All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Hyper casual games are one of the categories which are in demand now. There are different reasons behind this, to know, you need to go through the following slides.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Emily Greer at GDC 2018: Data-Driven or Data-Blinded?Kongregate
In the last decade of data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.
Combining the presentations of Amy Jo Kim, Any Beio, and my own insights, this shows a perspective on how social networks, systems, and even TV ads use game mechanics to create flow state and bring people through even the most complex processes, like the microsoft office suite.
Plenty of practical examples to ground the higher-level thinking, including xbox avatars, progressive insurance, Twitter, sims, slot machines, legos, doll houses, blackjack, and more.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Hyper casual games are one of the categories which are in demand now. There are different reasons behind this, to know, you need to go through the following slides.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Emily Greer at GDC 2018: Data-Driven or Data-Blinded?Kongregate
In the last decade of data analysis, A/B testing and predictive modeling have transitioned from an afterthought to a given in the game industry. Data can be invaluable in understanding the player and making decisions, but it can just as easily lead the industry astray, or worse, narrow the way the industry thinks. When should you be driven by data, and when should you let your imagination roam free? This session will expose common mistakes and pitfalls, both technical and emotional, as well as provide practical guidance on how to improve the rigorousness of your tests and the quality of your data, and how to make sure you don't lose the forest for the trees.
Combining the presentations of Amy Jo Kim, Any Beio, and my own insights, this shows a perspective on how social networks, systems, and even TV ads use game mechanics to create flow state and bring people through even the most complex processes, like the microsoft office suite.
Plenty of practical examples to ground the higher-level thinking, including xbox avatars, progressive insurance, Twitter, sims, slot machines, legos, doll houses, blackjack, and more.
Casual Connect Seattle 2017: Did That Publisher Just Ghost Me?Kongregate
This session is a humorous look at the current state of publishers and developer relationships. It will cover everything from publisher/developer speed-dating (it exists!), ghosting, breakups good and bad, and more. Attendees gained actionable insights into better networking, creating and maintaining relationships, and what to look for in a potential publishing partner.
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Design Beyond the Screen - Tony Aube at AmuseConf 2019Tony Aubé
Today, when we hear about augmented reality, we think about Pokémon Go, Snapchat filters, and the inevitable Ikea app. In other words: 3D models on top of video feeds. Let's be honest: this is far from the disruptive and revolutionary technology we've been promised. What if there was more to it?
In this talk, we'll explore why this definition of AR is overly narrow and constraining. The first part covers the lessons learned from designing mixed-reality experiences at Osmo. I present some of Osmo's early prototypes and explain why they failed. I also cover the key early design decisions that made Osmo successful in retrospect.
In the second part, we expand our definition of AR to 'technology that — quite literally — augment our reality.' I explain how this simple change in perspective opens the door to unforeseen innovation. Beyond screens and Snapchat filters, we'll see how AR will bring us into an era of ubiquitous computing, where the line between the digital and the physical fades away.
Adrian Crook's speech at GDC 2008, entitled "The Power of Free To Play". Focuses on free to play revenue models in games, design tips, growth challenges and market trends. More info at www.FreeToPlay.biz
Design Beyond the Screen - Mixed Reality at Osmo - Tony Aube XRDC 2018Tony Aubé
Watch on YouTube: https://youtu.be/sxKSrL-6gy0
This talk is about the creative process at Osmo, a mixed-reality educational video game platform for kids. In this talk, I present some of Osmo's early game prototypes and explain why they failed. I cover key early design decisions that made Osmo successful in retrospect. Finally, I show some of Osmo's biggest blunders and to avoid them. You can apply these lessons to any type of AR and VR project.
Follow me on:
Twitter: https://twitter.com/aubetony
Medium: https://medium.com/@tonyaub
This presentation was given at XRDC 2018 in San Francisco:
https://schedule.xrdconf.com/session/design-beyond-the-screen-mixed-reality-at-osmo/858898
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.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
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 talk, Tammy 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.
