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Chapter 14
Making a Multiplatform Game
Jon Howard, Executive Product Manager, BBC
Making games is exciting, exhilarating, and hugely fulfilling. Making good games isn't easy. Making great games that
work on multiple platforms is . . . what this chapter is about.
From control methods, to interaction design, to maintenance overheads, this chapter looks at many of the issues
and opportunities concerning games made for desktop, smartphone, and tablet.
Case Study: Funfair Freak-Out 1
Scooby Doo Funfair Freak-Out is a game designed and developed for the BBC Television children's website CBBC, the
leading kids' web site in the United Kingdom. As a member of the game's development team, it was an honor to work
with such cherished and ubiquitous brands as Scooby-Doo and CBBC. Scooby-Doo is a massive favorite with the large
CBBC audience of 6- to 12-year-olds, indeed as it was for their parents—and, for some, their grandparents.
The goal was to make a compelling, fun, and engaging game that could be played and enjoyed on desktop and
handheld platforms. The desire was for a game that used the classic Scooby-Doo plot devices and that felt like a true
interaction with Shaggy, Scooby, Velma, Fred, and Daphne. If we're thinking classic Scooby, then, zoinks, there can be
only one setting—a spooky fun fair (see Figure 14-1 ).
Figure 14-1. Scooby Doo Funfair Freak-Out
1 CBBC, Scooby Doo Fun Fair Freak-Out, .
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