Pocket Gamer Top 50 Developer 2011

Page 1

The mobile movers & shakers of the last 12 months


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Welcome…

From breaking industry stories and in-depth interviews with key executives to updates on industry events and detailed analysis of mobile games metrics, PocketGamer.biz is the first port of call for mobile game developers, publishers, operators, handset manufacturers, investors and service providers.

The process of condensing down a list of 50 developers from the thousands of content creators who released mobile games during 2010 is clearly a big task. Indeed, we kicked off our selection with 200-odd candidates – drawing on expertise from within Pocket Gamer, trusted industry contacts and the wider community – back in December.

www.pocketgamer.biz

Since then, we’re been researching those companies using metrics such as sales performance, critical acclaim of releases, innovation in terms of business approach, as well as the number and range of titles released during 2010 to construct our rundown of the companies we think are currently the best in the business. Demonstrating the fluidity of the market, there are 32 new entries compared to last year’s list. Many of them are mobile publishers such as Capcom and Namco, or larger studios who can handle game development across different platforms ranging from iOS to Android, Windows Phone 7, as well the legacy Java and Brew markets.

Jon Jordan | Editor João Diniz Sanches | Production Jez Bridgeman | Creative Director Paul Edwards | Senior Designer ©2011 Steel Media Ltd

Yet, the top placed companies demonstrate their stability. There are only three new entries in the top 10 – Rovio, Chair Entertainment and Halfbrick – while familiar names such as Gameloft, Firemint, PopCap and ngmoco show that while form can be temporary, class is certainly permanent.

This publication and its contents are the copyright of Steel Media Ltd and may not be distributed, copied or reproduced without permission

www.steelmedia.co.uk All statistics in this publication are for informational purposes only and are correct at time of going to press to the best of our knowledge. Steel Media can accept no responsibility for inaccuracies that occur but where mistakes are discovered we will correct any oversight.

Jon Jordan Editor - PocketGamer.biz

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Top 50 Developer 2011

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FI V RS O OR T LU DEISS ME R UE 3 NO 2 W 011 ! Deal Tracker

2009

deal Tracker

KriSTian SegerSTraLe

CEO, Playfish

The business environment around mobile games is incredibly hostile to growth in so many ways because you have a monopolistic distribution environment, even on the iPhone.

2009 deAl TrAcker daTe

CompanieS

deTaiLS

2 January 2009

Thumbthug, Movaya

D2C site Thumbthug starts selling BlackBerry games through deal with Movaya

5 January 2009

Herman Blackbook

VC firm Herman Blackbook launches New Platforms fund to invest in Facebook and iPhone applications

5 January 2009 9 January 2009

Zed, Netplay TV

Spanish mobile content firm Zed sells its mobile gambling business to Netplay TV Gameloft expands its deal to make games based on Mattel's Uno boardgame to include Forward Focus CLiVe doWnie

HandyGames, Four Corners Development Group

13 January 2009

Probability, Hasbro

14 January 2009

new platforms

If 2009 saw an explosion in growth of the mobile games industry, 2010 is the year for capitalising on the opportunities – and not just on iPhone. Those developers and publishers FIRST ISSUE • 2010 who enjoyed success on the App Store last year are already investing their riches into new games and platform expansion, while the feelgood factor around smartphones as a whole is enticing more entrants into the industry. Crystal ball-gazing is a risky activity, however. The global recession of the past 18 months has revealed once again the vulnerability of concrete market predictions to external shocks. Moreover, we find little compelling evidence that analysts’ quantitative predictions are accurate over even the medium term, nor that spurious precision is useful beyond narrow purposes – principally raising money! For this reason, we prefer to survey the market to identify emerging business issues and opportunities. True, such an approach provides only modest protection against being wrong – most pundits expected Android to make more of an impact than it did in 2009, for instance, while few anticipated how quickly prices would collapse on the iPhone’s App Store. Yet the tactical approach has the distinct advantage of identifying the situation on the ground, and areas that mobile games leaders can and must respond to in the year ahead.

Mobile advertising is evolving in a meaningful way. We’ll see clever advertising, with additive messaging woven into free-to-play games. These adverts will add

Mola Theme Park, GameKing

Taiwanese developer agrees to provide content for mobile games section of GameKing TV show

Thumbthug, Fishlabs, Greystripe

Thumbthug signs deal with Fishlabs to start selling latter’s games through a partnership with ad-funded games company Greystripe

20 January 2009

Qualcomm, AMD

Mobile chip design company Qualcomm buys AMD's handheld division for $65 million

The App Store and the social web has reinvented mobile games marketing. How did we get here – and where are we going? It used to be so simple for a mobile publisher. You built a few decent games and secured licences for a few more. Then you took your local friendly operator out for a nice dinner and somewhere between the starter and petit fours you had got a distribution deal. If the wine was good enough – or particularly if the deal was fleshed out with some after hours entertainment – you’d usually win yourself some marketing support to boot.

Connect2Media signs licensing deal with Two Way Media to develop mobile and Rather than makingTwo numerical guestimates of total market 21 January 2009 Way Media, Connect2Media Facebook games based on Two Way's interactive TV games on mobile value to the viewers’ size or the penetration of as yet unreleased smartphones, this section highlights ten key issues that we feel will either emerge entertainment choices. or continue to impact the marketplace in 2010 – and that every Subscribe to the PG.biz report at www.pocketgamer.biz/reports 19 mobile business must think about today. These include:

n Life beyond the iPhone – Apples are not the only fruit n Better access to the hardware will see 3D roll out to all smartphones n Middleware to play an increasing role in development, and the spread of social gaming n App stores for all – Apple hasn’t got a monopoly, just the best of breed n Discovery will be improved through more social recommendation, both in and off-store n Advertising income will grow for many companies, but Apple and Google are in charge n Social networks and mobile games will become increasingly connected n Tablets, DS and PSP represent new markets for higherend iPhone developers n A second wind for emerging markets, particularly through new app stores n Console games publishers will try to throw their weight around on mobile

Not only has marketing become a crucial component of success, but also its whole nature has been transformed. Marketing newbies have been forced to learn at breakneck speed, while old hands have been compelled to rethink much of what they already know. So how did we get here and why is it all so different? Well, the short answer is ‘Apple and the Social Web’. But let us explain further.

Of course, it wasn’t quite like that – the reality was invariably more prosaic. Contracts were agreed and business conducted upon broadly conventional lines, but it was a young, informal industry founded on personal relationships and generous servings of social lubricant. Marketing – and a pretty rudimentary version at that – was just a part of the overall loose mix that was the mobile games industry in the early noughties.

develoPers Are doinG iT for TheMselves

Both structurally and strategically, Apple’s App Store was built upon different principles to the mobile operator deck. Despite the unique end-to-end control it wields, Apple baked in crucial tools and freedoms for its developer partners, thereby creating an entirely new and unique merchandising and marketing environment. So when the App Store launched in July 2008 it created a gold rush,

Fast forward to 2010, and the world couldn’t be more different.

