This document discusses HTML5 as an emerging platform for game development. Some key points include:
- HTML5 adoption has reached over 1 billion users and many browsers now support HTML5 features
- HTML5 allows games to be played across multiple platforms like desktop and mobile without downloads, and can transform into native apps
- Popular HTML5 game engines include Phaser, ImpactJS and Construct 2, while packaging tools like CocoonJS and PhoneGap help distribute HTML5 games
- HTML5 games are distributed through various channels and can be monetized through methods like advertisements, freemium models, and subscriptions.
The document discusses different strategies for promoting games to players when they are playing games and when they are not playing games. When players are playing games, developers can use in-game ads like banners or interstitial ads that are either hardcoded directly into the game or hosted online. When players are not playing games, developers can use local notifications, push notifications, social media, and newsletters to remain engaged with players whether they still have the game installed or have uninstalled it. The strategies involve considerations around technical implementation and content to effectively promote games to players.
This press release document provides guidance on using press releases to promote mobile games. It explains that press releases can help promote games since app store competition is intense and paid promotion requires money. The document then offers tips for preparing an effective press release, including having a quality game, targeting local media, including key details about the game, and building a press contact database. It emphasizes focusing press releases on local media outlets and providing personal, persuasive introductory emails without being pushy. The goal is to potentially get the game reviewed and increase downloads, learning from both successes and failures in the process.
HTML5 is an evolution in web technologies and as that a great idea to write games in. The main reason is that you have all the benefits of the web and the fidelity of technology that you need. Furthermore, distribution and advertising of your products becomes dead easy.
Playzum is a new social networking platform for gamers to share gaming experiences, discover new games, and connect with friends. It allows users to check-in to games, upload screenshots and videos, see what games friends are playing, get recommendations, and read reviews. Playzum aims to build a collaborative gaming community and help gamers find new titles through social engagement and feedback from friends. It is launching first on mobile and plans to expand to other platforms. The founders are raising $200,000 to further develop the app for additional platforms, conduct marketing, and form partnerships with game studios.
Absolutist: Porting to major platforms within a minuteDevGAMM Conference
What challenges does development to various platforms assume? The speaker will touch upon vital question that every team faces. Is it possible to minimize coding costs and what technologies may help?
This document summarizes and recommends several useful mobile apps. It discusses fitness tracking apps like FitBit and MyFitnessPal that sync with devices and track health goals. It also mentions grocery list and meal planning apps like Buy Me a Pie! and PepperPlate. The document recommends multimedia apps for listening to audio and reading news on the go, like FlipBoard, Agogo, and Photo Editor by Aviary. It provides screenshots and descriptions to help the reader decide which apps may be most useful.
This document discusses HTML5 as an emerging platform for game development. Some key points include:
- HTML5 adoption has reached over 1 billion users and many browsers now support HTML5 features
- HTML5 allows games to be played across multiple platforms like desktop and mobile without downloads, and can transform into native apps
- Popular HTML5 game engines include Phaser, ImpactJS and Construct 2, while packaging tools like CocoonJS and PhoneGap help distribute HTML5 games
- HTML5 games are distributed through various channels and can be monetized through methods like advertisements, freemium models, and subscriptions.
The document discusses different strategies for promoting games to players when they are playing games and when they are not playing games. When players are playing games, developers can use in-game ads like banners or interstitial ads that are either hardcoded directly into the game or hosted online. When players are not playing games, developers can use local notifications, push notifications, social media, and newsletters to remain engaged with players whether they still have the game installed or have uninstalled it. The strategies involve considerations around technical implementation and content to effectively promote games to players.
This press release document provides guidance on using press releases to promote mobile games. It explains that press releases can help promote games since app store competition is intense and paid promotion requires money. The document then offers tips for preparing an effective press release, including having a quality game, targeting local media, including key details about the game, and building a press contact database. It emphasizes focusing press releases on local media outlets and providing personal, persuasive introductory emails without being pushy. The goal is to potentially get the game reviewed and increase downloads, learning from both successes and failures in the process.
HTML5 is an evolution in web technologies and as that a great idea to write games in. The main reason is that you have all the benefits of the web and the fidelity of technology that you need. Furthermore, distribution and advertising of your products becomes dead easy.
