Crowdfunding: Strategies for Startups, Businesses, & Cause ActivistsBarkWorld Expo
Speaker: Pirate Epstein
What does it take to raise money through crowd funding? What can you do to increase the chances that you will successfully reach your funding goal? Come learn the answers to these questions and more as Elliot Pirate Epstein, CEO of SqueePlay, guides you through his experience raising money and and navigating the complex world of crowdfunding.
Takeaways:
Getting your project up on a crowdfunding site is just the beginning
You have to bring the crowd to your crowdfunding project
Once you reach critical mass (~ 30%-50% funded), the rest of your goal becomes much easier to achieve
How to Use Every Game Project to Get Attention, Go to Game Conferences for Fr...Vlad Micu
Vlad Micu is a game industry consultant and former PR manager who gives tips on using every game project to get attention, attend game conferences for free, and win prizes. He recommends (1) recreating an experience close to your heart for your project, (2) setting a clear goal you want to achieve, and (3) having a vision to carry you through challenges.
Andrew shared his extensive knowledge about designing events that foster competition within a game. He also covered the nuances of balancing player feedback with design decisions during development.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Tuomas Erikoinen '"Designing character-driven games' BoomlagoonPocket Gamer Biz
Tuomas Erikoinen discusses designing character-driven games that engage and retain players. He argues that focusing on a small number of exaggerated lead characters and discreet side-kicks can help build interest in characters over multiple games and franchises. This approach provides developers with a consistent vision and allows games and characters to expand into product families. Guidelines are offered for the number of characters, art style, and development process based on the target audience. The goal is to use strong characters and story to increase player engagement beyond individual games.
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.
In her class Deborah delves into the world of gaming communities - building them, maintaining them, and using content to connect. Join her as she shares her tips for empowering players and setting a community up to thrive.
Making Games Universal: How to Develop for Big Brands with Small StudiosUnity Technologies
In this high-level session, learn how developers from around the world came together to build games for their favorite Universal brands. Various winning developers from the Universal GameDev Challenge will share their stories of success, and how to strike the balance between artistic creation and commercial collaboration.
Chris Heatherly - NBC Universal
Lydia White - Unity Technologies
Crowdfunding: Strategies for Startups, Businesses, & Cause ActivistsBarkWorld Expo
Speaker: Pirate Epstein
What does it take to raise money through crowd funding? What can you do to increase the chances that you will successfully reach your funding goal? Come learn the answers to these questions and more as Elliot Pirate Epstein, CEO of SqueePlay, guides you through his experience raising money and and navigating the complex world of crowdfunding.
Takeaways:
Getting your project up on a crowdfunding site is just the beginning
You have to bring the crowd to your crowdfunding project
Once you reach critical mass (~ 30%-50% funded), the rest of your goal becomes much easier to achieve
How to Use Every Game Project to Get Attention, Go to Game Conferences for Fr...Vlad Micu
Vlad Micu is a game industry consultant and former PR manager who gives tips on using every game project to get attention, attend game conferences for free, and win prizes. He recommends (1) recreating an experience close to your heart for your project, (2) setting a clear goal you want to achieve, and (3) having a vision to carry you through challenges.
Andrew shared his extensive knowledge about designing events that foster competition within a game. He also covered the nuances of balancing player feedback with design decisions during development.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Tuomas Erikoinen '"Designing character-driven games' BoomlagoonPocket Gamer Biz
Tuomas Erikoinen discusses designing character-driven games that engage and retain players. He argues that focusing on a small number of exaggerated lead characters and discreet side-kicks can help build interest in characters over multiple games and franchises. This approach provides developers with a consistent vision and allows games and characters to expand into product families. Guidelines are offered for the number of characters, art style, and development process based on the target audience. The goal is to use strong characters and story to increase player engagement beyond individual games.
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.
In her class Deborah delves into the world of gaming communities - building them, maintaining them, and using content to connect. Join her as she shares her tips for empowering players and setting a community up to thrive.