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FIRST ISSUE • 2010

103

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4

Marketing

VP of marketing, ngmoco

Gameloft signs deal to make game based on new 20th Century Fox Night at the Museum 2 movie

Four Corners to develop iPhone versions of HandyGames’ mobile titles, starting with My Model Train

Mobile gambling firm Probability signs licensing rights to Trivial Pursuit, Subbuteo, Connect 4 and Battleship

19 January 2009

19 January 2009

What will the future bring for all members of the mobile games sector? inTroducTion

Executive briefing

Gameloft, Mattel Gameloft, Fox Mobile

13 January 2009

forward focus

FIRST ISSUE • 2010

EX BR EC IE UT FI IV NG E

An indispensible summary of key mobile games industry deals from 2009, as reported on PocketGamer.biz…

5

Please rank the following creative challenges for mobile game developers in order of importance: Publisher demands

Mobile Games Development Survey

To the neAresT bracket, how much do you currently spend on the AverAGe mobile game in development? (£/$ exchange rate approximated for simplicity) £125,000/ $185,000

Control mechanisms

£150,000/ $225,000

Branding £100,000/ $150,000

Social features

Mobile Consumption – Reach %

Applications, web & email usage

Budget Publisher Focus

Mobile Market Summary

statistics provided by £25,000/ $35,000 or less

£50,000/ $75,000 100% 90%

Screen size

Memory/CPU

AverAGe rAnk 2.6

Budget

Screen size

Apple also announced some figures at the iPhone OS 4 preview event. The company had then sold a combined 85 million iPhones and iPod touches globally, with more than 185,000 apps available on the App Store. The total downloads was revealed as more than four billion. Meanwhile, Apple announced that it had sold 450,000 iPads in the US in its first week on sale, sparking 3.5 million iPad app downloads. Two weeks later, Apple upped the sales figure to 500,000, but confirmed that due to the demand, it would be delaying the device’s international launch by one month to late May.

FIRST ISSUE

• 2010 Subscribe

ations

touch device s addresses

inTrodu

The biG APPle

4.3

6.8

From the traditional mobile phone game market to the already crucial iPhone App Store and the Memory / CPU 4.3 emerging marketplaces of other platforms, exploring a diverse range of strategies to Appendix publishers are Social features 4.8 make gaming pay… Branding 5.3

Appendix

iPhone o s4 and its im plic

Apple’s latest also raises OS update for its iPhone and new questi ons… iPod

3.7

4.2

Porting

Publisher demands

comment: Budget and control remain the biggest challenges for mobile games developers, though they’ve swapped position. Porting has dropped down the ranking, undoubtedly reflecting fewer developers bothering with the Java and BREW markets. Publisher demands are not an issue for anyone, particularly now with many more studios self-publishing on app stores. In non-mobile phone games development, publisher demands might come top.

cTion

several burnin

FIRST ISSUE • 2010

g issues, but

In early April, Apple held iPhone operating an event system. iPhone that previewed with iPhones the next generatio OS 4 will be and iPod n of its made available touches this summer, for consume FIRST ISSUE • 2010 and iPad A beta version rs in the Autumn. preview event. was released to develope rs in early April, immedia tely after iPhone OS the 4 includes more apps and games, including than 1,500 new APIs of Apple’s devices. Meanwhimany giving them for developers to use direct access in their clauses in le, two new Apple’s to native features License Agreeme iPhone Develope r nt have controver sy, given how caused outlaw the they appear os 4 features: use of some to Game center analytics middlewa tools, as well re and os 4 features: as ad units non-Apple iAd from mobile advertisin os 4 features: g networks . Multi-task

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Per cenT % 30.77%

£75,000 / $110,000 £200,000 / $300,000

chillingo

33

connect2Media

35

digital chocolate

17.95% 15.38%

£50,000 / $75,000

15.38%

£100,000 / $150,000

10.26%

£125,000 / $185,000

5.13%

£150,000 / $225,000

5.13%

In this Section

Product: mobiLens Data: Three month average ending February 10 Country: eu5, n=60,000

87%

85% 85% 82%

39 41

Glu Mobile

43

i-play

45

ngmoco

47

Gamehouse

49

sGn

51

73%

72%

73% 69% 69%

comment: We 70% added a higher bracket this year, but the average cost of a mobile game in development has actually skewed downwards. With twice as many 60% respondents as in 2009, we don’t think this is a statistical quirk, although we concede that the very biggest mobile developers and publishers who50% might spend the most will have proportionately less influence on this year’s survey results. The bottom line: Garage development is still big (little!) 40% business in mobile games.

66%

65%

67%

59% 53%

55% 50% 51%

report at

www.pocke

tgamer.biz

ing and more os 4 develope r Agreeme nt change os 4: conclusio ns

/reports

36% 37%

26%

27%

14%

16%

10%

0% apple

Used application

32

FIRST ISSUE • 2010

google

rim

palm

Used application (except native games)

microsoft

Used browser

Smartphone

147 148 149 150

“…market insight, coupled with informed opinion and shot through with real, practical metrics, Pocket Gamer are the experts and their Trends report should be at the top of your list.”

Tim Harrison, Former Vodafone and EA exec

Covering iOS, Android, Windows Phone 7, Ovi, Bada and other emerging smartphones and tablet OSs, this comprehensive report has over 80 pages of mobile industry data, analysis and insight.

www.pgreports.co.uk

Symbian

not Smartphone

Used email (work or personal)

Subscribe to the PG.biz report at www.pocketgamer.biz/reports

146

145

Order online…

42%

120 10%

In this Sectio n

to the PG.biz

46%

44%

30% 20%

37 Subscribe to the PG.biz report at www.pocketgamer.biz/reports

eA Mobile Gameloft

81%

80% 80%

76% 72%

iTeM £25,000 / $35,00 or less

% of mobile phone subscribers

Publisher focus vAlue

Control mechanisms

£75,000/ 80% $110,000

£200,000/ $300,000

Porting

Overview

144


By Marc Gumpinger | CEO Scoreloop

Taking Mobile Games to the next level with Social Mobile gaming has certainly come a long way. In recent years we’ve seen a shift away from the fragmented J2ME landscape to the erosion of operator walled gardens, the rise of the app store and the age of self-publishing. The next big shift in mobile games has already begun, and that’s the shift towards social gaming, discovery and distribution. Social gaming is about creating connections amongst gamers, as well as between gamers and developers. Social gaming is about smarter game mechanics and a deeper sense of involvement. From simple social network integration to in-app purchases, virtual goods and currencies, Scoreloop provides the tools to make any mobile game more social. Supported by a growing developer community and 24/7 developer support, Scoreloop is dedicated to adding that extra social ingredient to mobile games every hour of every day. The concept of social gaming is an important one, as it extends past the games themselves to the way consumers discover, buy and share new content. In a marketplace of potentially millions of different games, standing out from the crowd is essential. Quality, creativity and great design are requisites, but adding a social element opens the

Top 50 Developer 2011

in association with

door to turning every person who downloads your game into a connected advocate for it. At Scoreloop we work with over 4,000 developers and counting. That means we understand the daily challenges all developers face. That’s why we see our role as helping developers to make the most of their games by saving them time and money. Our social gaming platform and SDK create instant communities and unlock new ways to generate revenues so developers can focus on what they do best: making great games. Unlike other mobile social gaming platforms Scoreloop is customisable, modular and crossplatform. That means developers can add as many or as few features as they want, present them as they wish and take these with them on to new frontiers. If you’re a developer innovating at the cross section of mobile, social and gaming, we’d love to hear from you. Just taking a look at the top 50 developers this year, we see such a huge amount of talent out there and are looking forward to working together on the next big thing. Drop us a line at partnerships@scoreloop.com and we’ll see what we can do together. Here’s to a successful year for the entire industry!

