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I was invited to speak about this and four other topics at the Kajaani University of Applied Sciences in Finland. This lecture explains how you should understand game journalists as people and treat the importance having the game press write about their products. The topics covered in part 1 are:
1.45 Quick recap: How press Works
2.30 Who are these people?
3.30 Similarities between press
6.40 Brand Boyer's GDC 2010 rant
7.45 When things go wrong in game journalism
9.45 The unwritten rule of game journalism
10.30 Why you should know this stuff
12.00 Know your real enemy, the big publishers
14.30 Don't use their tricks
15.45 What happens behind closed doors
17.00 Wake up and smell the coffee
The topics covered in part 2 are:
0.00 New Game Journalism
2.15 Dealing with the game press
3.00 Step 1: Find your champions!
9.00 Step 2: Don't exaggerate
10.00 Step 3: Choose the right people
11.30 Summary
15.20 Further reading
I was invited to speak about this and four other topics at the Kajaani University of Applied Sciences in Finland. This lecture explains how you should understand game journalists as people and treat the importance having the game press write about their products. The topics covered in part 1 are:
1.45 Quick recap: How press Works
2.30 Who are these people?
3.30 Similarities between press
6.40 Brand Boyer's GDC 2010 rant
7.45 When things go wrong in game journalism
9.45 The unwritten rule of game journalism
10.30 Why you should know this stuff
12.00 Know your real enemy, the big publishers
14.30 Don't use their tricks
15.45 What happens behind closed doors
17.00 Wake up and smell the coffee
The topics covered in part 2 are:
0.00 New Game Journalism
2.15 Dealing with the game press
3.00 Step 1: Find your champions!
9.00 Step 2: Don't exaggerate
10.00 Step 3: Choose the right people
11.30 Summary
15.20 Further reading
A glimpse into mathematical finance? The realm of option pricing modelsHoracio González Duhart
This talk was given by Istvan Redl on the 8 October 2013 as part of the PSS at the University of Bath.
http://people.bath.ac.uk/hgd20/pss.html
Abstract: After introducing one of the most important concepts of mathematical finance, the fundamental theorem of asset pricing (FTAP) and the related no arbitrage pricing theory (NAPT), I will briefly discuss the main techniques and tools extensively used in option pricing, namely Monte Carlo, Fourier Transform and PDE methods. In order to give a fairly well-structured overview of a great chunk of currently preferred models, through a simple example the hierarchy of the mathematical models will be demonstrated by going from the basic Black-Scholes to some more advanced models, e.g. Stochastic Volatility with jumps. (Even those people, who are familiar with these concepts, might find the main focus, i.e. structured overview, of this talk beneficial).
Networking at Videogame Conferences and EventsVlad Micu
I was invited to speak about this and four other topics at the Kajaani University of Applied Sciences in Finland. This lecture explains the importance of attending conferences and the best way to get to them. The topics covered in part 1 are:
1.40 Game conferences
2.00 How to get to conferences
6.30 My own story
9.30 Volunteer
10.10 Cover an event as press
11.15 Bluff it till you make it
12.00 Preparing for a game conference
12.10 Step 1: Organize getting a hostel with friends and peers
13.15 Step 2: The basics
16.00 Step 3: Don't go camping
16.30 Step 4: Do your research
18.10 Step 5: Networking (randomly)
Topics covered in part 2 are:
0.00 Step 5: Network (randonmly) (continued)
1.00 Step 6: Fighting the conference dip
3.30 Step 7: In case you have a booth
4.30 Intermission
5.50 The Do's and Don'ts of networking, an autobiography
6.00 #1 Time your introductions
7.00 #2 Find a legitimate excuse to approach someone
9.00 #3 Don't take it personal
10.00 What about attending big game conventions?
13.00 Network your *ss off!
14.10 Start preparing for GDC Europe/Gamescom
15.00 Summary
17.00 Further reading
A glimpse into mathematical finance? The realm of option pricing modelsHoracio González Duhart
This talk was given by Istvan Redl on the 8 October 2013 as part of the PSS at the University of Bath.
http://people.bath.ac.uk/hgd20/pss.html
Abstract: After introducing one of the most important concepts of mathematical finance, the fundamental theorem of asset pricing (FTAP) and the related no arbitrage pricing theory (NAPT), I will briefly discuss the main techniques and tools extensively used in option pricing, namely Monte Carlo, Fourier Transform and PDE methods. In order to give a fairly well-structured overview of a great chunk of currently preferred models, through a simple example the hierarchy of the mathematical models will be demonstrated by going from the basic Black-Scholes to some more advanced models, e.g. Stochastic Volatility with jumps. (Even those people, who are familiar with these concepts, might find the main focus, i.e. structured overview, of this talk beneficial).
Networking at Videogame Conferences and EventsVlad Micu
I was invited to speak about this and four other topics at the Kajaani University of Applied Sciences in Finland. This lecture explains the importance of attending conferences and the best way to get to them. The topics covered in part 1 are:
1.40 Game conferences
2.00 How to get to conferences
6.30 My own story
9.30 Volunteer
10.10 Cover an event as press
11.15 Bluff it till you make it
12.00 Preparing for a game conference
12.10 Step 1: Organize getting a hostel with friends and peers
13.15 Step 2: The basics
16.00 Step 3: Don't go camping
16.30 Step 4: Do your research
18.10 Step 5: Networking (randomly)
Topics covered in part 2 are:
0.00 Step 5: Network (randonmly) (continued)
1.00 Step 6: Fighting the conference dip
3.30 Step 7: In case you have a booth
4.30 Intermission
5.50 The Do's and Don'ts of networking, an autobiography
6.00 #1 Time your introductions
7.00 #2 Find a legitimate excuse to approach someone
9.00 #3 Don't take it personal
10.00 What about attending big game conventions?
13.00 Network your *ss off!
14.10 Start preparing for GDC Europe/Gamescom
15.00 Summary
17.00 Further reading