Drawing from extensive experience of bringing high profile console an PC franchises, such as THE SIMS 2, TONY HAWK's PRO SKATER, NEED FOR SPEED UNDERGROUND 2, to mobile, this session explores what it means, and what it should not mean, to deliver a console quality 3D and connected mobile game. Questions of design scope, network features, art pipelines and programming challenges are all tackled in the context of concrete examples, taken from the development of several major published titles. The current addressable market for console quality titles is discussed, together with a snapshot of the current state-of-the-art, and an informed look towards the future of high-end 3D connected mobile games.