Casual Connect Seattle 2017: Did That Publisher Just Ghost Me?Kongregate
This session is a humorous look at the current state of publishers and developer relationships. It will cover everything from publisher/developer speed-dating (it exists!), ghosting, breakups good and bad, and more. Attendees gained actionable insights into better networking, creating and maintaining relationships, and what to look for in a potential publishing partner.
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Design Beyond the Screen - Tony Aube at AmuseConf 2019Tony Aubé
Today, when we hear about augmented reality, we think about Pokémon Go, Snapchat filters, and the inevitable Ikea app. In other words: 3D models on top of video feeds. Let's be honest: this is far from the disruptive and revolutionary technology we've been promised. What if there was more to it?
In this talk, we'll explore why this definition of AR is overly narrow and constraining. The first part covers the lessons learned from designing mixed-reality experiences at Osmo. I present some of Osmo's early prototypes and explain why they failed. I also cover the key early design decisions that made Osmo successful in retrospect.
In the second part, we expand our definition of AR to 'technology that — quite literally — augment our reality.' I explain how this simple change in perspective opens the door to unforeseen innovation. Beyond screens and Snapchat filters, we'll see how AR will bring us into an era of ubiquitous computing, where the line between the digital and the physical fades away.
Adrian Crook's speech at GDC 2008, entitled "The Power of Free To Play". Focuses on free to play revenue models in games, design tips, growth challenges and market trends. More info at www.FreeToPlay.biz
Design Beyond the Screen - Mixed Reality at Osmo - Tony Aube XRDC 2018Tony Aubé
Watch on YouTube: https://youtu.be/sxKSrL-6gy0
This talk is about the creative process at Osmo, a mixed-reality educational video game platform for kids. In this talk, I present some of Osmo's early game prototypes and explain why they failed. I cover key early design decisions that made Osmo successful in retrospect. Finally, I show some of Osmo's biggest blunders and to avoid them. You can apply these lessons to any type of AR and VR project.
Follow me on:
Twitter: https://twitter.com/aubetony
Medium: https://medium.com/@tonyaub
This presentation was given at XRDC 2018 in San Francisco:
https://schedule.xrdconf.com/session/design-beyond-the-screen-mixed-reality-at-osmo/858898
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.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
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 talk, Tammy 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.
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
The task was to present a 15 slides strategy document for a declining company to present relevant innovative solutions that could potentially disrupt its industry and refine the whole brand experience.
Engage and keep your community alive best practises and keys to success - s...Mary Chan
"This is a story of progressive success: launched in 2012, The Sandbox is a world crafting game in 2D with touch controls and access to over 200+ physics elements. It was nominated by Apple for Best Game of 2012 and 2013 and now enjoys over 13M players; 600,000 Facebook fans; and over 1.5M creations shared online. The Sandbox is considered a reference among ""Minecraft-like"" titles on mobile.
In this session, Sebastien will talk about the continuous game development over these 3 years of existence. With the experience of over 35 updates, Sebastien will explore best practices of game updates to keep players hooked, as well as effective community management, helping it become a viral hit!
"
Yodo1 has been dedicated to one goal: building a platform that opens the world of gaming success to anyone with the talent to develop great games. Starting with our own titles—including Rodeo Stampede, Transformers: Earth Wars, and Crossy Roads—we learned to publish successfully worldwide and in China. Our signature East-meets-West approach helped us amass over 1.5 billion players and has driven the creation of unique, world-class game management, marketing, and monetization tools.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
Every year, millions of games are launched and each of them does quite well. This has led to an immense scope of game design in India. There are lots of gaming companies in India. Furthermore, new startups are being launched every now and then to leverage the scope of the industry. These companies seek experienced and talented game designers who can create impressive designs. You can capitalize on these opportunities by pursuing animation and design course from Arena Animation.
To know more details, visit us at : http://www.arenatilakroad.com/careers/scope-of-game-design-in-india/
Increasing the chance of a commercial hitPaweł Weder
Social casino games are one of the fastest growing markets ever. This market evolves so fast that changes, new trends and new products can be found on a daily basis. It is very hard to stand out in the crowd and, more importantly, make money with your product. This talk is about actual trends and opportunities (ideas) on how to raise your revenue, retain your customers, and increase your chances to have a hit.