5


50 Change from last year

Snappy Touch Formats:

/

www.snappytouch.com

iOS

Nothing if not a labour of love, developer Noel Llopis (aka Snappy Touch) has been working on his flower planting game for well over two years.

New Entry

Like many successes, the initial idea was simple enough – plant different types of seeds and watch them grow – but the implementation proved more complex. It wasn’t until the game became a freemium product in 2010 with in-app purchases of seeds, pots and fertiliser – a process Llopis detailed on his excellent blog – that the concept really bloomed. Softography

Flower Garden

49 Change from last year

New Entry

Kairosoft Formats:

/

iOS

/

Still, five million bouquets sent by players to their friends demonstrates Flower Garden’s wider social impact.

www.kairopark.jp/iphone/en

Android

In retrospect, developing a game that enables players to take on the role of being a successful game developer is exactly the sort of thing to guarantee a successful game. Yet Japanese studio Kairosoft actually pulled off the concept thanks to a charming graphical treatment, well defined game mechanics, and the fact plenty of people want to play a game in which they attempt to be a successful game developer. First developed for iPhone and iPad and since ported to Android, Game Dev Story feels a bit like an accidental franchise, but one we’ll likely enjoy again when Game Dev Story 2 is released.

6

Softography

Game Dev Story


48 Change from last year

New Entry

www.hexage.net

Hexage Formats:

/

iOS

/

Android

/

Samsung Bada

/

webOS

There weren’t many – indeed hardly any – developers who truly focused on Android in 2010. Not only did Czech-based studio Hexage treat Google’s slowly evolving platform with respect, the games it released on it, such as Everlands and EVAC, were as impressive as anything on iPhone. Of course, Hexage also released them on Apple’s hardware, but it was its even-handed approach, combined with attention to detail that saw its Android titles re-released in HD form for tablets, which mark it out as one to watch, especially as it now supports additional platforms such as Samsung’s Bada and the webOS devices too.

47 Change from last year

Big Blue Bubble Formats:

/

iOS

/

Softography

Everlands EVAC bigbluebubble.com

Java

Another in that seemingly endless list of high quality Canadian mobile developers, Big Blue Bubble has certainly been busy.

New Entry

Softography

Burn The Rope Thumpies Fighting Fantasy

Not only did it roll out five conversions of the old role-playing Fighting Fantasy book series in 2010, but it also completed work for hire projects for the likes of Namco, while releasing its own brands on iPhone. Key amongst these was Burn The Rope, which came out late in the year, and stood out from the competition as the #1 puzzle game in 50 countries. It’s due on Android, iPad and 3DS in 2011.

Aaah! Chompsters! Home Sweet Home

Top 50 Developer 2011

in association with

7


46 Change from last year

www.iugome.com

IUGO Formats:

/

iOS

/

Windows Phone 7

New Entry

Softography

Lil’ Pirates Escape Daisy Mae’s Alien Buffet Zombie Attack! Second Wave

Like many mid-size mobile developers, Canadian studio IUGO has ridden various waves of the smartphone business since 2008, with its successful own IP, such as the Toy Bot series released on iPhone, replaced with a more cross platform and work for hire approach in 2010. Its headline game was freemium social release Lil’ Pirates for Capcom, which contextualised the Facebook Ville-style gameplay within a stronger gamer theme, while IUGO also extended its own brands to new platforms as a launch partner for Windows Phone 7 and iPad.

Implode!

45 Change from last year

8

New Entry

Cave Formats:

/

www.cave.co.jp

iOS

Releasing three highly regarded bullet hell shooters for iOS during 2010 raised Japanese company Cave’s standing in the West, and on the Apple App Store. Yet the developer (which is listed on the Japanese stock exchange), isn’t a hardcore specialist: it makes online mobile and social games too. Indeed, its most successful game in 2010 was Shirotsuku. Released in Japan on the GREE and Mobage platforms, it gained 2.6 million users.

Softography

The company has also recently signed a co-development deal with Electronic Arts for another social mobile game, based on an undisclosed EA brand, and to be published on GREE.

Dodonpachi Resurrection

Espgaluda 2 Mushihimesama Bug Panic

Shirotsuku


44 Change from last year

New Entry

DistinctDev Formats:

/

iOS

/

www.distinctdev.com

Android

Are you a complete idiot? That’s the conceit of The Moron Test, which was released on iPhone back in 2009, and has since proved to be a best seller. DistinctDev’s position on this list however relates to its smart and early move to port the game to Android. Promoted with OpenFeint, it quickly sold over 65,000 units, while the free companion app has been downloaded more than 700,000 times. The upsell rate was somewhere between 4 to 7 per cent. And with a historical download total of over 7 million, 2011 will see The Moron Test come to Windows Phone 7, BlackBerry and iPad.

Softography

The Moron Test

43 Change from last year

Miniclip Formats:

/

iOS

/

www.miniclip.com

Android

Known primarily for its free Flash games portal, Miniclip has moved aggressively into the mobile space.

New Entry

Softography

Fragger Gravity Guy Monkey Kick Off Disc Pool

Its debut conversion was physics game Fragger, which racked up 1.25 million paid downloads. Miniclip’s download total is now over 25 million, thanks in part to the free version of Fragger and other releases such as Gravity Guy. It also co-owns the Monster Trucks Nitro franchise with Finnish developer Red Lynx. Throw into the mix expansion onto Android, not to mention its web brands and their 65 million monthly players, and Miniclip looks sure to impress in 2011.

SushiGoRound!

Top 50 Developer 2011

in association with

9


42 Change from last year

TeamLava Formats:

/

iOS

TeamLava was set up by a group of ex-Facebook engineers with an exChillingo biz development manager joining late in 2010.

New Entry

Softography

Restaurant Story Farm Story Bakery Story Empire Story City Story

41 Change from last year

New Entry

www.teamlava.com

The US developer’s approach to mobile social games is clear: release often, cross promote and have a strong brand that consumers immediately understand – in this case its Story series of Ville-style casual freemium games. Released on iOS and Android, its to-date five games have accumulated millions of downloads and are constantly sat in the US top grossing charts, building up a strong portfolio. Expect more expansion or acquisition in 2011.

