As a game designer, there are some challenges you would always face working on F2P games no matter what genre, which target audience group or the size of the project.
sidekick@ccsf2013 moving your game studio to F2P marathon Guy Ben-dov
there are pictures I did not give credit for.... who ever you are, thank you - you got the credit for that...
Thank you Jessica Tams and David Nixon for the opportunities to speak at the event.
This document provides tips for creating, marketing, and selling a mobile app. It recommends establishing a unique selling proposition, defining the app's purpose and target market, creating ways for users to sign up and provide feedback, sharing content and demo videos to build a following on social media, using free marketing methods over paid ads initially, educating users on app features and updates, and understanding different business models like in-app purchases versus advertising to build a sustainable user base over time. The overall message is that successful app marketing is an ongoing process of engagement, feedback, and refinement rather than a one-time investment.
The document provides guidance for startups pitching their ideas to a panel. It outlines 6 criteria the panel will consider: the idea, team, market, execution, vision, and reality check. It then provides tips for the pitch presentation, including keeping it to 10 minutes with Q&A, only presenting one idea per slide concisely, including a "star moment", and practicing. It suggests pitching the problem, target audience, solution, value proposition, business model, team, and roadmap. Pitches will take place the weeks of July 23rd and companies will be notified of their time the week of July 9th.
The document provides tips on energizing a business. It finds that most businesses rate their energy levels as just "ok-ish". It recommends sorting one's work environment, focusing on one task at a time, not dawdling on tasks, defining business motives, engaging customers, and having an exit strategy to keep a business energized. The document ends with inviting questions and providing social media details for further support.
This document discusses the imperatives of change for an education conference. It states that change happens over time through decision or by default. For success, one needs a Big Hairy Audacious Goal, a compelling vision, and organizational alignment. It advocates driving ideas fueled by intelligence and insight to envision a richly imagined future. The principles of common ground, common cause, commitment, and sense are offered as an organizing framework. The document suggests change happens backwards, outside-in, through pull rather than push, and inevitably. It expresses optimism that change can, is, and will happen if people keep believing and see the evidence.
The document provides tips for pitching a game idea or project to potential investors or publishers. It suggests promoting the overall team experience, highlighting the game's unique selling point and story, and listing any awards or honors. It also recommends designing for monetization early on and considering free-to-play, premium, or hybrid monetization models. The document stresses the importance of truly performing the pitch, knowing the audience, practicing extensively, and being prepared to succeed.
This document contains contact information for Enrique Lima including his email, Twitter handle, employer, and involvement in various developer communities. It also includes several quotes and topics related to agile development practices like requirements management, defining vision and mission, and measuring success. Tools mentioned include EPICs, user stories, and agile project management tools like CaseComplete and VersionOne.
OGDC 2014_Business design is game design: 10 bits of business/design wisdom_M...ogdc
The document discusses 10 bits of business and design wisdom for game design presented by Nguyen Chi Hieu from VNG Corporation. The 10 bits are to share your vision, have a heart, be agile, have modular design, play your game, communicate wisely, have priority, balance your goals, ship your projects, and continue improving through rinse and repeat cycles.
sidekick@ccsf2013 moving your game studio to F2P marathon Guy Ben-dov
there are pictures I did not give credit for.... who ever you are, thank you - you got the credit for that...
Thank you Jessica Tams and David Nixon for the opportunities to speak at the event.
This document provides tips for creating, marketing, and selling a mobile app. It recommends establishing a unique selling proposition, defining the app's purpose and target market, creating ways for users to sign up and provide feedback, sharing content and demo videos to build a following on social media, using free marketing methods over paid ads initially, educating users on app features and updates, and understanding different business models like in-app purchases versus advertising to build a sustainable user base over time. The overall message is that successful app marketing is an ongoing process of engagement, feedback, and refinement rather than a one-time investment.
The document provides guidance for startups pitching their ideas to a panel. It outlines 6 criteria the panel will consider: the idea, team, market, execution, vision, and reality check. It then provides tips for the pitch presentation, including keeping it to 10 minutes with Q&A, only presenting one idea per slide concisely, including a "star moment", and practicing. It suggests pitching the problem, target audience, solution, value proposition, business model, team, and roadmap. Pitches will take place the weeks of July 23rd and companies will be notified of their time the week of July 9th.