Making Games Universal: How to Develop for Big Brands with Small StudiosUnity Technologies
In this high-level session, learn how developers from around the world came together to build games for their favorite Universal brands. Various winning developers from the Universal GameDev Challenge will share their stories of success, and how to strike the balance between artistic creation and commercial collaboration.
Chris Heatherly - NBC Universal
Lydia White - Unity Technologies
Dokumen tersebut memberikan 7 kiat untuk menjadi pengembang game yang sukses, yaitu (1) kuasai skill yang relevan, (2) bentuk tim dengan berbagai peran, (3) buat perencanaan jangka pendek, menengah dan panjang, (4) serius mengembangkan produk dan bisnis, (5) pelajari pemasaran, (6) perhatikan teknologi dan tren terkini, dan (7) siap berubah dan berkembang sesuai kondisi.
Materi seminar Technopreneur - AMCC - STMIK Amikom 2013 pada hari Jumat, 24 Mei 2013. Membahas mengenai StartUp, Kendala dan masalah yang sering muncul serta solusi praktis untuk para pelaku bisnis IT (pemula)
Dokumen tersebut memberikan panduan untuk mendapatkan, mempolak, dan menjual ide besar secara singkat. Langkah-langkah untuk mendapatkan ide meliputi memahami masalah, mengumpulkan masalah, memilih target, dan membuat daftar solusi. Untuk mempolak ide, digunakan metode PEST dan uji coba ke klien potensial. Menjual ide adalah tantangan karena membutuhkan presentasi berulang, menerima penolakan, dan
Samuel Henry adalah ketua bidang promosi dan kerjasama di JOGJA IT serta penulis buku tentang game 3D dan pemasaran online. Dokumen menjelaskan pentingnya strategi pemasaran untuk bisnis, perubahan paradigma bisnis di era digital, dan bagaimana memanfaatkan teknologi informasi untuk memasarkan produk.
Dokumen tersebut merupakan profil penulis buku Samuel Henry beserta tips dan triknya dalam menulis buku game. Ia telah menerbitkan dua buku game melalui penerbit Graha Ilmu dan bekerja di penerbit Neotekno. Naskah praktis lebih mudah diterima penerbit dibanding teoritis asalkan memberikan panduan yang jelas bagi pembaca awam. Perlu memilih topik spesifik, menulis bagian yang paling dikuasai, dan konsisten menulis
How to Build a Solid Team and Health Organization for Startup Businesses?Samuel Henry
Dokumen tersebut memberikan panduan untuk membangun tim dan organisasi startup yang solid, termasuk mengelola aspek keuangan, operasional, sumber daya manusia, dan pemasaran. Juga membahas pentingnya visi dan misi jelas, kerja sama tim, pengembangan keterampilan, dan belajar dari kesalahan.
Dokumen tersebut memberikan panduan lengkap dalam menyusun proposal bisnis, mulai dari bagian-bagian penting yang harus ada sampai dengan kesalahan yang sering ditemui. Ringkasan eksekutif, deskripsi usaha, analisis pasar dan keuangan, serta lampiran dokumen merupakan bagian inti yang perlu dijelaskan dengan baik. Perencanaan keuangan harus realistis agar proposal terlihat kredibel.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
Dokumen tersebut membahas tentang perkembangan teknologi informasi yang semakin melingkupi berbagai aspek kehidupan manusia. Teknologi informasi sudah menjadi bagian integral dari komunikasi, bisnis, dan pendidikan. Dokumen ini juga membahas mengenai konvergensi atau integrasi berbagai layanan digital di masa depan yang akan semakin menghilangkan perbedaan antara telekomunikasi, teknologi informasi, dan penyiaran.
Dokumen tersebut memberikan ringkasan tentang prospek industri teknologi informasi di Indonesia. Beberapa poin utama yang disebutkan adalah peluang bisnis IT yang besar di Indonesia karena penetrasi internet dan pengguna yang cepat beradaptasi dengan teknologi, namun juga tantangan seperti infrastruktur yang belum merata dan persaingan dengan negara berkembang lain. Dokumen tersebut juga memberikan saran untuk memulai bisnis IT dengan skala kecil terlebih dahulu sebel
Strategi pemasaran untuk startup dalam 3 kalimat atau kurang:
Buatlah produk yang luar biasa, pasarkan ke konsumen yang tepat, bangun loyalitas melalui komunitas.