Bight Games Formats:

/

iOS

/

www.bightgames.com

Java

One of those mobile studios often hidden behind the work-for-hire label (in Bight’s case, it’s a specialist wrestling developer), Canadian outfit Bight Games’s big release of the year was online social freemium game Trade Nations. Published by community technology platform Z2Live, it’s been successful with over a million downloads within two months of release, and a firm presence on the US iPhone top grossing chart. After all, the IAP options for the purchase of Magic Beans range all the way from 99c to $99.99. And as if that wasn’t enough, Bight ported Pocket God to Brew, too.

Softography

Trade Nations Pocket God

10


40 Change from last year

9

godzilab-games.com

Godzilab Formats:

/

iOS

/

Windows Phone 7

French start-up Godzilab charmed the App Store with its arty puzzling debut iBlast Moki in 2009, but while that game gained plenty of fans, it was less successful commercially. The developer’s second game, StarDunk, seemed likely to follow a similar trajectory. Yet once the online multiplayer basketballin-space title went freemium, with players spending cash to get special balls or remove the ads, downloads shot past the 2 million mark. And demonstrating it could do more than just iOS, the studio ported iBlast Moki to Windows Phone 7, while iPad fans got the opportunity of an HD version, too.

Softography

StarDunk iBlast Moki for iPad

39 Change from last year

www.naturalmotion.com

NaturalMotion Games Formats:

/

iOS

/

Android

Originally something of a side project from its eponymous parent, which makes character animation middleware, NaturalMotion Games kickstarted its operations with the 2009 release of the iPhone Ideaworks-developed Backbreaker.

New Entry

Softography

Jenga Backbreaker 2: Vengeance

Top 50 Developer 2011

in association with

The game has since gone on to sell over 3 million units: something that proved to be fundamental to the company’s formation. Ideaworks also worked on the 2010 Backbreaker sequel, while the Oxford-based studio experienced its own App Store debut with intensive physics release Jenga. The establishment of a new London studio promises substantial expansion in 2011, while ice hockey game Icebreaker is due soon.

11


38 Change from last year

HandyGames Formats:

/

iOS

/

Android

Softography

Guns’n’Glory Shark or Die Car Control Panzer Panic infeCCt Tattoo Mania

Change from last year

34

Java

/

Ovi

German publisher HandyGames built its reputation as a funnel for quality Java games, especially its Townsmen series, but during 2010, it became a proper smartphone developer, mixing up genre titles with quality releases, and gaining an enthusiasm for freemium in the process.

New Entry

37

/

Indeed, it really took to the free adfunded model with its Mexican-themed tower defence game Guns’n’Glory gaining 2 million downloads across iOS, Android and Ovi, while the company did over 5 million downloads on the reinvigorated Ovi Store. In 2011, its target is an ambitious 100 million downloads of its catalogue over all mobile platforms.

Bolt Creative Formats:

/

iOS

/

www.boltcreative.com

Android

There’s no doubt Pocket God was one of 2009’s key games, and while two-man developer Bolt Creative continued to constantly update it during 2010, gaining more sales and a listing on Apple’s top selling iPhone game chart, the stresses of building out a wider business were evident, too. Yet it’s to the company’s credit it overcame them, releasing the all-new iPad version of the game – Pocket God: Journey To Uranus – in December, rolled Pocket God onto Facebook, as well as working with ngmoco on the Android version, which was released during the year. Comic books were just another media outlet.

12

www.handy-games.com

Softography

Pocket God Pocket God: Journey To Uranus


36 Change from last year

New Entry

Neon Play Formats:

/

iOS

It’s now part of legend that UK studio Neon Play was the developer of Paper Glider, which just happened to be the 10 billionth app to be downloaded from the Apple App Store. Yet, more significant for the start-up were the figures that within seven months of foundation, its games had been downloaded over 7 million times, of which four titles had been downloaded over a million times each. It was also first to kick off the World Cup meme of football games with Flick Football title, while its work for hire projects extended to official apps for UK comedians Al Murray, Dom Joly and Armstrong & Miller.

35 Change from last year

New Entry

www.neonplay.com

Matt Rix Formats:

/

Softography

Flick Football Golf Putt Pro Hotshot Pool Paper Glider www.trainyard.ca

iOS

One-man developers can still make a big impact on the App Store, as demonstrated by Canadian developer Matt Rix. His colour puzzle game Trainyard is a beautiful example of clean design and compelling gameplay. But much more than making a game, the ability to solve puzzles in multiple ways, combined with the opportunity for gamers to upload their solutions to a central website, has generated a community that’s super-charged engagement and sales. To-date, the Lite version of Trainyard (which contains its own set of 60 unique puzzles) has been downloaded almost 4 million times, while over 1 million user solutions have been uploaded.

Top 50 Developer 2011

in association with

Softography

Trainyard

13


34 Change from last year

Gameprom Formats:

/

iOS

/

Android

Previously building its reputation with three iPhone pinball games – Wild West Pinball, The Deep Pinball and Jungle Style Pinball – Russian developer Gameprom leapt onto iPad, bringing together those games in one release.

New Entry

The result was the massively successful Pinball HD, one of the few games to be listed in Apple’s top grossing iPad chart for 2010. Of course, pricing was an issue, with the at-launch $2.99 title spending some time at 99c before stabilising at $1.99. It’s remained in the iPad top 100 top grossing games throughout, however, underlining the continuing appeal of pinball and the quality of the experience.

Softography

Pinball HD

33 Change from last year

New Entry

www.gameprom.com

www.spacetimestudios.com

Spacetime Studios Formats:

/

iOS

/

Android

Launched with the iPad, and then rolled out onto iPhone (and eventually Android), Texas developer Spacetime Studios’ mobile MMOG Pocket Legends was formed from the team’s previous experience at PC online specialist NCsoft. Labelled the first 3D persistent online game for iOS, Pocket Legends finished the year with one million iOS downloads and 125,000 on Android, demonstrating the hardcore nature of a certain segment of the mobile audience. Aside from the game, Spacetime’s other achievement was building the technology that enables the game work over wi-fi, Edge and 3G networks. In that context, its Spacetime Engine equips it for future adventures.

14

Softography

Pocket Legends


32 Change from last year

New Entry

www.gamerizon.com

Gamerizon Formats:

/

iOS

Canadian studio Gamerizon might not yet be a well known iOS developer, but its first four Chop Chop games have been downloaded over 1 million times each, while the series total (free and paid), is now over 9 million in less than ten months. In many respects its winning formula is simple: casual one-finger gameplay, consistent and appealing graphics, and a 99c price point for both iPhone and iPad. But it’s the ability to maintain momentum while building up a community that marks Gamerizon out. Indeed, its ambition is to have 20 games released and 40 million downloads by the end of 2011.

Softography

Chop Chop Ninja Chop Chop Runner Chop Chop Caveman Chop Chop Tennis Chop Chop Hockey Chop Chop Soccer

31 Change from last year

Lima Sky Formats:

/

www.limasky.com

iOS

The issue of what you do next when you’ve developed one of the most popular iPhone games ever is one that an increasing number of developers are having to deal with.