Playzum is a new social networking platform for gamers to share gaming experiences, discover new games, and connect with friends. It allows users to check-in to games, upload screenshots and videos, see what games friends are playing, get recommendations, and read reviews. Playzum aims to build a collaborative gaming community and help gamers find new titles through social engagement and feedback from friends. It is launching first on mobile and plans to expand to other platforms. The founders are raising $200,000 to further develop the app for additional platforms, conduct marketing, and form partnerships with game studios.
Absolutist: Porting to major platforms within a minuteDevGAMM Conference
What challenges does development to various platforms assume? The speaker will touch upon vital question that every team faces. Is it possible to minimize coding costs and what technologies may help?
This document summarizes and recommends several useful mobile apps. It discusses fitness tracking apps like FitBit and MyFitnessPal that sync with devices and track health goals. It also mentions grocery list and meal planning apps like Buy Me a Pie! and PepperPlate. The document recommends multimedia apps for listening to audio and reading news on the go, like FlipBoard, Agogo, and Photo Editor by Aviary. It provides screenshots and descriptions to help the reader decide which apps may be most useful.
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document provides an overview of Hakan Saglam's experience developing mobile games using Unity. It discusses why the company moved to using Unity from other game engines and frameworks, including its open source nature, strong community, and integrated development environment. It then covers various aspects of coding, testing, debugging, and profiling games within the Unity editor. It concludes by discussing continuous integration and deployment options and using Unity services.
Crossy Roads is a mobile game developed by Hipster Whale and published for iOS by Hipster Whale and for Android and Windows Phone by Yodo1. It uses the Unity game engine and was released for iOS in November 2014. The game was inspired by Frogger and takes the concept of trying to get a character across a road with increasing traffic. It was initially planned as a short 6 week project but grew in scope during development to realize its potential.
This document summarizes Shahed Chowdhury's background and experience in game development. It then provides an overview of various visual tools and programming languages for game development, including Construct 2, GameSalad, Unity, and Cocos2D. The document concludes with next steps for learning more about Construct 2, Unity, C++ and DirectX game development.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
The document provides a project plan for the game "Save the Hamsters #Underground" which will have 200 levels across 10 locations. It will have an interactive main menu and game stages featuring locations like the Great Wall of China and the Pyramids of Egypt. The revenue models will include a paid app with a 15-level trial and optional in-app purchases to skip levels or get hints using an in-game coin system. The target revenue for the first year is $20,000.
Social Game Party on Mar. 2010 - Webgame Apocalyps Postmortem영욱 오
Flowgamez Corp is a small game development team of 6 people that developed Apocalyps, a web browser based role playing game, over 7 months. Apocalyps uses Flash ActionScript 3 and was released in closed beta in December 2009 and fully launched in January 2010. While the small team size and focus on continuous testing were strengths, the game was criticized for opening too early without using a more popular development framework and for not being a strategy-based game.
Build Once and port your game to multiple platforms including UWPVidyasagar Machupalli
This presentation is all about multiple platform game development using Unity. We will also learn about porting your existing game to Universal Windows platform (UWP).
This document provides an overview of platform video games and compares the characters of Mario and Sonic. It defines platform games as those where the player controls a character jumping or climbing over surfaces. Mario first appeared in 1981's Donkey Kong while Sonic debuted in 1991. Both became iconic characters featured in many arcade, console and handheld games. Students are tasked with playing free online versions of Mario and Sonic games to compare their key gameplay features and attributes.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
This session will help you to succeed on Twitch. Learn about different ways developers and publishers can use Twitch Channels to connect with players. Jon will explain how to nail the next level of engaging interactive entertainment with Twitch commands. Jon will also cover new emerging verticals on Twitch
Game engines like Unity help game developers to develop 2D and 3D games with C# as your scripting language. Visual Studio tools for unity helps developers to add behaviour to their games using Visual Studio as there IDE.
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
Francois Laberge is the cofounder of Brass Monkey, a company developing a mobile app called Emotely that turns phones and tablets into wireless controllers. Emotely allows for classic couch multiplayer gaming by enabling phones and tablets to control games running in a browser from the comfort of the couch without any installation required on PCs. The Emotely SDK also makes it easy for developers to add multiplayer capabilities and innovative input methods to their own games.
