Thierry Platon: 2Dark, how do we get our neo-pixel unique look?DevGAMM Conference
For their first game Gloomywood decided to make a game with a unique “retro” look, a mix of old-school pixel art and new display techniques. In 2Dark (www.2dark.cc), the backgrounds are made of 2.5D tiles but with normal maps and “dark” bumps…They use 3D voxels characters raytraced in real-time to take the lights and use an infinity of animations! It’s how Gloomywood used technology in their creative process…
How do you start young people out with STEM skills, and DevOps in particular? Make it useful, make it fun!
I taught my nine year old nephew to take his Minecraft game to a whole new level by showing him how to administer a remote Minecraft server, a Docker container running on Digital Ocean.
Thierry Platon: 2Dark, how do we get our neo-pixel unique look?DevGAMM Conference
For their first game Gloomywood decided to make a game with a unique “retro” look, a mix of old-school pixel art and new display techniques. In 2Dark (www.2dark.cc), the backgrounds are made of 2.5D tiles but with normal maps and “dark” bumps…They use 3D voxels characters raytraced in real-time to take the lights and use an infinity of animations! It’s how Gloomywood used technology in their creative process…
How do you start young people out with STEM skills, and DevOps in particular? Make it useful, make it fun!
I taught my nine year old nephew to take his Minecraft game to a whole new level by showing him how to administer a remote Minecraft server, a Docker container running on Digital Ocean.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
Mobile game design trends from east and west mgf - simon newsteadSimon Newstead
10 mobile game design trends from East & West, as presented at the Mobile Game Forum event in 2015. Topics covered include:
Touch-first interface
RPG mechanics cross genres
Evolved mechanics
Sacha keeps growing
Auto-play
IP useincreasing
Better word of mouth
Deeper cross promo
Production quality rising
Added depth to social
“Searching for the Labours of Hercules” is a KA2 Mixed Strategic Partnership for School Education Project funded by Erasmus+ Programme of The European Union.The aim of this booklet is to introduce the mobile game in technical terms, which was developed as one of the intellectual outputs of our EU project "Searching for the Labours of Hercules - 2014-1-TR01-KA201-012990" with the leadership of Hacettepe University by Pixega Game Studio.
Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan EinhornJessica Tams
Delivered at Casual Connect USA 2016. The mobile market is tough. Early entrants are entrenched, UA costs are exploding. How will your game fare in a red ocean of competition? Two veterans share their thoughts and suggestions on what to consider as you go to market.
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.
How to successfully launch your mobile gamePollen VC
Ryan Lessard of Pollen VC and Adam Flanders of Mobile Game Partners present "How to successfully launch your mobile game" first presented at PlayCrafting NYC on 27th July 2015.
From Experiment Gameplay to the Wonderful World of Goodrew davidson
With this presentation, I will engage in an in-depth close reading of the game, World of Goo, in order to parse out various meanings I found in the experience of playing the game. I approach the experience from the perspective of how its narrative development and game design help a player learn how to play the game. Sequences in the game will be played and analyzed in detail in order to illustrate and interpret how these various components of the game come together to create a fulfilling playing experience that leads to a literacy and mastery of the gameplay mechanics. I’m currently editing a book with a group of authors performing similar analyses of various videogames. The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Videogames are a complex medium that merits careful interpretation and insightful analysis.
Playcrafting - Mastering The Art Of Scaling Your Mobile GamePollen VC
At Pollen, we work with a lot of studios when they’re launching or scaling their game. Often times, we come across studios that make amazing games but just don’t know how to capitalize on the business side. We hope that by the end of this class, you’ll be well equipped to maximize your game’s potential
My TGC 2018's presentation about Roguelike game design which talks about design aspects of this genre and how we can utilize some of them to our (not necessarily Roguelike) games.
Combining World, Story and Mechanics in The Splitting | Stav GoldsteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | When it comes to storytelling in games, gameplay and mechanics become important parts of the designer's toolbox, and when well combined with the world and the story, can create a more wholesome experience. Fireberry Studio game artist and developer Stav Goldstein will share her thoughts from the process of creating her game The Splitting. She will describe the relationship between the world, the story and the mechanics throughout the development process.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
Mobile game design trends from east and west mgf - simon newsteadSimon Newstead
10 mobile game design trends from East & West, as presented at the Mobile Game Forum event in 2015. Topics covered include:
Touch-first interface
RPG mechanics cross genres
Evolved mechanics
Sacha keeps growing
Auto-play
IP useincreasing
Better word of mouth
Deeper cross promo
Production quality rising
Added depth to social
“Searching for the Labours of Hercules” is a KA2 Mixed Strategic Partnership for School Education Project funded by Erasmus+ Programme of The European Union.The aim of this booklet is to introduce the mobile game in technical terms, which was developed as one of the intellectual outputs of our EU project "Searching for the Labours of Hercules - 2014-1-TR01-KA201-012990" with the leadership of Hacettepe University by Pixega Game Studio.
Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan EinhornJessica Tams
Delivered at Casual Connect USA 2016. The mobile market is tough. Early entrants are entrenched, UA costs are exploding. How will your game fare in a red ocean of competition? Two veterans share their thoughts and suggestions on what to consider as you go to market.
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.
How to successfully launch your mobile gamePollen VC
Ryan Lessard of Pollen VC and Adam Flanders of Mobile Game Partners present "How to successfully launch your mobile game" first presented at PlayCrafting NYC on 27th July 2015.