21

Softography

Doodle Jump

Thanks to Doodle Jump, Lima Sky is the originator of that particular issue. For most of 2010, the two-brother team continued to do what they do best: supporting their fans by updating their game with additional levels, themes and items. For the record, the total update count is now up to 28, and that’s one of the reasons it’s the all-time top paid iPhone app on the US App Store.

Doodle Jump Christmas Special

Top 50 Developer 2011

in association with

15


30 Change from last year

GameHouse Formats:

/

iOS

/

Android

/

Java

/

Softography

Doodle Jump Cake Mania Main Street Collapse HD NCIS: The Game from the TV Show

Change from last year

New Entry

Ovi

From an organisational point of view, GameHouse, which is RealNetworks’ casual and mobile gaming division, had a tricky 2010.

New Entry

29

It lost staff and remains part of a bigger declining business, despite the expectation it will be spun out. Nevertheless, in terms of mobile games, there were bright spots. Brightest was its licence to port App Store hit Doodle Jump to non-iOS platforms; the 99c game came to Ovi Store, Android Market and Java, priced much higher of course. GameHouse also made the most of its access to media brands such as NCIS, and gaming IP like Cake Mania, Sally’s Salon and its Playman franchise.

Media.Vision Formats:

/

www.media-vision.co.jp

iOS

Developed by Japanese outfit Media. Vision and published by Square Enix, Chaos Rings was one of the first iOS games to demonstrate how high the quality bar could be pushed. Given similar build up to a new Final Fantasy game, Square Enix also pleased the industry with a premium price point; $13 for iPhone and $16 for iPad, which have since been maintained. The reason is there’s no comparable experience, something demonstrated by the critical acclaim – it was the year’s tenth best reviewed game. Not bad going for Media.Vision, which despite being highly experienced, was working on its first iPhone game.

16

www.gamehouse.com

Softography

Chaos Rings


28

12

Change from last year

www.crescentmoongames.com

Crescent Moon Formats:

/

iOS

A strong performance during 2010 sees tiny US studio Crescent Moon rise up the PocketGamer.biz listings. Set up as a specialist Unity developer in the RPG genre, it’s always worked in collaboration with other studios, allowing it to work on many more games than it would be able to on its own. Continuing in the RPG genre, the well regarded Rimelands was produced with Finnish developer Diceworks, while expansive free roamer Aralon was made with US start-up Galoobeth Games. And despite being launched into the Christmas rush at $7, it’s gone on to sell over 40,000 copies, building a loyal fanbase in the process.

27 Change from last year

Get Set Games Formats:

/

iOS

/

Softography

Rimelands: Hammer of Thor Aralon: Sword and Shadow HD www.getsetgames.com

Android

One of the class of 2009 iPhone developers who moved from other areas of the games industry, Canadian studio Get Set Games’ business only took off when it switched its third release Mega Jump from 99c to freemium.

New Entry

Softography

Mega Jump

Players can now buy Mega Points to unlock new powers and levels quicker than by gameplay alone. Following in the trail of Doodle Jump, both in terms of gameplay and constant updates – 12 to date – it’s gone on to clock up 10 million downloads, mainly on iOS but with the Android version creeping out before the end of 2010.

Poptweets

Top 50 Developer 2011

in association with

17


26

www.digitalchocolate.com

Digital Chocolate Formats:

/

iOS

/

Android

/

Windows Phone 7

Samsung Bada

/

Java

One of the original innovators in mobile games, Digital Chocolate’s approach to the decline of the carrier market has been marked.

6

Change from last year

/

Softography

Tower Bloxx New York Ninjas Rising Star Invasion Vegas City Hollywood City

While it’s released plenty of iPhone ports – gaining millions of downloads in the process – in 2010 it moved its focus to Facebook social gaming as App Store prices collapsed. The result is a company that’s still active on mobile (releasing for Android, Bada and Windows Phone 7) but brings new IP such as MMA Fighter and Millionaire City to Facebook before rolling it out more widely. Indeed, it now labels itself a virtual goods game company.

MMA Pro Fighter

25 Change from last year

21

www.ideaworksgamestudio.com

Ideaworks Game Studio Formats:

/

iOS

One of those studios that spends the vast majority of its time working semi-secretly with big publishers on large, complex projects, UK outfit Ideaworks made one of 2010’s high profile iOS releases in the shape of the Square Enix-published Lara Croft and the Guardian of Light. And continuing its close co-operation with NaturalMotion, it released the sequel to the excellent and multi-million selling Backbreaker tackle box game. We also reckon it worked on the additional maps for Call of Duty: Zombies as well as the iPad version but, of course, Activision has not confirmed that.

18

Softography

Backbreaker 2: Vengeance Lara Croft and the Guardian of Light


24 Change from last year

New Entry

www.pocketgems.com

Pocket Gems Formats:

/

iOS

/

Android

/

Windows Phone 7

/

Samsung Bada

/

Java

/

Ovi

There were plenty of companies quick into social iPhone gaming, but a couple of years on, the vanguard have proved themselves with numbers, and that means millions of downloads. With over 18 million downloads of its Tap games, and the recent injection of $5 million in venture funding, San Francisco start-up Pocket Gems seems to be well on the way to building out its userbase. Indeed, boosted by the September release of Tap Zoo, a game that’s been firmly in the US iPhone highest grossing top 10 since launch, it now says it’s generating more than $2 million in monthly revenue thanks to the sale of virtual items.

Softography

Tap Zoo Tap Zoo Christmas Tap Jungle Tap Store

23 Change from last year

www.polarbit.com

Polarbit Formats:

/

iOS

/

Android

/

New Entry Softography

Crash Bandicoot Nitro Kart 2 MLB 2011 Raging Thunder 2 Reckless Racing Fuzzies

Samsung Bada

/

Ovi

/

webOS

One of those hard working studios with a low profile, because much of the work it carries out is published by others, Swedish outfit Polarbit was likely the most cross platform mobile developer of the past 12 months. Thanks to its internal FUSE technology, it released content on iOS, Android, webOS, Bada and Ovi, as well as the Zeebo emerging markets console and Intel’s AppUp store. Working with the likes of EA, Activision, Konami and Bulkypix, it also collaborated with fellow Swedish developer Pixelbite over highly regarded racers Reckless Racing and Raging Thunder.

Badaboo

Top 50 Developer 2011

in association with

19


22 Change from last year

NimbleBit Formats:

/

iOS

While many developers could have told you freemium was the future of mobile gaming in 2010, it was only studios such as ngmoco and Glu that took the decision to rebase their entire businesses on the model that actually proved it.