Basic Optimization and Unity Tips & Tricks by Yogie AdityagamelanYK
This document provides tips and tricks for basic optimization in Unity. It discusses optimization at various stages of development from creation through polishing. It emphasizes the roles of different team members like programmers, artists, and designers. Technical optimization strategies covered include reducing draw calls, batching, culling, using object pools, avoiding Find, baking, and optimizing textures, audio, and code. The document also provides tips for using Unity tools like the profiler and execution order system to optimize games.
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document provides an overview of Hakan Saglam's experience developing mobile games using Unity. It discusses why the company moved to using Unity from other game engines and frameworks, including its open source nature, strong community, and integrated development environment. It then covers various aspects of coding, testing, debugging, and profiling games within the Unity editor. It concludes by discussing continuous integration and deployment options and using Unity services.
Crossy Roads is a mobile game developed by Hipster Whale and published for iOS by Hipster Whale and for Android and Windows Phone by Yodo1. It uses the Unity game engine and was released for iOS in November 2014. The game was inspired by Frogger and takes the concept of trying to get a character across a road with increasing traffic. It was initially planned as a short 6 week project but grew in scope during development to realize its potential.
This document summarizes Shahed Chowdhury's background and experience in game development. It then provides an overview of various visual tools and programming languages for game development, including Construct 2, GameSalad, Unity, and Cocos2D. The document concludes with next steps for learning more about Construct 2, Unity, C++ and DirectX game development.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
The document provides a project plan for the game "Save the Hamsters #Underground" which will have 200 levels across 10 locations. It will have an interactive main menu and game stages featuring locations like the Great Wall of China and the Pyramids of Egypt. The revenue models will include a paid app with a 15-level trial and optional in-app purchases to skip levels or get hints using an in-game coin system. The target revenue for the first year is $20,000.
Social Game Party on Mar. 2010 - Webgame Apocalyps Postmortem영욱 오
Flowgamez Corp is a small game development team of 6 people that developed Apocalyps, a web browser based role playing game, over 7 months. Apocalyps uses Flash ActionScript 3 and was released in closed beta in December 2009 and fully launched in January 2010. While the small team size and focus on continuous testing were strengths, the game was criticized for opening too early without using a more popular development framework and for not being a strategy-based game.
Build Once and port your game to multiple platforms including UWPVidyasagar Machupalli
This presentation is all about multiple platform game development using Unity. We will also learn about porting your existing game to Universal Windows platform (UWP).
This document provides an overview of platform video games and compares the characters of Mario and Sonic. It defines platform games as those where the player controls a character jumping or climbing over surfaces. Mario first appeared in 1981's Donkey Kong while Sonic debuted in 1991. Both became iconic characters featured in many arcade, console and handheld games. Students are tasked with playing free online versions of Mario and Sonic games to compare their key gameplay features and attributes.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
This session will help you to succeed on Twitch. Learn about different ways developers and publishers can use Twitch Channels to connect with players. Jon will explain how to nail the next level of engaging interactive entertainment with Twitch commands. Jon will also cover new emerging verticals on Twitch
Game engines like Unity help game developers to develop 2D and 3D games with C# as your scripting language. Visual Studio tools for unity helps developers to add behaviour to their games using Visual Studio as there IDE.
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
Francois Laberge is the cofounder of Brass Monkey, a company developing a mobile app called Emotely that turns phones and tablets into wireless controllers. Emotely allows for classic couch multiplayer gaming by enabling phones and tablets to control games running in a browser from the comfort of the couch without any installation required on PCs. The Emotely SDK also makes it easy for developers to add multiplayer capabilities and innovative input methods to their own games.
Basic Optimization and Unity Tips & Tricks by Yogie AdityagamelanYK
This document provides tips and tricks for basic optimization in Unity. It discusses optimization at various stages of development from creation through polishing. It emphasizes the roles of different team members like programmers, artists, and designers. Technical optimization strategies covered include reducing draw calls, batching, culling, using object pools, avoiding Find, baking, and optimizing textures, audio, and code. The document also provides tips for using Unity tools like the profiler and execution order system to optimize games.
Online Security - The Good, the Bad, and the CrooksSteven Davis
An overview of security with a focus on game security. Discusses the differences between "troublesome" participants and actual criminals as well as how to approach security problems. Also of interest for general IT security practitioners.
For more information, resources, and tools, visit http://free2secure.com/.