Yodo1 has been dedicated to one goal: building a platform that opens the world of gaming success to anyone with the talent to develop great games. Starting with our own titles—including Rodeo Stampede, Transformers: Earth Wars, and Crossy Roads—we learned to publish successfully worldwide and in China. Our signature East-meets-West approach helped us amass over 1.5 billion players and has driven the creation of unique, world-class game management, marketing, and monetization tools.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
2. Who is Amber
A boutique studio offering premium creative and development services,
nurturing ideas worth exploring.
170+ staff in the software services group.
• 30 Deployment
• 22 Creative
• 110+ QA
Services offering:
• Full game development: from Idea to Live
• Live services: regular game updates for Live titles
• Maintenance services: depending on your needs
3. How Big is the Industry
36.3
3.6
24.7
PC
Console
Mobile
0 5 10 15 20 25 30 35 40
2015 WW DIGITAL GAMES
MARKET IN BILLIONS
WW Digital Games Market in Billions
4. How Big is the Industry
27%
73%
GAME SALES VS RO PIB
Mobile Sales Romanian PIB
10%
16%
74%
WORLD POPULATION
Facebook Users Gamers World Population
1.5 billion people play games on a daily basis
Gamers spend 8hrs per week, in average
7. Interacting with the world
Working with
tools
28 mil years
Touching
360 mil years
Working with PCs (50 yrs)
.
8. What happens when these guys grow up
590 millions of gamers will become adults soon
9. Game are changing how we learn
29% of gamers are
under 18
74% of mid grade school
teachers use games for
teaching
56% of parents say gaming
has positive effects on
their children
* As stated by a case study posted by Big Fish Games in 2014
10. Games are changing how we do business
“Nintendo expects that its new games for smartphones, built in partnership
with Japanese mobile gaming company DeNA, will help boost sales of its
consoles”
- Satoru Iwata
21. DESIGN PRINCIPLES IN LINK TWIN
Flexibility in gameplay – several unique solutions for each level
Simple and Intuitive - User Interface and Game Mechanics
Low Input – Simplify flow and minimize repetitive actions
22. DESIGN PRINCIPLES IN LINK TWIN
Tolerance for error – don’t punish, teach
Create clear objectives through readability
Customization - Let the player change his toy – Create levels
23. DESIGN PRINCIPLES IN LINK TWIN
Form follows function – visual communication tied into mechanics
Make trial and error comfortable for the user
Mimicry – Tease and let the player mimic and experiment
24. GAME DESIGN PRINCIPLES IN LINK TWIN
Focal point– never allow the player to guess
Anticipation– take time to inform the player
Announce change – communicate all changes and send feedback
25. GAME DESIGN PRINCIPLES IN LINK TWIN
Pacing– sense of urgency, the rate of events and level of concentration
Spacing– use the space on-screen in relationship with gameplay elements
26. WHAT CREATES ADDICTION IN LINK TWIN?
The brain loves to make predictions
An achievable challenge – clear and visually achievable
Managing Expectations through progression
27. CAN WE REALLY CHANGE THE USER?
Familiarity beats some game design principles
Good design can’t replace bad design, for now
Will game design make a difference?
28. GAMES CHANGING DESIGN
“The public is more familiar with bad design than good
design. It is, in effect, conditioned to prefer bad design,
because that is what it lives with. The new becomes
threatening, the old reassuring.“
Paul Rand
29. JOIN OUR CLOSED BETA
Help us improve Link Twin and join our close beta.
30. TO WRAP THINGS UP
Game Development is one of the fastest growing
industries
Link Twin aims to be an avatar of design wisdom
Making games is cool
31. How Game Design
is
Changing Your Life
Francisc Traian Apostu
Senior Game Designer
Francisc@amberstudio.com
Gabriel Stancu
Head Of Studio
Gabriel@amberstudio.com Scan here for more Link Twin