The document provides tips on energizing a business. It finds that most businesses rate their energy levels as just "ok-ish". It recommends sorting one's work environment, focusing on one task at a time, not dawdling on tasks, defining business motives, engaging customers, and having an exit strategy to keep a business energized. The document ends with inviting questions and providing social media details for further support.
This document discusses the imperatives of change for an education conference. It states that change happens over time through decision or by default. For success, one needs a Big Hairy Audacious Goal, a compelling vision, and organizational alignment. It advocates driving ideas fueled by intelligence and insight to envision a richly imagined future. The principles of common ground, common cause, commitment, and sense are offered as an organizing framework. The document suggests change happens backwards, outside-in, through pull rather than push, and inevitably. It expresses optimism that change can, is, and will happen if people keep believing and see the evidence.
The document provides tips for pitching a game idea or project to potential investors or publishers. It suggests promoting the overall team experience, highlighting the game's unique selling point and story, and listing any awards or honors. It also recommends designing for monetization early on and considering free-to-play, premium, or hybrid monetization models. The document stresses the importance of truly performing the pitch, knowing the audience, practicing extensively, and being prepared to succeed.
This document contains contact information for Enrique Lima including his email, Twitter handle, employer, and involvement in various developer communities. It also includes several quotes and topics related to agile development practices like requirements management, defining vision and mission, and measuring success. Tools mentioned include EPICs, user stories, and agile project management tools like CaseComplete and VersionOne.
OGDC 2014_Business design is game design: 10 bits of business/design wisdom_M...ogdc
The document discusses 10 bits of business and design wisdom for game design presented by Nguyen Chi Hieu from VNG Corporation. The 10 bits are to share your vision, have a heart, be agile, have modular design, play your game, communicate wisely, have priority, balance your goals, ship your projects, and continue improving through rinse and repeat cycles.
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
The document provides tips and advice for iPhone game development from the perspective of Joash the Geek. Some of the key points mentioned include:
- Joash's background and interest in programming from a young age using Apple IIe and various languages like Basic and Pascal.
- Suggestions for iPhone game development include assuming developers are smart and resourceful, learning from conferences like WWDC but avoiding being too condensed, and gaining insights from experience and research.
- Other advice covers minimizing development time spent and maximizing the time spent on iterations, as well as the importance of planning, production, gathering feedback, and balancing long term and short term goals.
Moving from boxed title Game Development to F2P | Ralf C. AdamRalf C. Adam
This lecture was held at the Game Developer's Conference GDC Europe in Cologne in 2010. Target Audience: Studios working in the traditional games industry, thinking about switching to development of online F2P titles.
Launches, SEO, Adwords, Twitter, Blog, Search Engine, Keyword ResearchMike Roberts
- Embarrassing Mistakes I've Made In Launches
- Things I've Learned
- Detailed Launch Plan for SpyFu SEO RECON Files (Agency Ready White Label SEO Reporting).
See the presentation here: http://vimeo.com/14965166
“Teamwork is the ability to work together towards a common vision. The ability to direct individual accomplishments towards organizational objectives. It is the fuel that allows common people to attain uncommon results.” – Andrew Carnegie
Research has proven that a key ingredient of any successful team is a shared vision. When each team member knows that they are doing something of value and that their individual contribution is essential for the success of the team, they are more committed to the result.
Join us for an interactive session where you will learn how to create and communicate a company, product or project vision using the following tools and techniques (and more):
Elevator Statement: communicate the vision in less than 30 seconds (the average time span of an elevator ride)
Product Vision Board : Validate your ideas and assumptions about the target group, user needs, key product features and value the product should deliver
Vision Box: If your product or initiative were marketed in a box, what would it look like?
These tools and techniques are suitable for teams in both an Agile and Waterfall environment and will encourage participation from even the most challenging stakeholder!
Main takeaways
Get practical hands-on experience using all of the above techniques
Discover the OMG (Object Management Group) Business Motivation Model and learn the difference between “Mission” and “Vision” and how “Courses of Action” help to attain “Desired Results”.
Defining the business need and vision is a key task of the BABOK Enterprise Analysis knowledge area and a critical part of any business analysis effort. Use these techniques as an alternative to the options available in the BABOK.