New Entry

Softography

Pocket Frogs Mega Panda Omium – 2 Player Shooter Dizzypad – Frog Jump Fun

21 Change from last year

www.nimblebit.com

Another example was small US outfit NimbleBit. Having released typical indie fare such as arty iPad co-op game Omium, it staked its future on Pocket Frog, a freemium title that did something different with the social, collectible and customisation levers such games demand to be deeply integrated in order for success to strike. Four millions downloads ultimately proved NimbleBit had pitched it right.

id Software Formats:

12

/

www.idsoftware.com

iOS

After a year in which id Software successfully mined its back catalogue for titles to bring to iPhone, 2010 forced it to look to the future rather than the past. Turn-based series DOOM RPG returned to provide another retro gaming experience, but the big event was Rage, which also went under the sub-title Mutant Bash TV. Certainly one of the best looking games on the platform, and one that surprised with its 99c/$1.99 price point (depending if you wanted normal or HD graphics), nevertheless its critical and commercial success was qualified by its on-rails controls and repetitive high score gameplay.

Softography

DOOM II RPG Rage

20


20 Change from last year

New Entry

www.rockstarleeds.com

Rockstar Leeds Formats:

/

iOS

Rockstar Games’ UK-based specialist handheld developer only released one iOS title during 2010, but it was a game that required no introductions, either for the audience or the development team. After all, it had already bought Grand Theft Auto: Chinatown Wars to PSP and DS before working on the iPhone and iPad versions. Similarly, despite the $10 price point, both releases have sold steadily. Indeed, the critical acclaim for the fidelity of the experience, despite its less accurate finger-tapped touchscreen and user interface, means even experienced denizens of Liberty City have come back for another shot.

19 Change from last year

Square Enix Formats:

/

Softography

Grand Theft Auto: Chinatown Wars www.square-enix.com

iOS

Although it’s a global operation with offices in the US and Europe, Square Enix’s mobile development, like its headquarters, are Japanese focused.

New Entry

Softography

Final Fantasy Final Fantasy II Chocobo Panic Lara Croft and the Guardian of Light Secret of Mana

Top 50 Developer 2011

in association with

As well as the iOS remakes of famous console brands such as Final Fantasy, it’s involved in the lucrative domestic social mobile platforms. Yet, 2010 saw the company expand its vision, with the App Store debut of Lara Croft (developed by Ideaworks), as well as the elevation of its UK studio Beautiful Games, which is releasing sport games under the Big Cup brand. And the highlight was the release of Chaos Rings by Japanese studio Media.Create. All-in-all, a great collaborative effort.

21


18 Change from last year

Fishlabs Formats:

/

iOS

/

Android

/

Java

20

Galaxy on Fire 2 Snowboard Hero Powerboat Challenge Volkswagen Touareg Challenge Volkswagen Think Blue Challenge

Change from last year

/

Ovi

After years of struggling to squeeze pseudo 3D graphics into Java handsets, the explosion of dual- and quad-core mobile hardware is a dream come true for German outfit Fishlabs. Softography

17

www.fishlabs.net

Its games are designed to push the hardware of chip companies such as ARM and Nvidia as much as possible, which is why it’s now in such demand to supply embedded content on cutting-edge devices. Similarly, in 2010, it demonstrated the market for paid console-style on iOS with the successful launch of the $7 Galaxy on Fire 2, while its advertorial games for the likes of VW and Barclays have been downloaded tens of millions of times.

The PlayForge Formats:

New Entry

/

www.theplayforge.com

iOS

A common occurrence two years ago, one-man App Store success stories have since all but dried up. Yet, catching the right wave at the right time can still have surprising results as provided by Vince McDonnell. Setting up The PlayForge in the summer of 2009, he decided to take the best bits from FarmVille and Plants vs Zombies, getting his freemium game Zombie Farm out before either made it onto iPhone. Over seven million downloads later, Zombie Farm was the only freemium game to be listed on Apple’s official top grossing iPhone apps list for 2010.

Softography

Zombie Farm

22


16 Change from last year

New Entry

www.zeptolab.com

Zeptolab Formats:

/

iOS

Russian developer Zeptolab only released two iPhone games in 2010. Both were excellent examples of simple but engrossing arcade gameplay, but their sales trajectories were very different. Parachute Ninja, released in February and published by Freeverse, reviewed well but failed to find an audience. Yet from its development process came the seeds of what would eventually become multimillion seller Cut the Rope. Published by Chillingo just before it was acquired by EA, it was quickly labelled the next Angry Birds, the 99c game selling six million units within four months, remaining in the US iPhone top grossing chart top 20 ever since.

15 Change from last year

Newtoy Formats:

/

iOS

/

Softography

Parachute Ninja Cut the Rope www.newtoyinc.com

Android

Formed by brothers Paul and David Bettner when Microsoft shut down Age of Empires developer Ensemble in 2008, Newtoy first came to notice with the release of Chess with Friends, which it followed with Words with Friends.

New Entry

Softography

We Rule Words with Friends

Top 50 Developer 2011

in association with

Yet, it was its co-development work on ngmoco’s first proper freemium game We Rule, released in early 2010, that underlined its maturity. Taking the gameplay of the Ville-style of social Facebook games, Newtoy combined it with deep social interactions, as well as console gaming sensibilities. The result was an iPhone game that appealed to a wide audience, and the eventual purchase of Newtoy, which became Zynga with Friends in December.

23


14

Change from last year

www.com2us.com

Com2uS Formats:

/

iOS

/

Android

/

Samsung Bada

1

In terms of revenue, Com2uS is ahead, just, but while it’s in relative decline – mainly due to issues in its domestic market – Gamevil is booming. Still, while the foundation of both companies’ release schedules remain role-playing and baseball games, in 2010 Com2uS demonstrated a lighter touch with the success of action puzzler Slice it! on the iOS and Android devices, gaining over a million installs on each platforms. And almost two years since it was released, Homerun Battle 3D continues to build its online fanbase.

Slice It! Queen’s Crown 9 Innings: Pro Baseball 2011 Heavy Gunner Caligo Chaser Ocean Blue

Change from last year

Java

As with Electronic Arts and Gameloft, so with Gamevil and Com2uS: the two Korean mobile publishers are constantly vying for top spot. Softography

13

/

Glu Mobile Formats:

7

/

iOS

/

Android

/

Java

/

Ovi

In business terms, 2010 was a turnaround year for Glu Mobile, which refinanced with a $13.5 million cash injection in the summer to rebuild its reserves. It was also a turnaround year when it came to its games, with the US publisher transitioning from its traditional carrier business into freemium smartphone games. Of course, it will still take time for the revenues from the latter to replace the former, but the success of early games such as Gun Bros and Deer Hunter Challenge suggest Glu is hitting the right buttons. Getting iPhone releases simultaneously across iPad and Android will be its next challenge.

24

www.glu.com

Softography

Gun Bros Toyshop Adventures Hero Project Deer Hunter Challenge The Lord of the Rings: Middle-earth Defense Magic Life


12

Change from last year

www.gamevil.com

Gamevil Formats:

7

/

iOS

/

Android

/

Samsung Bada

Korean publisher Gamevil had an excellent 2010, with sales during the first nine months up 28 percent to around $18 million. As ever, the main growth drivers were its baseball and role-playing games; series such as Baseball Superstars, Zenonia and Hybrid gaining new releases that chimed with critics and hardcore fans alike. Indeed, Gamevil’s impressive 50 per cent profit margin exists mainly because of the keenness of that audience to buy virtual items that will improve their characters’ in-game performance. The purchase of rhythm-action developer RYUminus suggests Gamevil is looking to build out this business into new genres in 2011.

