I would also say finally take o, take multiple shots on goal. You're going to have to have to do a

lot of market research before you even start development. Even though It's very, very top to take multiple shots on goal with the best development teams with the best publishing Talent. You can get an inch about it. And if your batting average is above the rest of the industry, then you're doing an amazing job and it's it's no different than being a hedge fund manager. Your job is to beat the S&P 500. I would say it. It's the same thing in game development for mobile. A certain amount of the swings at the play. Using the baseball analogy, again, you're going to miss, but you have to stay

committed and you have to keep going at it because most mobile really is, is the future and its we're giving it is growing at the most rapid Pace. I can't wait to see what else to K, Wizards of the Coast and rice games has coming our way to mobile. I hope this session really inspires other developers looking to embark on their own Journey or bring you there. Biggest and best games from PC and console to mobile. Thank you.

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