Materi ini membahas seputar 10 faktor utama yang paling sering melanda startup dan menjadi faktor kegagalan yang sering muncul.
Saya berikan di acara Seminar Industri Informatika di STMIK Amikom Yogyakarta pada tanggal 22 Agustus 2014 saat penandatanganan MOU dengan Dirjen Aptika dan STMIK Komunitas Riset Teknologi Amikom.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
This document provides an introduction to gamifying training and development programs using the Game the System model. It discusses defining learning objectives, creating an epic storyline, designing varied learning activities, adding game mechanics like points and levels, and incorporating aesthetics to make the training fun. The model is presented as a 5 step process: 1) objectives, 2) story, 3) activity design, 4) game mechanics, and 5) aesthetics. The goal is to increase engagement and learning through concepts from game design and behavioral psychology.
Dokumen tersebut memberikan 7 kiat untuk menjadi pengembang game yang sukses, yaitu (1) kuasai skill yang relevan, (2) bentuk tim dengan berbagai peran, (3) buat perencanaan jangka pendek, menengah dan panjang, (4) serius mengembangkan produk dan bisnis, (5) pelajari pemasaran, (6) perhatikan teknologi dan tren terkini, dan (7) siap berubah dan berkembang sesuai kondisi.
Materi seminar Technopreneur - AMCC - STMIK Amikom 2013 pada hari Jumat, 24 Mei 2013. Membahas mengenai StartUp, Kendala dan masalah yang sering muncul serta solusi praktis untuk para pelaku bisnis IT (pemula)
Dokumen tersebut memberikan panduan untuk mendapatkan, mempolak, dan menjual ide besar secara singkat. Langkah-langkah untuk mendapatkan ide meliputi memahami masalah, mengumpulkan masalah, memilih target, dan membuat daftar solusi. Untuk mempolak ide, digunakan metode PEST dan uji coba ke klien potensial. Menjual ide adalah tantangan karena membutuhkan presentasi berulang, menerima penolakan, dan
Samuel Henry adalah ketua bidang promosi dan kerjasama di JOGJA IT serta penulis buku tentang game 3D dan pemasaran online. Dokumen menjelaskan pentingnya strategi pemasaran untuk bisnis, perubahan paradigma bisnis di era digital, dan bagaimana memanfaatkan teknologi informasi untuk memasarkan produk.
Dokumen tersebut merupakan profil penulis buku Samuel Henry beserta tips dan triknya dalam menulis buku game. Ia telah menerbitkan dua buku game melalui penerbit Graha Ilmu dan bekerja di penerbit Neotekno. Naskah praktis lebih mudah diterima penerbit dibanding teoritis asalkan memberikan panduan yang jelas bagi pembaca awam. Perlu memilih topik spesifik, menulis bagian yang paling dikuasai, dan konsisten menulis
How to Build a Solid Team and Health Organization for Startup Businesses?Samuel Henry
Dokumen tersebut memberikan panduan untuk membangun tim dan organisasi startup yang solid, termasuk mengelola aspek keuangan, operasional, sumber daya manusia, dan pemasaran. Juga membahas pentingnya visi dan misi jelas, kerja sama tim, pengembangan keterampilan, dan belajar dari kesalahan.
Dokumen tersebut memberikan panduan lengkap dalam menyusun proposal bisnis, mulai dari bagian-bagian penting yang harus ada sampai dengan kesalahan yang sering ditemui. Ringkasan eksekutif, deskripsi usaha, analisis pasar dan keuangan, serta lampiran dokumen merupakan bagian inti yang perlu dijelaskan dengan baik. Perencanaan keuangan harus realistis agar proposal terlihat kredibel.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
Dokumen tersebut membahas tentang perkembangan teknologi informasi yang semakin melingkupi berbagai aspek kehidupan manusia. Teknologi informasi sudah menjadi bagian integral dari komunikasi, bisnis, dan pendidikan. Dokumen ini juga membahas mengenai konvergensi atau integrasi berbagai layanan digital di masa depan yang akan semakin menghilangkan perbedaan antara telekomunikasi, teknologi informasi, dan penyiaran.