11

Change from last year

Softography

Baseball Superstars 2011 Zenonia 2 Illusia Hybrid 2: Saga of Nostalgia Vanquish: The Oath of Brothers

www.namcogames.com/mobile

Namco Bandai Formats:

/

iOS

/

Android

/

Windows Phone 7

/

Java

Making the best of both worlds, Namco Bandai splits its iOS and its mobile business – including other smartphone platforms – into separate divisions.

New Entry

Softography

Flight Control Crush the Castle Puzzle Quest 2 Splatterhouse Noby Noby Boy Pool Pro Online 3

Top 50 Developer 2011

in association with

The former has been steadily expanding from variations on well-known brands such as Pac-Man and Ace Combat with games in the hidden item and puzzle genres. It was also one of the first publishers to adopt the try-before-you-buy option where players download the full game, but only gain full access via in-app purchase. Meanwhile, Namco was early and aggressive to support Android, and it demonstrated its muscle in the operator market releasing Splatterhouse on 300 Western carriers.

25


10 Change from last year

www.eamobile.com

EA Mobile Formats:

/

iOS

/

Android

/

Windows Phone 7

3

Softography

Mirror’s Edge Madden NFL 2011 MMA by EA Sports Scrabble for iPad FIFA 2011 ROCK BAND Reloaded

/

Samsung Bada

/

Java

/

Ovi

Considering EA Mobile’s status as the largest mobile publisher in the West, it might seem surprising to find it bookending PocketGamer.biz’s top 10. Indeed, the company has dropped three places compared to last year, and that despite its $17 million (plus $12 million earnout) acquisition of Chillingo (now also included in this listing). The fact is EA Mobile had a relatively weak 2010 compared to many other mobile companies. Indeed, even in terms of its own financials, nine months sales were only up 2 per cent (to $160 million); while over the same period rival Gameloft saw its sales rise 63 per cent. The reasons are myriad, but as one element of a large console publisher, EA Mobile has found it hard to be nimble enough to come with new IP, while the release of Mirror’s Edge and Battlefield Bad Company 2 suffered from confusion and delays. Perhaps most significantly on iOS, however, has been EA’s regular decisions to slash game prices to 99c, removing the incentive to buy full price games at launch. Still, it’s had success too, especially with its Hasbro-branded games, such as Scrabble for iPad, while Tetris continues to top the charts of all formats it’s released on, which for EA is all smartphone platforms.

26


9

Change from last year

www.backflipstudios.com

Backflip Studios Formats:

3

/

iOS

/

Android

If you needed one example of how the app store business model has completely changed the mobile games business, you’d be hard pressed to find a better one than US studio Backflip. With its first free iPhone release Paper Toss racking up over 20 million downloads, it’s used this reach and number of daily players to build its own self-sustaining ecosystem. Free releases remain at the heart of the business, providing an ever large audience to upsell paid versions, as well as in-game advertising, which is used either in a purely commercial manner or to cross promote other Backflip games, whether paid or free. In this way, by the end of 2010, the company had done over 70 million downloads on iOS and Android, having 2 million daily active users and over 20 million on a monthly basis.

Softography

Buganoids Strike Knight Ragdoll Blaster 2 Paper Toss HD Graffiti Ball NinJump

Yet, while this is most impressive in terms of providing a virtuous business cycle (bigger audience, more sales, bigger audience), where Backflip scores highly is the quality of its games, with the Ragdoll Blaster series a particular highlight. During 2010, other releases that caught the eye included NinJump, Buganoids and Graffiti Ball.

Top 50 Developer 2011

in association with

27


8

Change from last year

www.capcommobile.com

Capcom Formats:

New Entry

/

iOS

/

Samsung Bada

/

Java

Like many Japanese publishers, Capcom has a long history of mobile games. However, also like many Japanese publishers, it wasn’t as proactive as it could have been dealing with the smartphone and social gaming explosion – and that despite founding its USheadquartered and mobile-oriented Capcom Interactive in 2005. 2010 changed this, however, as Capcom released some excellent iOS games, as well as successfully launching into the freemium market. In terms of premium App Store releases, both Street Fighter IV and Phoenix Wright: Ace Attorney impressed critics and hit their sales figures. But it was the release of Smurfs’ Village for iPhone (also appearing on Facebook), that most surprised commentators, both in terms of the licence itself, and its success. The game has remained in the US top grossing top 20 since its November debut, generating millions of downloads and dollars in the process. Another success was Monhan Nikki Mobile Airu Mura, its first release on DeNA’s Mobage mobile platform, which gained one million players in Japan. Although the IUGO-developed Lil’ Pirates, Capcom’s other iOS freemium game, performed less well. Certainly, it will be fascinating to see how Capcom builds on such foundations, especially in terms of supporting smartphone platforms such as Android, Windows Phone 7 and Samsung’s Bada.

28

Softography

Street Fighter IV Lil’ Pirates Smurfs’ Village Dark Void Zero Dead Rising Mobile Phoenix Wright: Ace Attorney


7

Change from last year

www.halfbrick.com

Halfbrick Formats:

/

iOS

/

Android

New Entry

Softography

Fruit Ninja Blast Off Age of Zombies Monster Dash

/

Windows Phone 7

Despite building its reputation as a handheld work-for-hire studio on platforms such as GBA, DS and PSP over the past ten years, Australian developer Halfbrick was late to the App Store. Indeed, its first release in March 2010, Blast Off, was a port of a PSP title. But a month later, Halfbrick demonstrated it truly understood the type of bite-sized game that would chime with the iPhone audience with the release of Fruit Ninja. Driven by classic high-score repeatability, and balancing simple fruit-slicing action with clean presentation, updates have added new features such as the Arcade mode and online multiplayer via Game Center. It’s since gone on to sell over 3 million copies. This wasn’t a one-off success, though. Halfbrick released a number of other well received titles such as Age of Zombies and the 500,000-selling Monster Dash, both arcade shooters starring cartoon action hero Barry Steakfries. What was most impressive however, considering the company’s lack of mobile experience, was its enthusiasm to bring its titles to other platforms. Fruit Ninja got an HD version for iPad, of course, but also topped the best seller lists on Android and Windows Phone 7.

