• Ditch the Emulators: How to Code Your Own J2ME Simulator [06.18.07]
  • Ditch the Emulators: How to Code Your Own J2ME Simulator There are few things worse for a programmer than the delay between altering some lines of code and seeing those changes working in game. In this article from Iomo Studio's Steve Longhurst, he lead programmers through the creation of a simple J2ME simulator which speeds up programming and frees you from build processes that may take minutes to complete.
  • Mostar: Breaking into the Chinese Mobile Space [06.14.07]
  • Mostar: Breaking into the Chinese Mobile Space With 449 million mobile subscribers and the number predicted to rise, China is a market that can't be ignored. In this exclusive Games On Deck editorial, Ozura Mobile's Li Ling See discusses their entry into the market with Mostar, China's first tournament based mobile gaming community portal.
  • Q&A: Eric Berger, Vice President, Sony Mobile Entertainment [06.11.07]
  • Q&A: Eric Berger, Vice President, Sony Mobile Entertainment Sony Pictures Television recently announced its slate of mobile games for release in 2007, including Jeopardy! 2007 and God of War: Betrayal. In this Games On Deck interview, we talk to Eric Berger, VP of Mobile Entertainment, about Sony Pictures Television's upcoming titles and their place in the mobile space.
  • Q&A: Mike Nelson, CEO, Timelapse Mobile [06.07.07]
  • Q&A: Mike Nelson, CEO, Timelapse Mobile Veteran game developers Mike Nelson (Falcon 3.0) and Larry Holland (X-Wing) began development house Timelapse Mobile in early 2005 and are now close to releasing their first title, Bodacious 80’s Challenge. In this interview, Games On Deck talks to Mike Nelson about their switch to mobile, problems with offshoring, and their new title.
  • Going Mobile: MVNOs Feel the Heat, Stay in the Kitchen [06.04.07]
  • Going Mobile: MVNOs Feel the Heat, Stay in the Kitchen In his final 'Going Mobile' column, originally published on Gamasutra, Steve Palley looks at MVNOs (virtual network operators such as Helio and Amp'd Mobile) discussing both whether they will succeed in the crowded carrier market, and whether cellphone game creators should be looking at them as a major profit proposition or not.
  • Q&A: Andrew Stein, Director Of Mobile Business Development, PopCap Games [05.31.07]
  • Q&A: Andrew Stein, Director Of Mobile Business Development, PopCap Games Casual games developer and publisher PopCap Games recently announced the hiring of Andrew Stein to the newly-created position of Director of Mobile Business Development. In this exclusive interview, Games On Deck talks to Stein about why he chose to join PopCap and his plans for the company's mobile future.
  • Postmortem: Capybara Games' Pillowfight [05.28.07]
  • Postmortem: Capybara Games' <i>Pillowfight</i> One of the most unusual but exciting titles to be released on mobile this year is Capybara Games' Pillowfight, published by I-play. In this latest Games On Deck postmortem, producer Tim Maly and designer Matt Repetski discuss the development of the title.
  • Q&A: Jim Blackhurst, Producer, Tomb Raider Legend [05.24.07]
  • Q&A: Jim Blackhurst, Producer, <i>Tomb Raider Legend</i> With Tomb Raider's 10th Anniversary approaching, Eidos have chosen to release a full 3D version of console title Tomb Raider: Legend for mobile. Games on Deck talks to Jim Blackhurst, Tomb Raider: Legend's producer, about the project.
  • Going Mobile: Winning Qualities [05.21.07]
  • Going Mobile: Winning Qualities In this 'Going Mobile' column, originally written for Gamasutra, Foci Mobile lead analyst and former GameSpot Mobile journo Steve Palley identifies just how the cellphone game industry has painfully moved beyond tedium. Things can only get better? Apparently so!
  • EA Air Hockey: Designing A One-Button Mobile Game: Part Two [05.17.07]
  • <i>EA Air Hockey</i>: Designing A One-Button Mobile Game: Part Two In this Games On Deck article, legendary games developer Steve Wetherill (Jet Set Willy, Command & Conquer) concludes his discussion of the development of a one-button game, EA Air Hockey. Part Two discusses the AI and other aspects of development.

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