The document describes a multiplayer online battle game where players control units to capture points on a map for their faction. Each player controls 6-12 units that spawn from their assigned entry point on the map. Players capture points by standing on them with their units until the point changes to their faction's color. The game ends when one faction captures all points, and then restarts with players returning to their entry points.
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
After a psychological study conducted on two similar games, Angry Birds and Crush the Castle, understanding why one was exceedingly popular over the other, this essay aims to understand if it can create a set of guidelines that would adhere to any game.
By understanding player’s mindset, we aim to make a recipe that can create a successful multiplatform best seller.
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
After a psychological study conducted on two similar games, Angry Birds and Crush the Castle, understanding why one was exceedingly popular over the other, this essay aims to understand if it can create a set of guidelines that would adhere to any game.
By understanding player’s mindset, we aim to make a recipe that can create a successful multiplatform best seller.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
An Interative Approach to the Development and Distribution of Social CasinoGameDesire Company
This presentation will take the audience behind the scenes of social casino game development from a project management perspective. There will be specific focus on agile and lean methods in the game development environment. Ulyana will also discuss: arranging a development environment which boosts creativity, bringing multiplayer mode and social features to classic single-player games, adjusting games to suit different cultures, languages, platforms and target audiences and last; the Golden Reels experiment – how to recycle your assets and make some money.
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerOfir Shalev
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect
information, and a longstanding challenge problem in artificial intelligence.
We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving
44,000 hands of poker, DeepStack defeated with statistical significance professional
poker players in heads-up no-limit Texas hold’em. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.
Flip 2 play is a live cricket TV HD app that is being talked about as a great option for players. It is not clear from the search results if Flip 2 play is a standalone app or it is part of some broader offering from a website or a gaming platform.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
An Interative Approach to the Development and Distribution of Social CasinoGameDesire Company
This presentation will take the audience behind the scenes of social casino game development from a project management perspective. There will be specific focus on agile and lean methods in the game development environment. Ulyana will also discuss: arranging a development environment which boosts creativity, bringing multiplayer mode and social features to classic single-player games, adjusting games to suit different cultures, languages, platforms and target audiences and last; the Golden Reels experiment – how to recycle your assets and make some money.
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerOfir Shalev
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect
information, and a longstanding challenge problem in artificial intelligence.
We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving
44,000 hands of poker, DeepStack defeated with statistical significance professional
poker players in heads-up no-limit Texas hold’em. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.
Flip 2 play is a live cricket TV HD app that is being talked about as a great option for players. It is not clear from the search results if Flip 2 play is a standalone app or it is part of some broader offering from a website or a gaming platform.
"The Blockchain Effect on the Future of Game Design" by Sherry Jones (July 27...Sherry Jones
July 27, 2016 - This presentation was featured during the July 27, 2016 webinar for the Metagame Book Club on how blockchain technology can influence the future directions of game design and game development.
For more research and webinars on game studies, game design, game-based learning, and gamification, visit the Metagame Book Club:
http://bit.ly/metagamebookclub
This is my view about how to treat game design in general.
I associate it tightly with automotive design, as there are a lot of parallels between the two.
I also explain my view on what qualities should one have in order to pursue a career in game design and finally, analyse one of the most successful recent mobile games - Clash Royale, based on the method and parameters explained in the presentation.
I made a PPT about a popular blockchain game, evaluated its business model, game mechanism, target customer, and identified the moats of the blockchain game, and researched how its underlying technology, Unreal Engine 5, enhanced the overall gaming experience.
Shologuti has three major component: move generation, search and evaluation. Each component are pretty much necessary, though evaluation with its quiescence analysis is the main part which makes each program’s play unique. To make this game more striking, most reliable algorithms and its many supporting aids are used here. Main components of the game tree search and pruning are analyzed here and the performance refinements such as aspiration variation search, assists like transposition and history table are compared here.
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.
- Introduction to RMG skill Gaming
- State of skill Gaming industry in US and outside US
- Market Size on Mobile
- Top companies
- Cross over with casual Games
- Opportunities for Big and Small Studios
- Challenges - Regulations, Compliances, Technical, Operational expenses, User Acquisition.
Abstract—We focus here on designing agents for games with
incomplete information, such that the Stratego game. We develop
two playing agents that use probabilities and forward reasoning
with multiple-ply. We also proposed various evaluation functions
for a given position and we analyse the importance of the starting
configuration.