2a customer discovery ( canvas and story ).2013.q2iain.verigin
This document provides an overview of Customer Discovery class #2a. It begins with reviewing an example Lean LaunchPad project called MammOptics. The majority of the class time is spent reviewing this example to demonstrate what customer discovery work looks like.
The document then provides a brief recap of customer discovery planning and outlines the customer development process with the key stages of customer discovery, customer validation, customer creation, and scaling the company. It discusses rules and exit criteria for the customer discovery stage. Hypothesis testing is a core part of discovery, and the document outlines developing hypotheses for problems, products, customers, competition, distribution/pricing, markets, and the business model. Finally, it emphasizes that hypotheses are educated guesses to
This document provides 10 ways to validate a startup idea, including writing down the product concept, gaining domain expertise, identifying the target market, creating a minimum viable product with least complexity, testing the idea with potential customers, analyzing results and iterating, trying to get a customer before building the full product, focusing on personal development, and not assuming funding is needed immediately. The overall recommendations are to thoroughly document the idea, obtain relevant knowledge, test assumptions with real customers, iterate based on feedback, and continue improving personal skills.
5 Design Hacks to Build a Better Product in Less TimeAmy Jo Kim
Do you want to accelerate your early design and development process? Is it tricky to identify the right early customers to test your ideas on? Would you like a roadmap for creating a stripped-down yet compelling MVP? Learn the key design hacks and powerful step-by-step system for accelerating early design, perfected by Amy Jo Kim, CEO of Shufflebrain. Startups, game companies and media giants have used her GettingToAlpha system to turn innovative ideas into breakthrough hits.
This document discusses the importance of product design for effective branding. It explains that product design satisfies customer needs and communicates the purpose of the product. Good design leads to increased sales revenue over time, as shown by Amazon and Airbnb. The document outlines a process for product design that involves defining the problem, target users, and vision/strategy. It recommends primary and secondary research including interviews and observation. The findings are organized using affinity mapping. This informs how-might-we questions to generate ideas, which are prototyped using low-fidelity techniques like crazy 8s. The prototypes are then tested with users. The process emphasizes iteration based on changing customer needs.
After the initial excitement that a great idea brings, the next phase can be daunting. Does this game have any chance of commercial success? Is the space too crowded? Is it feasible for our team to build it? This talk will provide a number of techniques that you can apply at various points in the game’s lifecycle to help you make better-informed decisions and improve the chances of your game’s success - whether you are looking to validate the initial idea or refine the game during production or even post-launch.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Making a website is more then making pretty picture and some sales jargon. You have to fully understand the project, your audience, current traffic trends and the even more important – the business goals before every writing a line of code.
This document provides advice on creating an effective portfolio. It recommends including your most recent work first and oldest towards the back. The portfolio should be easy to navigate and allow changing pages to tailor it for different clients. Work samples should be 100% your own work or clearly labeled as collaborative. Both physical and digital portfolios are acceptable but physical allows including textures and hand-drawn work. The portfolio should show a variety of styles and be tailored to the specific job or industry of interest. Constantly updating and refining the portfolio is important to stay relevant and confident discussing your work.
The document outlines activities for students to work in teams to design a board game to be sold at Christmas. It instructs students to choose a team name and roles, conduct market research on popular board games, analyze the data to inform their game design, name their product and create a slogan. The design team must then create the board game, instructions, and budget while the advertising team develops an advert and poster. Finally, teams will present their board game, including a demonstration, budget, and advert, and students will vote on their favorite.
Content Marketing – strategiseminar av Joakim Ditlev på Epic Content Marketin...Content Marketing Norge
Joakim Ditlev fra Content Marketing DK og forfatter av den første danske boken om innholdsmarkedsføring – Content Marketing Bogen – var på Epic Content Marketing 2015. Joakim går igjennom:
- Hvorfor innholdsmarkedsføring noen ganger mislykkes
- 5 steg til en innholdsmarkedsføringsstrategi
- Hvordan du kan selge innholdsmarkedsføring til dine kolleger
- Hvordan du organiserer ditt content marketing-team mm.