Dokumen tersebut memberikan ringkasan tentang prospek industri teknologi informasi di Indonesia. Beberapa poin utama yang disebutkan adalah peluang bisnis IT yang besar di Indonesia karena penetrasi internet dan pengguna yang cepat beradaptasi dengan teknologi, namun juga tantangan seperti infrastruktur yang belum merata dan persaingan dengan negara berkembang lain. Dokumen tersebut juga memberikan saran untuk memulai bisnis IT dengan skala kecil terlebih dahulu sebel
Strategi pemasaran untuk startup dalam 3 kalimat atau kurang:
Buatlah produk yang luar biasa, pasarkan ke konsumen yang tepat, bangun loyalitas melalui komunitas.
Materi ini membahas seputar 10 faktor utama yang paling sering melanda startup dan menjadi faktor kegagalan yang sering muncul.
Saya berikan di acara Seminar Industri Informatika di STMIK Amikom Yogyakarta pada tanggal 22 Agustus 2014 saat penandatanganan MOU dengan Dirjen Aptika dan STMIK Komunitas Riset Teknologi Amikom.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
This document provides an introduction to gamifying training and development programs using the Game the System model. It discusses defining learning objectives, creating an epic storyline, designing varied learning activities, adding game mechanics like points and levels, and incorporating aesthetics to make the training fun. The model is presented as a 5 step process: 1) objectives, 2) story, 3) activity design, 4) game mechanics, and 5) aesthetics. The goal is to increase engagement and learning through concepts from game design and behavioral psychology.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
The document discusses various unconventional marketing techniques that were used by the founder to promote Scoreoid, a gaming backend service he previously founded. It describes reaching out directly to individual game developers on platforms like Android to personally promote Scoreoid. It also discusses writing guest content, developing community partnerships, and creating SDKs and videos to slowly gain exposure over time through small, focused efforts rather than aiming for sudden virality. The document advocates for marketing approaches that are personalized and don't rely on mass advertising.
This document discusses gamification and how applying game elements to non-game contexts can drive user engagement and desired behaviors. It defines gamification as using game mechanics for non-entertainment purposes, like achieving business goals. Several key elements of successful gamification are outlined, including having a clear "win" state, giving users choices, providing feedback on progress, rewarding users, creating a sense of purpose, and ensuring the experience is fun. The document also cautions that gamification requires understanding user motivations and targeting behaviors linked to business outcomes. An approach is presented where users first define target behaviors, players/user profiles, and how to design the game experience using the six critical elements. The goal is to get users intrinsically motivated by
Andrii Dotsenko shares his experience as a game designer at Ubisoft Kiev. He worked on games like Far Cry 4. Game design involves imagining rules and mechanics to create fun experiences for players. It takes time and failed prototypes to develop this skill. Designers must learn to communicate ideas clearly and listen to feedback from teammates with different perspectives. While ideas are important, the real work is in interactive prototyping to prove a concept.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
Vlad Micu, Head of Studio Critical Force Entertainment - The complete game st...How to Web
This presentation is intended to share the insights, learned lessons and best practices of how our startup succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize
Leading a gameful work from home culturePete Baikins
Leading a gameful work from home culture - simple approaches a leader can take to motivate and engage employees remotely.