From Experiment Gameplay to the Wonderful World of Goodrew davidson
With this presentation, I will engage in an in-depth close reading of the game, World of Goo, in order to parse out various meanings I found in the experience of playing the game. I approach the experience from the perspective of how its narrative development and game design help a player learn how to play the game. Sequences in the game will be played and analyzed in detail in order to illustrate and interpret how these various components of the game come together to create a fulfilling playing experience that leads to a literacy and mastery of the gameplay mechanics. I’m currently editing a book with a group of authors performing similar analyses of various videogames. The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Videogames are a complex medium that merits careful interpretation and insightful analysis.
Playcrafting - Mastering The Art Of Scaling Your Mobile GamePollen VC
At Pollen, we work with a lot of studios when they’re launching or scaling their game. Often times, we come across studios that make amazing games but just don’t know how to capitalize on the business side. We hope that by the end of this class, you’ll be well equipped to maximize your game’s potential
My TGC 2018's presentation about Roguelike game design which talks about design aspects of this genre and how we can utilize some of them to our (not necessarily Roguelike) games.
Combining World, Story and Mechanics in The Splitting | Stav GoldsteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | When it comes to storytelling in games, gameplay and mechanics become important parts of the designer's toolbox, and when well combined with the world and the story, can create a more wholesome experience. Fireberry Studio game artist and developer Stav Goldstein will share her thoughts from the process of creating her game The Splitting. She will describe the relationship between the world, the story and the mechanics throughout the development process.
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
For their final project, second semester Northern Virginia Community College Composition students (ENG 112) work in groups to create presentations that introduce, analyze, and draw a conclusion about a significant American cultural artifact, (a trend, a celebrity, or anything that significantly impacts American culture). Students work together to build a persuasive argument using a combination of text, multimedia, and visual design. Students develop a claim about the negative or positive impact of the artifact on the demographic of American culture it affects. Alternatively, students may discuss what the artifact says about our culture.
These students are asked to explore a cultural artifact and determine its significance and/or role in our society. Students are encouraged to present their findings using any media they wish to implement.
This is a look at the lessons we have learned going from a layoff at Zynga to starting a new game studio. It covers everything from the first 6 months of our journey and it has a few cute sloths added on top.
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.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
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.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
5. zynga zynga
dublin uk
zynga
zynga new york zynga zynga
seattle germany beijing
zynga
zynga boston zynga
SF lux
zynga
zynga east zynga
LA japan
zynga
dallas
zynga zynga
san diego ZWF
mckinney india
zynga
austin
6.
7. Play = #2 activity on the
45% of time spent on 47% of time spent using
Internet; more popular than
social networks smartphone apps
email
30. The First Deliverable
● 3 Maps that are not the tutorial
● Explore “On map gameplay”
● Find the fun
● Bush Mazes
● Metal Detector Minesweeper
● Memory Puzzle
31. The First Deliverable
● 3 Maps that are not the tutorial
● Explore “On map gameplay”
● FIND THE FUN
● Bush Mazes
● Metal Detector Minesweeper
● Memory Puzzle
46. The Cave
Stand on the Switches
Collect the Idol
47. First Time User Experience - Part 2
● Teach players about the game
● Coins, XP, Camera
● Simpler Core Loop (TOOLS!)
● Clearer Energy Management (fun?)
● Simpler Map Gameplay
● Less Story
48. Evolution of a Map
● First map of the game
● 30 Major Lessons
● 1 Major Reboot
● 612 Changes
131. 30 Lessons
1. Players want rewards for exploring 16. Don’t orphan mechanics
2. Establish relationships in the world 17. Make a clear path to the objectives
3. Teach everything again 18. Set the player up to be smart
4. Don’t teach everything at once 19. Players want consequences!
5. Every action should be satisfying 20. Give a break between objectives
6. Focus players on a single goal 21. Mechanics need to be consistent
7. Make real world connections 22. A single objective should fit in a single screen
8. Make everything shorter 23. Introduce, Define, Challenge
9. Characters need to be introduced 24. Always show the objective
10. Default camera zoom matters 25. Establish a sense of place
11. If you can’t teach it, just cut it 26. Make it personal
12. Don’t let art break immersion 27. Repetition is boring
13. Use stereotypes as teaching tools 28. Give good examples
14. Players want surprise and excitement! 29. Be consistent
15. Rule of 3. Seriously. 30. Make the world feel full
135. Postmortem Takeaways
● What Went Right?
● We let ourselves wander
● We questioned our Sacred Cows
● We prototyped everything
● We focused on iteration
136. Postmortem Takeaways
● What We Learned
● Don’t innovate everywhere
● Polish an aspect of the design to “done” early
● Don’t lose your vision in the feedback
137. Was it worth it?
“I like the little surprises. I like that AW
makes you use your brain to solve little
puzzles and work out strategies, even if
they're just simple strategies.”
138. Was it worth it?
“I think the best so far is that feeling i get
for luring a snake to one of those traps.
Saves me energy, gets me coins and most
importantly, rids me of the snake.....lovely
stuff!”
139. Was it worth it?
“Graphics are great, sound is great, and
the playability is perfect. Its just the right
combo of click, challenge, questing & story.
Kudos for using mouse-over instead of
mouse-click on prizes. Brilliant! Nobody
else has figured that one out. Sorry guys,
no complaints. ”
Our vision for play…We want to make play a daily habit. We want play to be a verb. Just like search, shop and share. We’re already seeing some promising signs (stats) Source: Nielson Net Ratings