This document discusses embracing imperfection and how the concept of "good enough" can be a perfect solution. It promotes agile thinking and emphasizes understanding the problem, defining a minimum viable product (MVP), and building credibility incrementally. The document provides examples from ThinkGeek of addressing issues like address normalization and pre-orders with iterative, pragmatic solutions. It also discusses techniques like design sprints and feature planning that help determine MVPs and prioritize work. The overall message is that by focusing on solving core customer problems with iterative solutions, organizations can achieve success without needing a perfect plan or solution.
This document provides 6 ways to see bigger business results through social media by keeping it simple. It recommends focusing efforts on 1-2 major social media platforms rather than spreading efforts too thin across many platforms. Specifically, it suggests doubling down on LinkedIn due to opportunities for business development, recruitment, and driving traffic from executives. It also recommends using Facebook Live videos monthly to provide thought leadership and build rapport with customers. The overall message is to focus social media efforts on a select few platforms where target audiences are highly engaged.
21 ноября Боб Дорф - всемирно известный предприниматель, гуру Силиконовой долины и соавтор бестселлера "Стартап: настольная книга основателя", переведенного на 19 языков мира, - провел семинар-практикум в Инновационном центре "Сколково". Он рассказал о методологии «развития клиента» и о том, как создать новую компанию и продукт и успешно вывести его на рынок. Сам Боб Дорф уже вывел 7 компаний на IPO, а свой первый бизнес начал в возрасте 12 лет.
Dee Scarano - Creating Better Products, Faster with Design Sprintsnois3
Speech of Dee Scarano, Product designer and lead Design sprint for AJ&Smart, at World Usability Day Rome 2018. An introduction of Design Sprint methodology.
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
performing coding tasks? We do an exploratory study.
- These are slides of the talk given at InteNSE'23: The 1st International Workshop on Interpretability and Robustness in Neural Software Engineering, co-located with the 45th International Conference on Software Engineering, ICSE 2023, Melbourne Australia
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Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
The document provides tips and advice for iPhone game development from the perspective of Joash the Geek. Some of the key points mentioned include:
- Joash's background and interest in programming from a young age using Apple IIe and various languages like Basic and Pascal.
- Suggestions for iPhone game development include assuming developers are smart and resourceful, learning from conferences like WWDC but avoiding being too condensed, and gaining insights from experience and research.
- Other advice covers minimizing development time spent and maximizing the time spent on iterations, as well as the importance of planning, production, gathering feedback, and balancing long term and short term goals.
Moving from boxed title Game Development to F2P | Ralf C. AdamRalf C. Adam
This lecture was held at the Game Developer's Conference GDC Europe in Cologne in 2010. Target Audience: Studios working in the traditional games industry, thinking about switching to development of online F2P titles.
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See the presentation here: http://vimeo.com/14965166
“Teamwork is the ability to work together towards a common vision. The ability to direct individual accomplishments towards organizational objectives. It is the fuel that allows common people to attain uncommon results.” – Andrew Carnegie
Research has proven that a key ingredient of any successful team is a shared vision. When each team member knows that they are doing something of value and that their individual contribution is essential for the success of the team, they are more committed to the result.
Join us for an interactive session where you will learn how to create and communicate a company, product or project vision using the following tools and techniques (and more):
Elevator Statement: communicate the vision in less than 30 seconds (the average time span of an elevator ride)
Product Vision Board : Validate your ideas and assumptions about the target group, user needs, key product features and value the product should deliver
Vision Box: If your product or initiative were marketed in a box, what would it look like?
These tools and techniques are suitable for teams in both an Agile and Waterfall environment and will encourage participation from even the most challenging stakeholder!
Main takeaways
Get practical hands-on experience using all of the above techniques
Discover the OMG (Object Management Group) Business Motivation Model and learn the difference between “Mission” and “Vision” and how “Courses of Action” help to attain “Desired Results”.
Defining the business need and vision is a key task of the BABOK Enterprise Analysis knowledge area and a critical part of any business analysis effort. Use these techniques as an alternative to the options available in the BABOK.
2a customer discovery ( canvas and story ).2013.q2iain.verigin
This document provides an overview of Customer Discovery class #2a. It begins with reviewing an example Lean LaunchPad project called MammOptics. The majority of the class time is spent reviewing this example to demonstrate what customer discovery work looks like.