If you have any security questions or comments, contact me at steve@free2secure.com
Dokumen ini memberikan panduan untuk meningkatkan keterampilan mendesain karakter dan lingkungan 2D untuk game, dengan menekankan pentingnya bentuk, proporsi, perspektif, dan latihan menggambar secara manual untuk mengasah keterampilan dasar.
This document provides an introduction to mobile game development. It discusses Amagine Interactive's portfolio of mobile games. It then covers the game development process, including common roles like producer, artist, designer. It emphasizes starting simply with your first game, knowing your tools, and getting help from online resources when stuck. It also discusses testing, publishing games to app stores, and next steps like showcasing games at events and improving skills through game jams.
Java EE Servlet JSP Tutorial- Cookbook 1billdigman
http://wiki4.caucho.com/Java_EE_Tutorial_covering_JSP_2.2,_and_Servlets_3.0
This tutorial focuses on using Servlet's and JSP the right way. Servlet and JSP have evolved over the years, and now there is often more than one way to do things. For example, this tutorial uses EL and JSTL not JSP scriptlets, it uses JSPs in a Model 2/MVC style not in a model 1 style, etc. Consider it a tutorial that focuses only on the best practices and not the legacy ways to do things.
There are other tutorials on this subject, but this tutorial is going to be different in that it is going to put all code into github, and you can follow along with Eclipse. Also instead of focusing on JSF, we are going to focus on JSP and Servlets as the main view technology.
Java EE, JSP and Servlets have added a lot of features that are in other frameworks, making those other frameworks less relevant then they were before Java EE garnered these extra abilities. Even is you decide to use JSF, Struts, Stripes, Spring MVC, JSF, etc., this tutorial should help you have a better understanding of the JSP/Servlets core that they build on.
We are going to start by building a simple bookstore. We will progressively add more features to the bookstore and as we do we will use more of Java EE/CDI, JSP and Servlets.
For this tutorial, I am going to use Resin 4.0.x, but you could use any Java EE 6 Web Profile compliant application server.
Ada beberapa cara untuk mengoptimalkan ukuran APK agar lebih kecil, di antaranya dengan menggunakan Device Filter dan membuat dua versi build APK untuk ARM dan x86. Editor Log dapat digunakan untuk menemukan asset-asset yang tidak terpakai agar dibuang, serta perlu memperhatikan resolusi dan ukuran asset yang diimpor agar lebih optimal. Teknik texture atlas dan mematikan mipmap juga dapat mengurangi ukuran APK. Rencanakan asset
This document discusses cheating in games and anti-cheating techniques. It defines cheating as curang or dishonest acts by developers or users. The document outlines different types of cheating like memory modification, code/data injection, saved game modification, and network traffic modification. It also provides examples of cheating tools and techniques developers can use for protection like encryption, code obfuscation, multiple save files, and third party verification software. The document concludes that the most powerful protection against cheating is a developer's creativity in game design.
Introduction into Procedural Content Generation by Yogie AdityagamelanYK
Procedural content generation (PCG) refers to automatically creating game content through algorithms rather than human design. PCG aims to generate a large variety of content from a few parameters. It is not completely random, but uses techniques from AI, math, and other fields to structure the randomness. PCG offers opportunities like high content diversity, faster creation, lower costs, and adaptive gameplay, but also faces challenges like ensuring variety, aesthetics, and multiplayer compatibility. Successful PCG combines domain knowledge, AI techniques, structured randomness, and other specialized algorithms.
Basic Version Control Using Git - Bengkel GamelangamelanYK
This document provides an overview of using Git for version control in Unity projects. It explains what version control is, compares it to saving game progress, and lists some common version control systems. The bulk of the document focuses on setting up and using Git in Unity - including initializing a repository, staging and committing changes, branching and merging, and resolving conflicts. It provides tips for .gitignore files and recommends Force Text asset serialization. Basic Git commands are demonstrated and the document concludes with additional tips for using Git in game development work.
Presentasi prototype day mobile game advertisementDennis Ganda
Dokumen tersebut membahas tentang monetisasi game mobile melalui iklan. Metode monetisasi yang dibahas adalah game berbayar, gratis dengan pembelian di dalam aplikasi, dan gratis dengan iklan. Dokumen ini juga menjelaskan istilah-istilah terkait iklan seperti publisher, advertiser, request, impression, fill rate, klik, CTR, CPC, CPI, CPA, eCPM, dan sistem tier.
