Mobile games from artists POV
We had a lecture by Ivan Lugovoy, previous Xamk student who is currently working with mobile games as an artist.
He focused his talk about the free to play (F2P) system in mobile gaming, and he mentioned how mobile gaming is interesting to the business point of view as it makes a lot of money.
Mobile games that want to use the F2P need to have mass appeal, but that usually makes them seem very generic, so it is hard to develop something that appeals to everyone, but is different enough to get the actual clients. Mobile games tend to cater more towards the casual gamer type, something people can just enjoy and doesn't need a huge learning curve.
![]() |
| Core loop for the Clash of Clans by Supecell |
The game should have a good core, short term goals, so the player doesn't give up too soon and long term goals so the gamer comes back for more. Designing games should also remember the limitations of the system, like size of the screen and computing power.
Something very important to F2P games is the data of the users. If the developers can find out that the player stops playing after a certain screen, like for example main menu, they can get the idea that their menu isn't working for the players. Simple things like how the game is presented on the store page can affect whether the player actually downloads the game, for example how the colors are different there might make the difference if they download the game.
For the art style the game should be distinctive, but it should give the idea what the game is about. If the game looks bright and colorful and simple, people understand that the game is casual, without even opening the game.
![]() |
| Candy crush saga, King |
Having flexible art style is also very good for mobile gaming, as if using data you can see some character isn't used you could easily and quickly change the design. Flexibility in this meaning that making changes is easy, for example having Angry birds, these designs tend to have 4 to 5 colors, so if a character doesn't seem to be appealing for players, they could try changing colors. If that doesn't seem to be working, these simple shaped birds would be easy to re-shape to attempt that as well. This would mean you wouldn't necessarily need to redesign the whole character, and would easily be able to keep the base.
![]() |
| Angry Birds, Rovio |
For designing characters there's also good to keep in mind the marketability of these characters, so you can potentially make more profit. If player gets fond of these characters they will likely want to purchase merchandise of them.
And that's my take-away from this lecture.



Kommentit
Lähetä kommentti