The document then provides a brief recap of customer discovery planning and outlines the customer development process with the key stages of customer discovery, customer validation, customer creation, and scaling the company. It discusses rules and exit criteria for the customer discovery stage. Hypothesis testing is a core part of discovery, and the document outlines developing hypotheses for problems, products, customers, competition, distribution/pricing, markets, and the business model. Finally, it emphasizes that hypotheses are educated guesses to
This document provides 10 ways to validate a startup idea, including writing down the product concept, gaining domain expertise, identifying the target market, creating a minimum viable product with least complexity, testing the idea with potential customers, analyzing results and iterating, trying to get a customer before building the full product, focusing on personal development, and not assuming funding is needed immediately. The overall recommendations are to thoroughly document the idea, obtain relevant knowledge, test assumptions with real customers, iterate based on feedback, and continue improving personal skills.
5 Design Hacks to Build a Better Product in Less TimeAmy Jo Kim
Do you want to accelerate your early design and development process? Is it tricky to identify the right early customers to test your ideas on? Would you like a roadmap for creating a stripped-down yet compelling MVP? Learn the key design hacks and powerful step-by-step system for accelerating early design, perfected by Amy Jo Kim, CEO of Shufflebrain. Startups, game companies and media giants have used her GettingToAlpha system to turn innovative ideas into breakthrough hits.
This document discusses the importance of product design for effective branding. It explains that product design satisfies customer needs and communicates the purpose of the product. Good design leads to increased sales revenue over time, as shown by Amazon and Airbnb. The document outlines a process for product design that involves defining the problem, target users, and vision/strategy. It recommends primary and secondary research including interviews and observation. The findings are organized using affinity mapping. This informs how-might-we questions to generate ideas, which are prototyped using low-fidelity techniques like crazy 8s. The prototypes are then tested with users. The process emphasizes iteration based on changing customer needs.
After the initial excitement that a great idea brings, the next phase can be daunting. Does this game have any chance of commercial success? Is the space too crowded? Is it feasible for our team to build it? This talk will provide a number of techniques that you can apply at various points in the game’s lifecycle to help you make better-informed decisions and improve the chances of your game’s success - whether you are looking to validate the initial idea or refine the game during production or even post-launch.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Making a website is more then making pretty picture and some sales jargon. You have to fully understand the project, your audience, current traffic trends and the even more important – the business goals before every writing a line of code.
This document provides advice on creating an effective portfolio. It recommends including your most recent work first and oldest towards the back. The portfolio should be easy to navigate and allow changing pages to tailor it for different clients. Work samples should be 100% your own work or clearly labeled as collaborative. Both physical and digital portfolios are acceptable but physical allows including textures and hand-drawn work. The portfolio should show a variety of styles and be tailored to the specific job or industry of interest. Constantly updating and refining the portfolio is important to stay relevant and confident discussing your work.
The document outlines activities for students to work in teams to design a board game to be sold at Christmas. It instructs students to choose a team name and roles, conduct market research on popular board games, analyze the data to inform their game design, name their product and create a slogan. The design team must then create the board game, instructions, and budget while the advertising team develops an advert and poster. Finally, teams will present their board game, including a demonstration, budget, and advert, and students will vote on their favorite.
Content Marketing – strategiseminar av Joakim Ditlev på Epic Content Marketin...Content Marketing Norge
Joakim Ditlev fra Content Marketing DK og forfatter av den første danske boken om innholdsmarkedsføring – Content Marketing Bogen – var på Epic Content Marketing 2015. Joakim går igjennom:
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- Hvordan du organiserer ditt content marketing-team mm.
This document discusses embracing imperfection and how the concept of "good enough" can be a perfect solution. It promotes agile thinking and emphasizes understanding the problem, defining a minimum viable product (MVP), and building credibility incrementally. The document provides examples from ThinkGeek of addressing issues like address normalization and pre-orders with iterative, pragmatic solutions. It also discusses techniques like design sprints and feature planning that help determine MVPs and prioritize work. The overall message is that by focusing on solving core customer problems with iterative solutions, organizations can achieve success without needing a perfect plan or solution.