Java EE Servlet/JSP Tutorial- Cookbook 2billdigman
http://wiki4.caucho.com/Java_EE_Tutorial_covering_JSP_2.2,_and_Servlets_3.0
This tutorial focuses on using Servlet's and JSP the right way. Servlet and JSP have evolved over the years, and now there is often more than one way to do things. For example, this tutorial uses EL and JSTL not JSP scriptlets, it uses JSPs in a Model 2/MVC style not in a model 1 style, etc. Consider it a tutorial that focuses only on the best practices and not the legacy ways to do things.
There are other tutorials on this subject, but this tutorial is going to be different in that it is going to put all code into github, and you can follow along with Eclipse. Also instead of focusing on JSF, we are going to focus on JSP and Servlets as the main view technology.
Java EE, JSP and Servlets have added a lot of features that are in other frameworks, making those other frameworks less relevant then they were before Java EE garnered these extra abilities. Even is you decide to use JSF, Struts, Stripes, Spring MVC, JSF, etc., this tutorial should help you have a better understanding of the JSP/Servlets core that they build on.
We are going to start by building a simple bookstore. We will progressively add more features to the bookstore and as we do we will use more of Java EE/CDI, JSP and Servlets.
For this tutorial, I am going to use Resin 4.0.x, but you could use any Java EE 6 Web Profile compliant application server.
Augmented reality (AR) is a technology that combines virtual 2D and 3D objects with the real world and displays them on a device in real-time. AR was first developed in 1990 as a new way for virtual reality. By 2020, augmented and virtual reality are predicted to become a $150 billion industry. AR allows for immersive gaming experiences and interactive education. It can also be used for interactive advertising by allowing users to preview products. Popular AR development platforms include ARToolkit, Metaio, and Vuforia, with each offering features such as marker tracking, 3D object tracking, and mobile deployment. Hardware options expanding AR's capabilities include eyewear, motion sensors, and head-mounted virtual
Materi Bengkel Gamelan 13-Nov-2014 Team LeadershipFrida Dwi
This document discusses team management and leadership in game development companies. It covers 9 chapters on topics like selecting team leaders, different leadership styles, and roles and responsibilities of project leaders. The ideal leader is described as a cheerleader-general who is accountable, communicates well, and builds soft skills. They want to lead to help the team succeed rather than for personal gain. Good leadership results in benefits like higher trust, employee retention, and team performance. The document provides advice on identifying leadership potential, resolving conflicts, and handling underperformers.
The document discusses usability testing and how to properly conduct it. It notes that many games fail due to a lack of usability testing during development. Usability testing helps ensure interfaces are usable by comparing metrics like completion rates and task times to benchmarks. The document provides formulas and examples for analyzing completion rates and task times from small sample usability tests to determine if a task meets a benchmark with a certain level of statistical confidence. It emphasizes that usability testing, not just bug fixing, is needed to create usable products.
The document discusses marketing strategies for mobile games and apps. It recommends starting marketing during the development phase by generating early buzz through blogs, forums, social media and trailers. During release, it suggests creating a press kit, press release and optimized app store page. Post-release activities include updates, giveaways, cross-promotion and maintaining communication through newsletters and social media. The key is to establish a presence and engage communities throughout the development lifecycle.
This document outlines the 3D game asset workflow which includes concepts, modeling, UV mapping, texturing, rigging, and animation. It discusses the modeling process from basemesh to sculpting to retopology. It also covers UV mapping, baking maps, texturing by creating color, normal, ambient occlusion, and displacement maps. Rigging involves creating weightmaps. Animation includes walk cycles. Limitations for 3D art in games include character count, prominence, and game type. Important points for 3D modeling are polygon efficiency, edge flow, articulation, cleanup, reference usage, symmetry, and scale/orientation. Software mentioned includes those for modeling, sculpting, retopology, UV mapping, texturing, and
So you (think you) want to work in video gamesSven Charleer
This document discusses getting into the video game industry and indie game development. It provides an overview of different paths such as working for a large studio, getting experience through internships and side projects, and pursuing indie game development. The document also shares a post-mortem of a small indie game project called Bloodlust that was developed independently over 4 weekends by a small team. It discusses the development process, marketing, and sales results of the game. Overall, the document provides advice on breaking into the game industry through various entry points and strategies.
