Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
У майбутніх мам є велика кількість питань на цю тему, відповісти на які допоможе наведена презентація.
- Що таке провісники
- Які є ознаки пологів, що наближаються
- Чи треба боятися відходження "слизової" пробки
- Що таке "тренувальні" перейми
- Відмінності справжніх переймів від помилкових
- Коли треба їхати до пологового будинку
___________________________________________________
У будущих мам есть большое количество вопросов на эту тему, ответить на которые поможет приведенная призентация
- что такое предвестники
- какие есть признаки приближающихся родов
- надо ли бояться отхождения "слизистой" пробки
- что такое "тренировочные" схватки
- отличия настоящих схваток от ложных
- когда надо ехать в роддом
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
NDC 2014 이은석 - 온라인 게임의 창발적 플레이 디자인 - 야생의 땅: 듀랑고의 사례와 함께
Nexon Developer Conference 2014 에서 발표에 사용한 슬라이드입니다.
강연 영상은 http://www.youtube.com/watch?v=jaZ-sM46R60 에서 보실수 있습니다.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
У майбутніх мам є велика кількість питань на цю тему, відповісти на які допоможе наведена презентація.
- Що таке провісники
- Які є ознаки пологів, що наближаються
- Чи треба боятися відходження "слизової" пробки
- Що таке "тренувальні" перейми
- Відмінності справжніх переймів від помилкових
- Коли треба їхати до пологового будинку
___________________________________________________
У будущих мам есть большое количество вопросов на эту тему, ответить на которые поможет приведенная призентация
- что такое предвестники
- какие есть признаки приближающихся родов
- надо ли бояться отхождения "слизистой" пробки
- что такое "тренировочные" схватки
- отличия настоящих схваток от ложных
- когда надо ехать в роддом
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
NDC 2014 이은석 - 온라인 게임의 창발적 플레이 디자인 - 야생의 땅: 듀랑고의 사례와 함께
Nexon Developer Conference 2014 에서 발표에 사용한 슬라이드입니다.
강연 영상은 http://www.youtube.com/watch?v=jaZ-sM46R60 에서 보실수 있습니다.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
사진 촬영 일반 및 DSLR 의 이해
DSLR도 많이 보급이 되었고 많은 분들이 사진에 대해 관심이 많습니다.
그런 관심을 가지고 계신 분들에게 도움이 되고자 이 파일을 올립니다.
이 자료는 제가 실제로 사진강의를 하면서 사용하던 내용을 기초로 만들었습니다.
자료의 내용 중 일부는 초보자 분들의 이해를 돕기위해 정확한 사실보다는 이해하기 쉽게 비유로 대체한 부분도 있으니 그 점 참고해주시기바랍니다.
대부분 제가 촬영한 사진으로 자료를 구성하였습니다. 하지만 일부 사진은 여건이 제한된 사진은 구글등에서 저작권 검색, (재수정 가능 사진) 으로 검색하여 가지고 왔습니다. 그래서 문제가 되지 않을 것이라고 생각하지만 혹시 문제가 될 시 연락주시면 해당부분 수정하겠습니다.
7. 1. 게임 개요
1. 2. 게임 흐름도 ”메뉴 흐름도”
오프닝화면
타이틀화면
메인화면
혼자서 둘이서 환경설정 게임종료
캐릭터 선택
게임설정 사운드설정
게임진행
종료하시겠
다음스테이지 esc
습니까?
정지메뉴
계속하기 환경설정 게임종료
게임종료
8. 1. 게임 개요
1. 2. 게임 흐름도 ”게임 흐름도”
캐릭터 선택 스테이지
클리어점수
조건 ex) 제한시간 30초
스테이지 1 총 문제 : 20문제
YES NO
문제 1 다음문제
엔딩
HP -1
정답
모듞
HP 스테이지
YES NO 클리어
0
10점 0점 YES NO 다음 스테이지
획득 획득
게임 오버
9. 2. 개발 현황
2. 1. 초기 예상 일정표
2. 2. 개발 완성물
2. 3. 개발 미완성물
10. 2. 개발 현황
2. 1. 초기 예상 일정표
MONTH 9 10 11 12
핵심 시스템 문제 난이도
WEEK 5 이상준 이한수 3
1 2
기획서 작성 4 5 1
세부 설정 및 2 3 4 5 1 2 3 4 5
이벤트 조건 설정
기획서 작성 난이도 테스트 및
및 보완 추가 기획서 작업
소스
세부 기획서 코드 통합
기획 작성
컨셉에 맞는 이미지
사진촬영 및
게임 UI 제작 및
UI 및 추가
테스트
양재경 배정준 사진촬영
이미지 구하기
구하기
모델 문제 난이도 설정
그림 작업 및 디버깅
일러스트 작업
핵심 소스
클라이언트 구현
시스템 구현 코드 통합
프로그래밍 테스트
화면의 분리
1p VS pc 1p VS 2p 및 디버깅
구현
그래픽 소스 매핑
14. 3. 앞으로의 개발 일정
1. 1. 게임 개요 설명
11월 12월
11일~13일 18일~30일
캐릭터 작업-상준 스테이지 이미지
12일~15일 15일~30일 1일~10일
사운드 기획-한수 문제 패턴 & 기획서 마무리 및 작업 마무리
12일~15일
스테이지 추가
이펙트 작업-정준
12일~30일 1일~15일
소스 코드 통합 및 computer AI 완성 스테이지 추가 작업 및 디버깅