This document provides 6 ways to see bigger business results through social media by keeping it simple. It recommends focusing efforts on 1-2 major social media platforms rather than spreading efforts too thin across many platforms. Specifically, it suggests doubling down on LinkedIn due to opportunities for business development, recruitment, and driving traffic from executives. It also recommends using Facebook Live videos monthly to provide thought leadership and build rapport with customers. The overall message is to focus social media efforts on a select few platforms where target audiences are highly engaged.
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https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
Unveiling the Advantages of Agile Software Development.pdfbrainerhub1
Learn about Agile Software Development's advantages. Simplify your workflow to spur quicker innovation. Jump right in! We have also discussed the advantages.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
2. Who am I?
• At Medrick for 3 years , designing our F2P games
• Game designer for Rooster Wars series
• Lead designer and product owner of Spirit Wars
3.
4. F2P Games
• Classic form of trade
• In Premium games, You create fun in exchange of revenue.
• In F2P games, You have to create fun and make revenue in the same
time.
• Keeping up the fun for a free product is the challenge you take as a
developer or more importantly, as a game designer.
5. Let’s overcome the challenge
• It doesn’t depend on :
• Studio culture
• Client | IP | Live project | From Scratch
• Multiple genres
Some challenges apply to all, no matter what is your situation.
7. Creative Box
• Creative limitation
• “We need to first be limited in order
to become limitless. “
-Phil Hansen , Ted Talk 2015
• Oulipo, A way French writers and
poets used to create notable pieces.
8.
9. Define your box
• Set the phase you want to work with the box
• IP or seed definition
• Studio background
• Your team’s characteristics and special abilities
• Or anything else that can form the box to fit your idea in it!
10. Existing IP based project
• Rooster Wars
• The box was defined in the
concept phase.
• A new creative box was
defined in the boundaries of
box that formed the concept.
18. A familiar dialog…
- Is the mechanic set you’ve designed fun enough?
- YES! There aren’t any games which can compete us! (Excited as hell)
- Oh! Let’s form a high scale team and build it in no time!
19. Do not jump to the end so fast
• High cost of production and marketing
• Risk to fail is much higher these days
“Iterative design is a design methodology based on a cyclic
process of prototyping,testing, analyzing, and refining a
product or process.”
20. Define targets
• Set target KPIs
• Retention Rate could be used for this matter. D1 is the most important one
to measure the quantity of fun there.
• Each core mechanic has some unique selling points. If they work, You would
be blessed.
• Define metrics which can measure USPs
• Analyze, Analyze and Analyze!
21. Test approaches
• In-house test
• Closed beta test
• Fake Launch
• Soft Launch ( Could be divided into some separate phases)
24. Big picture
• You draw a big picture in pre-production phase.
• There are some KPIs that you can’t take your eyes off them.
• Each feature ( developed or to be developed) should address those
KPIs.
• Plan to make the time span between updates shorter as possible (2-
4 weeks)
25. I’m ready for the next update
• Find out the current status of your project in term of KPIs
• Look at the production plan you’ve written months ago.
• Prioritize and set alternatives based on the KPIs ( and of course the
release plan!)
26. Analyze and analyze!
• Monitor all the KPI changes after each update
• Also set priority on KPIs to know which one to look first
• Consider plan B in all situations
27. Life saver feature
• The balance between sink and source of the economy was not
working and it had got worse each day passed
• Tournament feature got selected from our feature pool and entered
the production
• Shortly after the release, our revenue got 2 times better than 6
months before and everything went back to normal.
29. BI team
• Stands for Business Intelligence.
• They are responsible for all the “DATA” gathered by your products
• They provide you benchmarks, Analyze deeper and help you to
define next step.
• Should be in-house team
30. Marketing team
• Marketing team is an inseparable part of your team
• Responsible for delivering your game as efficiently as possible
• Could be both in-house or out-source.
31. Say hello to your new teammates
• They should be on the same page you’re about core design.
• These teams may have new ideas for you
• Listen to them when they have comments
• These come from DATA/FEEDBACK not personal!
32. Recap
• Don’t limit your challenge, Challenge your limits to find the most
creative idea in the history of mankind!
• If you want to build a F2P game, be careful where you’re going.
There is a wild world out there, survive with DATA!
• Divide and conquer.
• Never forget to analyze everything.
• NEW is always better! New ideas, new workflows, new everything!
33. Thank you for your time!
Do not hesitate to contact me on sh.amiri@medrick.info