* Key benefits of a gameful remote working culture
* How to transition from workplace fun to remote fun
* Why you should be a selfless game playing leader
* Choosing synchronous or asynchronous play with your teams
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
EGX Rezzed 2019 - What you can do to get a job in gamesPeter Harries
Peter Harries is a game designer who has worked at several game studios since 2012. He provides advice for getting a job in the game industry, including playing a variety of games to understand design, using in-game level editors, experimenting with industry tools, getting involved in online communities, creating finished assets, participating in game jams, modding existing games, and learning about the advanced workings of the industry such as development processes and pipelines. The path to a career in games is competitive but there are many routes in, and gaining experience through internships, contract work or quality assurance roles can help land a full-time position.
Creative Mobile: How to eliminate risks in game design evaluationDevGAMM Conference
This document discusses common mistakes and best practices for game design elements like core mechanics, metagame mechanics, storytelling, economics, monetization, and tutorials. It provides advice such as forming an experienced team, finding successful references, integrating elements, and getting early feedback. Mistakes highlighted include adding unnecessary complexity, copying elements without understanding them, and not designing elements together as interconnected systems. The document advocates designing each element based on its purpose and keeping elements clear, simple and understandable for players.
BANZAI! Joy and folly of setting up an Indie Games StartupGiuliano Cremaschi
WHO: Giuliano Cremaschi, Cute Attack Mobile Games' CEO and Creative Director (cuteattack.com)
WHAT: Giuliano shares his experiences on setting up a non-funded mobile gaming startup with an international Team and a distributed way of working.
WHERE: "Shared Gems 2012 -international Game Seminar", Metropolia, Helsinki (http://vyyhti.metropolia.fi/koulutukset/peliseminaari/)
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
Mental Models Game Prototype Presentation May 2013 updateVille Keranen
Concept presentation about Mental Models Card Game. The game was invented by Tiimiakatemia Creativity Program LÄN back in 2006. Monkey Business took over the development in 2010 and intends to publish it as a card game as well as an open source project.
1) Gamification uses elements of game design like points, badges, and leaderboards to motivate people to learn and complete tasks.
2) Gamification can increase learning completion rates and engagement by tapping into people's intrinsic motivations through fun and social elements.
3) For gamification of learning to be effective, it is important to focus on the user experience, allow exploration and failure, provide feedback, and encourage both social interaction and competition.
Dokumen ini membahas manfaat sistem peringkat game Indonesia (IGRS) bagi pemain game dan orang tua. IGRS berguna sebagai panduan untuk orang tua dalam memilih game yang sesuai untuk anak dan sebagai petunjuk awal untuk menghindari konten yang tidak sesuai. Namun, IGRS juga dapat menjadi alat sensor jika digunakan untuk membatasi game dari luar negeri yang belum tentu tidak sesuai dengan budaya Indonesia. Secara keseluruhan,
A unique selling proposition (USP) is defined as the factor or consideration that a seller presents as the reason their product or service is different from and better than the competition. A strong USP should highlight a tangible benefit to the customer that competitors cannot easily copy or match. An effective USP is specific, believable, and compelling enough to influence a customer's purchasing decision.
Dokumen tersebut membahas tentang industri permainan video di Indonesia. Industri ini sedang berkembang dengan adanya banyak studio game lokal, peningkatan jumlah pemain game online, dan potensi pasar yang besar. Namun industri ini masih dihadapkan pada tantangan seperti kurangnya dukungan pemerintah dan SDM terlatih serta masalah pembajakan.
Pemerintah mengumumkan rencana untuk membangun pusat perbelanjaan baru di pusat kota untuk mendukung pertumbuhan ekonomi. Rencana ini mendapat dukungan dari kalangan bisnis tetapi ditentang oleh kelompok lingkungan karena khawatir akan mengganggu ekosistem setempat. Perdebatan masih berlanjut mengenai dampak sosial ekonomi dan lingkungan dari rencana pembangunan tersebut.