Top 50 Developer 2011

in association with

29


6

Change from last year

www.ngmoco.com

ngmoco Formats:

/

iOS

/

Android

/

Windows Phone 7

8 Softography

GodFinger All-Stars We Rule Quests We City Star Wars: Imperial Academy Adventure Bay We Doodle

Following its famous pivot, switching from premium paid games to the freemium model the previous year, 2010 was the opportunity for ngmoco to prove it had made the correct decision. The release of first proper free-to-play games We Rule (developed by Newtoy) and GodFinger (Wonderland) certainly demonstrated the company’s desire for high quality content remained in place. Both titles significantly extended graphics and gameplay beyond the generic Facebook-style Ville games that still dominate the iOS freemium scene. They also found an enthusiastic audience, but commercial success and the stable deployment only came following months of problems with the company’s Plus+ server infrastructure. Indeed, for these (and other reasons), both games were eventually pulled from the App Store, replaced by We Rule Quests and GodFinger All-Stars, respectively. However, with a formula pinned down ngmoco started to aggressively operate releasing variations on a theme with games such as We City and We Farm, while continuing to support and extend its Touch Pets range. And, while it remained tight-lipped about downloads and active user numbers, its $303 million purchase by Japanese social publisher DeNA – a figure potentially lifted to $403 million by future bonuses – underlined the rumours of impressive financial and audience numbers.

30


5

Change from last year

www.popcap.com

PopCap Formats:

0

/

iOS

/

Windows Phone 7

/

Samsung Bada

/

Given its heritage as one of the premium PC casual game publishers, it might seem surprising that PopCap is firmly located as one our of top 5 mobile developers list for the second year in row. But with a third of its revenues now coming from the mobile business – ranging from its smartphone business on various app stores to its long running deals with EA Mobile over Java games on the carrier decks – PopCap is certainly one of the most significant mobile games companies. In 2010, this was underlined by the performance of Plants vs Zombies, which charmed everyone on iPhone and iPad, being a top grossing game on both iPhone and iPad. It was also one of the best reviewed games of the year. Another top performing iPhone game was Bejeweled 2 + Blitz, while PopCap was a launch partner for Windows Phone 7 releasing an Xbox Live version of Bejeweled.

Java

/

Ovi

Softography

Plants vs Zombies Bejeweled Live Bejeweled Twist Zuma Revenge!

Still, it’s a mark of a company that doesn’t rush development that its mobile division, which is based in Ireland, has yet to release titles for the burgeoning Android segment, nor has it revisited much loved titles such as Peggle in terms of new, and clearly lucrative, opportunities such as iPad, or indeed its marble shooter Zuma, which only remains available for feature phones.

Top 50 Developer 2011

in association with

31


4

Change from last year

www.chairentertainmentgroup.com

Chair Entertainment Formats:

New Entry

/

iOS

Vying with Angry Birds for the title of the most significant iOS game of the year, Epic Games-owned Chair Entertainment had previously demonstrated its ability with a variety of console titles, peaking with its XBLA title Shadow Complex. Yet, as well as being its first portable title, Infinity Blade, was a poster child release demonstrating how Epic’s Unreal Engine 3 worked on iOS. The combination made the result even more impressive, as it mixed up high-end graphics and production values with a lightness of touch in terms of control system, and clever reuse of location, assets and gameplay in terms of its looped progression system. More than just a calling card for what can be done using Unreal Engine 3 though, Infinity Blade demonstrated the type of game that could be produced when console development sensibilities were brought to bear, raising the bar for the entire industry. And, perhaps more importantly, it legitimised portable gaming to the wider console-focused audience with an exclusive game from one of development’s rising stars. Throw in a neatly pitched $5.99 price, as well as promise of a multiplayer update and in-app purchases, and you have a game that touches almost every important buzzword that’s shaking up the industry.

32

Softography

Infinity Blade


3

Change from last year

Firemint Formats:

/

iOS

/

www.firemint.com

Windows Phone 7

2 Softography

Real Racing 2 Flight Control Flight Control HD

It may seem a little unfair to say the only way was down for last year’s top iOS developer. That Australian super studio Firemint has dropped two places is little to do with the quality of its output though, only the tremendous competition that has flooded onto mobile gaming markets over the past 12 months. In fact, Real Racing 2, its major release of the year, was magnificent, not only selling well with a $9.99 price tag, but pushing the technical barriers of the hardware thanks to its graphics, physics and eigth-player online multiplayer, while also topping the critics’ chart being the best reviewed iOS games of 2010. In the meantime, Firemint released an enhanced iPad version of Flight Control, also porting it to Microsoft’s Windows Phone 7, as well as various console and portable digital platforms. The original iPhone version has now clocked up 3.8 million sales, too. And, looking to the future, the purchase of fellow Australian studio Infinite Interactive, creator of the Puzzle Quest series, brings additional development staff and creative juices to a team that has already well demonstrated its prowess and attention to detail. There’s no reason Firemint couldn’t retake top spot next year.

Top 50 Developer 2011

in association with

33


2

Change from last year

www.rovio.com

Rovio Formats:

/

iOS

/

Android

/

Ovi

It’s ironic that Angry Birds hit the Apple App Store under the auspices of Chillingo’s Clickgamer label on December 10, 2009. It wasn’t until February 2010, by which time it had also been released as a free game on Nokia’s nascent Ovi Store for the N900 device, that sales took off.

New Entry

Softography

Angry Birds Angry Birds Seasons

Since then, Finnish developer Rovio, which has an eight-year history in mobile game development, has ridden the rollercoaster with an imaginative, if pragmatic, attitude. The original Angry Birds has since received 13 updates, now providing 210 levels of bird projectile action for 99c, plus the Mighty Eagle level skip as an in-app purchase. Of course, Rovio has also made moves to publish its own versions, with Angry Birds Seasons and Angry Birds Free, not to mention the iPad HD versions, released under its own name. More significant perhaps was the move to Android, with an ad-supported version exclusively launched on the third party app store GetJar. It’s since been made available for high-end devices on the main Android Market, gaining Rovio advertising revenue of well over $100,000 per month. The result has been over 50 million Angry Birds downloads in 2010, and the creation of a true gaming phenomenon since underlined by the popularity of plush toy and deals for movie tie-ins and animated series.

34


1

Change from last year

www.gameloft.com

Gameloft Formats:

/

iOS

/

Android

/

Windows Phone 7

/

Samsung Bada

/

Java

/

Ovi

1

Softography

N.O.V.A. 2 Gameloft is the second largest, and fastest growing, mobile games publisher in the West. It has around 2,000 staff, with development offices in over a dozen global locations, and annual sales in 2010 of $193 million. So why is it top of a list entitled PG.biz’s best developers?

Modern Combat 2: Black Pegasus

The fact is, despite the obvious advantages Gameloft has over all other companies making mobile games, in 2010 it nailed the process of making high quality games that gamers loved, deploying them across all viable mobile hardware platforms, as well as charging reasonable amounts of money for them. It was the perfect storm.

UNO

Shadow Guardian Let’s Golf! 2 Real Football 2011

Indeed, digging into Gameloft’s figures makes for surprising reading. It’s one of the most voluminous game makers, but rarely relies on licences. And for all the joking about its creation of genre title based on console licences (see N.O.V.A. for Halo, Modern Combat for CoD: Modern Warfare, Gangstar for GTA) the games themselves are amongst the best available, and that’s before you take into account that Gameloft devs are the most promiscuous when it comes to supporting platforms, even including long tail support for Java and Brew.

Top 50 Developer 2011

in association with

35


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