Game Software Lifecycle for Mobile Devices a Case Study on Ios
Game Software Lifecycle for Mobile Devices A Case Study on iOS Dimitrios Bendilas Master Thesis Supervisor: Dr. Alexander Chatzigeorgiou Examiners: Dr. Christos Georgiadis Dr. Nikolaos Samaras Department of Applied Informatics University of Macedonia Thessaloniki November 2012 Copyright © 2012 Dimitrios Bendilas, All rights reserved Images from A Clockwork Brain courtesy of Total Eclipse - © 2012 Total Eclipse (www.totaleclipsegames.com), All rights reserved The views expressed in this thesis are solely those of the author and not necessarily those of the Department of Applied Informatics, University of Macedonia. Any Thesis Approval bequested from the Department of Applied Informatics, University of Macedonia to the author, does not imply acceptance of the author's views. 2 Abstract Mobile applications have become part of everyday life for hundreds of millions of people, who use their portable devices for dozens of tasks, including playing games. This thesis studies the smartphone and tablet market, and presents a variety of statistical data about most major mobile platforms. Further details are given on game applications, including the currently popular free-to-play model. An approach to what makes games different from other types of software is also presented, along with a typical lifecycle for a game application. The thesis provides a detailed case study of A Clockwork Brain, a free-to-play mobile game for iOS, describing many aspects of the development process, the product lifecycle, numerous design and development problems that occurred, as well as key decisions made during the production. Keywords: game development, mobile applications, case study, game design, prototyping, iOS, balancing, usability, beta test, freemium, free-to-play, analytics 3 Acknowledgments It gives me great pleasure in acknowledging the help of my thesis Supervisor, Dr.
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