This document discusses the use of video games for both entertainment and education. It notes that teenagers today play video games for up to 10,000 hours by age 21 compared to less than 5,000 hours reading books. It also provides statistics on gaming in Indonesia, including that there are over 7 million online gamers and video game piracy costs around $4 billion per year. The document argues that video games are not just for kids and can have educational benefits by engaging complex learning, maximizing thinking capacity, and learning from mistakes and experiences in a cost-effective way.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
2. Short Story About GITS
•
•
•
•
IT Service Provider (since 2003)
Well known as “GITS Training Center”
Website: www.gitstrainingcentre.com
Office: 2nd Floor, STMIK Amikom Building
No.1
• Established game gevelopment division
since August 2013
• Already had 4 gamedev studios with 33
developers
• All studios were focusing for mobile games
7. What you need to build Games Studio?
You can start from here…
• Founder and Co-Founder (2-4 person)
• Appropriate Skills (Game Design, Game
Programming, Art and Sound)
• Passion for gaming (a must!)
But to increase your chances, you also need these:
• Business Management
• Research and Funding
• Networking
• Marketing Strategy
….something you think is not for you or IS IT?
11. Let’s Talk about Business Aspects:
From the start you need to think and prepare:
1.
2.
3.
4.
Business Management
Research and Funding
Networking
Marketing Strategy
Tips:
• It’s a mindset and behaviour problem, start
from small
• Don’t wait until you finish producing your game
12. Business Management
1. Game developers usually don’t care about
management
2. Studios without management = problems & chaos
3. Build rules and team agreements from the start
4. Point one of your team for management role
5. Start simple, add the others in process
6. Learn to collaborate while competing
7. Learn to discuss & communicate wisely
8. Avoid the common mistakes: lazy, selfish, wasting
time, procastinate
9. Make collaboration plans and milestones with your
team
13. Research and Funding
1. Don’t follow your heart, instead: make research for
the market build games that can sell
2. Learn to look where the trend lead to
3. Learn to anticipate when the trends occurs
4. Game that sell can attract potential customer and
investor
5. Learn to get funds from other parties (friends,
parents, campus, etc)
6. Another step: incubators, investor, kickstarters, VC
7. Learn to polish your team appereances (website,
portofolios, team resumes, social media, etc)
14. Networking
1. Join your local gamedev community
2. Get to know local gamedev companies
3. Involved in related seminar, events for video
games market
4. More active in online presence (forum, media
social, etc)
5. At least: Please make your studios business card
6. Use your campus networking: alumni, companies
backed up by university, etc
7. Don’t be greedy, share info to the others and you
will get the same things
8. All of your team must be willing to do partial of
above activities
16. Marketing Strategy
1. Learn what your target customer and what type
of games that they love to play and buy
2. Learn to find good market for your games earlier
3. Don’t wait till the games production finished
4. Learn alternative low budget marketing (free or
low-cost money)
5. Don’t be too idealistic, learn to co-promote with
other parties (companies, campus, friends, etc)
6. If you don’t have “brain” to marketing your game,
learn from “everywhere” (online, apps market,
books, mentor, competitors, etc)
7. Marketing is a continuous process, is not only for
temporary try to love it!
17. Video games market is very competitive, your studio really need
marketing and strategy to increase the success rate!
18. Conclusion
Make games is just a start, you need lots of things from
business aspects to success in gamedev world!
19. Thank You!
The new office of GITS Alliance
Please visit my personal blog for more gamedev issues:
www.samuelhenry.net
Or email: sam@samuelhenry.net
20. Additional Info
BEGINNER COURSE
Bagi yang tertarik untuk
mulai terjun di dunia game
development, paket
training ini cocok untuk
tingkat pemula!
Peserta tidak hanya akan
membuat game, tapi akan
diberikan bimbingan &
coaching teknis selama
mengikuti training dari tim
senior.
Call: 0274 884 201 ext 121
21. Additional Info
INTERMEDIATE COURSE
Cocok untuk individu yang
ingin training tingkat
lanjutan. Tidak hanya gme
3D tapi juga bisa khusus
untuk 2D.
Paket ini khusus ditujukan dalam
bentuk semi private. Cocok
untuk peserta kelompok/tim!
Call: 0274 884 201 ext 121
Peserta tidak hanya akan
membuat game, tapi akan
diberikan bimbingan &
coaching teknis selama
mengikuti training dari tim
senior.