Index Terms—games with imperfect information, evaluation
functions, Stratego game
Stratego is a game with imperfect information invented by
the dutch Jacques Johan Mogendorff in 1942 [1]. The classical
game takes place on a board of size 10x10. The goal is to
capture the enemy’s flag [2]. In the centre of the board there
are two lakes of size 2x2, where the pieces are not allowed.
There are two players: red and blue. Each player has 40 pieces,
initially placed in a rectangular area of size 4x10. The players
can choose the way they place their pieces
1. Each player controls 6 and 12 units, which
are used to capture Points of Contention
(POCs) for their Faction. The game
continues until one faction controls every
POC on the map.
On joining the game, each player is assigned to one of
several entry points on the map. Units spawn from their
player’s entry point for the duration of the game. Entry
points belong to a single faction. This means that players
from two different factions will not spawn from the same
point. Entry points appear on the minimap as lightly
colored markers.
When the match begins, the POCs
are unowned and appear white. As
they are captured, they will slowly
change to the capturing faction's
color. The status of each POC is
displayed above the mini-map in the
bottom left corner of the screen.
The approximate location of each
POC is shown by a colored rectangle on the mini-map grid.
Units capture POCs by standing on them for a set amount
of time. If all capturing units step off a POC or are
destroyed, the POC resets.
When all POCs have been captured, the game ends. At this
time, match statistics are displayed and POCs can no longer
be captured. When this time is up, the game restarts and
players' units are reset and moved back to their spawn
points.
Architecture Our TeamIntroduction
3D Modelers
Riggers
Concept Artists
Environment Designers
Graphic Artists
C++ Programmers
Story and Technical Writers
Logo Design
Branding & Marketing
Accounting Business Analysts
Website Development
Global Electronic Marketing
Acknowledgements
Gameplay
Business Opportunities
Career Opportunities
Contact Information
• Jay Bockelman
Program Director, Software Engineering Technology
• Robert Troughton
UK General Manager at Epic Games
David Battagin
971-227-5658
david.battagin@oit.edu
Jurgen Vollrath
Chief IP Officer and Counsel for R&D Global
SAP
Cheryl Bieson
Director, Entertainment & Devices
Microsoft
Michael Trumper
Senior Vice President
Intaver Institute
Jay Monaghan
Director, Global Telecom
Nova Chemicals
David Battagin
President & CEO
Deucalion
Samuel Partridge
President
Fire Whirl Software
Built on Unreal Engine technology, Stellar Storm is a
massively multiplayer online real-time strategy
(MMORTS) game, combining the excitement of real-time
strategy with the character development of role-playing in a
persistent online world. When you play Stellar Storm, you
will enter a community of gamers like yourself. Fight with
others in an ever-evolving universe. Discover new friends,
new strategies and new technologies!
- Create a hero
- Purchase and upgrade units
- Join a regiment
- Battle with your friends for control of the quadrant!
-unitControllers
-entryPoint
-playerFaction
PlayerController
-unit
UnitController
-UnitFaction
Unit
-playerControllers
-gameState
-POCs
-entryPoints
GameMode
-matchState
GameState
-owningFaction
-capturingFaction
POC
-pointFaction
EntryPoint
+None
+Red
+Green
+Blue
«enumeration»
FactionID
+WaitingToStart
+InProgress
+WaitingPostMatch
«enumeration»
MatchState
Design Overview
Game Logic
GameMode contains the core logic for progressing through
a match. It makes use of GameState to change
MatchState manage when a match begins and ends.
GameMode evaluates the state of each POC to determine
when a match should end. It also manages EntryPoints on
the map and handles how players connect to the game.
New Players
When a new player connects, GameMode generates a new
PlayerController, places them on a faction, and assigns
them to an EntryPoint. When a player spawns units, those
units are created at the assigned EntryPoint, and passed to
the PlayerController to be managed.
Unit Control
Units are also given a UnitController. The UnitController
handles the actual movement and behavior of the unit, but
it is directed by the owning PlayerController.
POC Logic
POCs notify the GameMode whenever they change state.
A POC can be in one of three states: neutral, capturing, or
captured.
We have a tentative agreement to sell 10% of the company to a
group of professional athletes.
For investment opportunities please contact us with the information
listed below.
We are currently in need of: