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Archive for the 'Interviews' Category

Qplaze has the best press releases

Here is the company that brings you the best press releases in the business

We’ve been publishing all of Qplaze’s press releases because they’re awesome. Most press release have this annoying standard feel like “The leading publisher of the best mobile games in the world brings you the most amazing mobile game that has ever existed.” And the game sucks. Qplaze, on the other hand, brings you a masterpiece of literature that is thoroughly enjoying to read. I sent Ivan Konstantinov an email with some simple questions and he got right back to me.

Continue reading my email correspondence with Ivan, the writer of Qplaze’s press releases

The QuicklyBored Podcast - Episode 43 - June 19,2008: Overdue Interview Series - Russell Craig of FunkySexyCool

Ever wondered what the difference is between ‘funky’ and ‘cool’? Sexy is obvious but not so much the former. Russel Craig is the VP Director of Marketing at FunkySexyCool and he breaks down the debate. This interview has been a long time coming and as the title explains, it is therefore part of our “Overdue Interview Series”.

FunkySexyCool is a mobile based “Hot or Not” type social networking and dating site. FunkySexyCool is in many ways better than Hot or Not because it’s 100% positive. You don’t have to worry about putting your pic out there for all to see and getting voted the ugliest person alive. Instead, the community will think you’re either Funky or Cool if you aren’t Sexy. Which one are you?

Check them out at www.funkysexycool.com

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The QuicklyBored Podcast - Episode 42 - June 18,2008: Overdue Interview Series - Mark Jambas of Shozu

Here we have another installment of our “Overdue Interview Series”. Due to BREW, we had to push back the majority of our interviews such as this one. In this interview, we’re talking with Mark Jambas, Business Developer over at Shozu. Shozu is a means of managing your online social networking life via your mobile.

The QuicklyBored Podcast - Episode 41 - June 16,2008: Overdue Interview Series - FISHLABS and Metaflow

A long overdue interview with FISHLABS AND Metaflow.

We did this interview a while back when FISHLABS and Metaflow announced they had formed a partnership to distribute more mobile games. We haven’t had a chance to post it until now because of all our BREW 2008 content. Here is the post:

Metaflow and FISHLABS to distribute more games

Content submissions and content ingestion specialist Metaflow has signed up high end mobile games developer FISHLABS to license a developer version of its market leading content submissions solution.

Although this interview happened about a month ago, the content is definitely still worth listening to. Get some insight into how a mobile games publisher and content distribution solution company work together.

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The QuicklyBored Podcast - Episode 28 - May 29, 2008: BREW 2008 Interviews: Jill Braff (Glu Mobile)


Glu Mobile is one of the top mobile game publishers, period (Super KO anyone?). So when Kyle and I ran into Jill Braff, Glu’s senior VP of Global Publishing, in the elevator after we arrived at Hyatt, we knew we had to get her on an interview podcast. So we promptly kidnapped her and forced her to talk about Glu’s global strategy, the realities of being a public company, how great the iPhone is, and when Super KO 2 is coming out. Enjoy.

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The QuicklyBored Podcast - Episode 27 - May 29,2008: BREW Exhibitor Spotlight - GestureTek


So here we are at BREW 2008 and tomorrow we’ll be all over the place doing interviews. We haven’t had much time to be posting content because of the conference but here is the next in our line of BREW Exhibitor Spotlights. Ed Fowler is the general manager for GestureTek mobile worldwide. On today’s podcast, we talk about GestureTek’s innovative technology. The possibilities are endless!

The QuicklyBored Podcast - Episode 26 - May 27,2008: BREW Exhibitor Spotlight - Innaworks


Today we are speaking with Stephen Cheng, CEO of Innaworks. Innaworks is a specialist development tool vendor dedicated to solving critical industry wide issues for the mobile game and application industry. Stephen and I spoke about the benefits of using Innaworks to port your J2ME applications and games to BREW.

Something you may not have known: Having a machine do your porting is not only more efficient and cost effective, but you may also see fringe benefits such as higher frame rates on games.

CEO of Danger rocks the unlreleased SideKick


Hank Nothhaft, CEO of Danger which is producing the new Hiptop, was rocking the unlreased device during a recent interview with the Financial Times. Nothhaft described the device as “thinner and less wide but has a bigger keyboard.” Nothhaft also mentioned that he considers Tessera Technologies, a mobile camera manufacturer, a “company to watch,” and therefore may find its way onto the unreleased device.
[Image via horrible photoshopping done by yours truly]

Midori Yuasa on Japanese Vs North American mobile content markets

Midori Yuasa

Recently, Ottawa hosted a seminar called “Doing Business in Japan” where President and COO of Capcom Interactive, Midori Yuasa, gave a lecture entitled “Mobile Gaming - Challenge and Reward in North America and Japan.” Although we were unable to attend the seminar, we got in touch with Yuasa shortly after to discuss Japanese versus North American mobile content.

Continue reading ‘Midori Yuasa on Japanese Vs North American mobile content markets’

Peter Molyneux on mobile games: clunky

Peter MolyneuxPeter Molyneux, head of the development studio Lionhead, said in an interview that mobile games feel “clunky” to him.

The interview, which was conducted by GamesIndustry.biz, deals mostly with Molyneux and other at Lionhead and their thoughts on the industry as a whole. One question is directly about the mobile industry, and Molyneux responds. He says there is “no doubt” that more games will be played on mobile, but offered sympathy to developers because mobile phones are not designed with games in mind.

“It’s down to some very simple things - these clicky buttons are useless for playing games, and it’s down to some other stuff, display drivers and hardware chips obviously. But even if you had simple buttons that would help a lot,” said Molyneux. “I think this is another thing where we’re, as an industry, not looking at the problem and saying “How can we make something that appeals to those people?”"

The full interview is available in two parts: part one and part two.