Build mobile games for families of handsets
I just noticed this quote from Paul Beardow of Superscape in an article last year on the Sony Ericsson Developer World site:
“if you want your game to run on the widest possible range of devices the design has to accommodate different assets and mechanisms to enable optimal builds for each handset. One of the ways that we plan for this is by building for ‘families’ of handsets that have similar capabilities and performance.”
Last year I wrote a whitepaper arguing that adopting Software Product Line engineering could be beneficial for some mobile games companies. Paul’s quote seems to back this up.