Lviv GameDev Mixer Ростислав Чайка "Як програмiсту зробити свою першу iграшку" Lviv Startup Club
This document provides an overview on how to create a first game as a programmer. It discusses setting the right expectations and exploring genres like casual, midcore, and hardcore games. It also covers topics like game design, graphics and animation, technology, and publishing options. The goal is to build a portfolio, try different technologies, and learn game development techniques. Both web and mobile platforms are presented as options to publish a first game.
Intro to Game Development and the Game Industry (She Codes TLV)Nataly Eliyahu
Overview of games, the game industry (esp. in Israel), challenges unique to game programming, and tips on where to start. Lecture for women at She Codes event in Google Campus TLV.
The document summarizes Rasel Khan's presentation on developing an Android fish game. It includes sections on the objectives to create a game where the player's fish eats other fish to grow and levels up while avoiding obstacles. It discusses the background studies, game development life cycle, planning, analysis, design, and development phases. The presentation provides examples of the layout, control panel, scoring, and help designs for the fish game.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
Video Game Making and Mind Reading Game ConsoleAnup Yadav
The document discusses game design and mind reading game consoles. It provides an overview of the game design process, including the roles of game designers, artists, programmers, producers, testers and others involved in developing a game. It then discusses mind reading game consoles, explaining how Emotive Systems created a device called Project EPOC that can translate brain electrical signals into on-screen movements, allowing games to be played through thought instead of physical controllers. It notes some potential applications and disadvantages of such technology.
This document provides an overview of video game development. It discusses the different roles involved in development including designers, programmers, artists, producers, and testers. It describes the development process from pre-production to production to post-production. It also discusses development methodologies like waterfall and agile/scrum as well as localization and testing.
2. videojuegos una industria por explorarProColombia
This document provides an overview of the videogame industry and advice for working within it. It discusses the state of various industry sectors like mobile, social, and traditional publishers. It also offers tips for developing games, pitching ideas, and working with partners and publishers. The overall document aims to help readers understand opportunities across the industry and strategies for success.
This document summarizes a presentation on designing creative mobile games. It discusses defining player actions or "verbs", incorporating different types of challenges, considering categories of player pleasure, and designing for constraints like screen size and processing power. It also covers multiplayer game design, dealing with latency issues, designing for community features, and incorporating a "metagame" to increase player interest. The presentation emphasizes that there is no single methodology for game design and that considering what players do and what pleasures and constraints exist provides a good starting point.
The document discusses the concept of a "Game Over!" game that is purposefully designed to be universally inaccessible in order to educate game developers about accessibility issues. It aims to increase awareness of accessibility principles by giving developers a frustrating hands-on experience playing a game that violates guidelines. The game would include obvious accessibility problems that break rules one at a time and provide advice on solutions. The goal is to make a lasting impression through humor and frustration to teach designers without seeming preachy.
1) The document is a presentation by Amy Jo Kim, CEO of Shufflebrain, about using game thinking techniques to accelerate early product design.
2) She provides 4 strategies for better, faster product design: design for evolution over time; find the fun in the core loop; connect with superfans; build a roadmap with game thinking.
3) The presentation includes examples and case studies of how these techniques helped companies create successful MVPs in less time by engaging the right early customers.
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
LAFS Game Design 1 - The Player ExperienceDavid Mullich
Here are the steps to create a simple Bounce the Ball game in Game Maker:
1. Open Game Maker and create a new project.
2. Add a sprite for the ball from the GD1 1 Resources folder.
3. Create an object for the ball. Add code to the Step event to move and bounce the ball off the edges of the room.
4. Create a room the size of the screen and add the ball object.
5. Run the game. Test that the ball bounces around the screen as intended.
6. Add scorekeeping - increment a score variable each time the ball bounces. Display the score on the screen.
7. Play with gravity,
This document discusses estimating game development and provides lenses for analyzing game development. It begins by asking the reader to form a group, pick a game, and analyze its development. It then provides additional perspectives called "lenses" to use for the analysis, such as dimensions of game mechanics, narrative, complexity, and more. Finally, it suggests drawing a line towards creating a prototype as the next step after analyzing game development.
Digibury: Sony Game developement process - Mark LinottLizzie Hodgson
Game developer Mark Linott takes us through the entire gaming development process, from initial 'I've got an idea' to shipping... and what a journey! A fascinating and educating insight into a multi-million pound industry.
