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|Session Name:||Music & Mobile Games|
|Speaker(s):||Yujin Chung, Thomas V. Ryan, Robert Tercek|
|Company Name(s):||Warner Music Group, EMI Music, & President of Digital Media, OWN|
|Track / Format:||GDC Mobile: Audio|
This panel of industry experts explores the potential for games and music on mobile phones and the creative possibilities for combining the two. Topics discussed include:
Games as Soundtracks: Certainly music has emerged as a key component of console games. Plenty of singles and new acts are introduced via console game titles. What's needed to get the mobile platform to function in a similar way? What's missing in today's devices, business models, billing arrangements, etc. When might we expect to enjoy high quality music in mobile games? What's the timeline?
Games with Recording Artists as Heroes: Videogames about recording artists are starting to emerge as a new category in console games Vivendi Universal Games' 50 CENT: BULLETPROOF title is a good example. Sony Pictures Mobile pioneered a new genre with SNOOP DOGG BOXING. What's the potential for developing a game franchise around a recording artist? Is this a short lived fad, or a long term trend? Are many artists interested in building game franchises? What type of recording artist is best suited to such a franchise? What are the brand attributes of a recording artist?
Musical Gameplay: DANCE DANCE REVOLUTION blazed a new trail in music based arcade games. This genre continues to evolve with air guitar and other forms. What about mobile? What's the potential for a game based on musical themes or rhythm? What's the potential for a game that remixes a music track, based on the input generated by your game play? Already, there is a splendid music game in NAME THAT TUNE on Verizon Wireless. Why hasn't this category been exploited more thoroughly?