Develop and Program Computer Games Easily Training CoursesRichard Sneyd
For more info, visit cmgacademy.com for great game development training content. Want to play some games? Come to our CMG Arcade and play free flash and HTML5 games now: arcade.cmgacademy.com
http://bit.ly/1xZBgMd
Checklist: User Testing Your Game
You’re working on a new game, and you know you’ll run QA tests. But have you planned to get feedback from real users? Feedback on engagement and entertainment could be the key to success!
This checklist will help you plan, run, and analyze user research of your game - and will help you get the feedback that you need.
How I created a top 50 app in 8 weeks @ GDC Europe 2016Troy Lonergan
The story of how I created, designed and delivered an hugely successful mobile and tablet title to market in less than 2 months.
The slides here are from my lecture at the Games Developer's Conference Europe in August 2016.
This document discusses game testing and quality assurance (QA). It defines key terms like bugs, alpha/beta testing, and outlines the testing process. The testing process has two phases - first, testers find and replicate bugs then report them; second, they verify that bugs have been fixed and ensure the game is fun. The document also categorizes common bug types and provides guidance on how to find, replicate, and report bugs using a bug tracking tool.
This document provides an introduction and overview of the topics that will be covered in a level design class. It includes sections on rules for students, upcoming topics like puzzle design and playtesting, a list of games that will be analyzed, a syllabus with assignment due dates and grades breakdown, required resources, and information about lectures and additional level design resources. The first assignment asks students to create a Steam account, play through Portal 1 and list any interesting gameplay, story, or visual moments they encountered.
Similar to 5 steps into creating your first mobile game (20)
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
• For a full set of 530+ questions. Go to
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This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
The Intersection between Competition and Data Privacy – OECD – June 2024 OECD...
5 steps into creating your first mobile game
1. 5 Steps Into Creating
Your First Mobile Game
Dennis Adriansyah Ganda
2. Hi!
I ‘m Dennis
CEO of Amagine Interactive
IT UGM Graduate
Passionate in Game Development
“I Love Meeting New People”
3. So What is
Amagine?
Game Development Studio
Started in 2011
> 20 games published in Google Play
500 K cumulative downloads
“Inspire People Through Fun
and Amazing Experiences”
7. Programmer
Task :
Converting ideas into real game
Favourite places :
Stackoverflow, github developer
forums, etc
Weapon of choice :
IDE, SDK , Command Lines
“In code we believe”
8. Artist
Task :
Designing characters, background,
User Interfaces, logos, posters etc
Favourite places :
Deviant art, Artist Forums, etc
Weapon of choice :
Art creating tools(vector or raster),
animation tools
“The brush is mightier than sword”
9. Sound
Composer
Task :
Composing BGMs and SFXs
Favourite places :
Soundcloud, Music Forums, etc
Weapon of choice :
Sound composing tools, recording
tools, sfx creators
“life without music is a dull one”
10. Designer
Task :
Designing game ideas, developing
the gameplay, mechanics, story, etc
Favourite places :
Meditation room
Weapon of choice :
The Brain! , also some pen and
papers
“Before creation there was imagination”
11. Producer
Task :
Overviewing development
progress, making sure the delivery
is on time
Favourite places :
Meeting room, networking events
Weapon of choice :
Reporting tools
“Deadline Deadline Deadline”
22. To Do List
before develop
Write the game specification
limit the scope
list all the features
list all the assets
Set the deadlines
schedule the timeline
schedule testing
create milestones : Prototype ,
Alpha, Beta, Release
23. – wikipedia.org
Prototype
“an early sample, model, or release of a product
built to test a concept or process or to act as a
thing to be replicated or learned from”
24. Milestones
Alpha Beta Release
Core features
temporary arts
lots of bugs
minimum playable
for internal use only
almost all features
final art
still buggy
playable with limited
features
for user testing
All features implemented
polished art
no critical bug
fully playable
commercial use
29. Create the Store Listing
Description Icon Screenshots
Sambutlah game ketiga dari
Amagine Interactive Flappy
Series!
Berkolaborasi dengan
@poconggg sang selebtwit,
Poconggg in Pocong Terbang
30.
31. 5 Step Into Creating
Your First Mobile Game
Gathering the group
Idea Generation
Game Development & Testing
Publishing
What’s Next