В этом докладе не будет никаких советов, поучений и слайдов из чужих аналитических отчетов. Просто честная история о том, как мы разрабатывали, запускали, полтора года развивали и продолжаем развивать один из самых успешных проектов компании Game Insight.
Максим Донских, руководитель издательского направления Game Insight, выступает с докладом «Аэропорт-сити: постмортем».
Несмотря на то, что Максим руководит издательским направлением, его доклад по большей части посвящен разработке, так как Максим возглавляет одну из внутренних студий Game Insight.
Максим Донских, руководитель издательского направления Game Insight, выступает с докладом «Аэропорт-сити: постмортем».
Несмотря на то, что Максим руководит издательским направлением, его доклад по большей части посвящен разработке, так как Максим возглавляет одну из внутренних студий Game Insight.
"Мобильные игры: что ждать от рынка в ближайшем будущем?" - Леонид Сиротин, G...Procontent.Ru Magazine
Procontent.Ru продолжает публикацию презентаций с Live! Mobile 2012 - Russian Mobile Congress. Презентация "Мобильные игры: что ждать от рынка в ближайшем будущем?" Леонида Сиротина, генерального продюссера Game Insight.
Леонид кратко рассказывает об истории компании Game Insight, опыте издания мобильных игр для iOS и Android, трендах грядущего 2013 года (кроссплатформенность, рост популярности midcore-игр, социализация игрового опыта, рост локальных рынков, ставка на free2play, популярные жанры будущего года, взрослении рынка разработки мобильных игр - растущая стоимость бюджетов, рост рисков, уход слабых учаснтиков).
Лицензионные игры про кубики в ритейле / Андрей Иващенцев (Yode Group)DevGAMM Conference
В этой сессии Андрей поделится опытом разработки игры для программ лояльности в ритейле по франшизе вселенной LEGO, а в частности о управленческих и технологических челленджах с которой столкнулась команда
Taketime презентация - Creating presentation for Taketi.me. liblab.coLidia Dranik
Creating presentation in Russian for the portal Taketi.me. Marketing + Copywriting + Design. For details see some pages of this presentation here: http://liblab.co/portfolio/taketi-me-igrovoj-portal-prezentatsiya/
Also you can see my whole portfolio on http://liblab.co/portfolio/
Разработка презентации (маркетинг + копирайтинг + дизайн) для игрового портала Taketi.me
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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"Мобильные игры: что ждать от рынка в ближайшем будущем?" - Леонид Сиротин, G...Procontent.Ru Magazine
Procontent.Ru продолжает публикацию презентаций с Live! Mobile 2012 - Russian Mobile Congress. Презентация "Мобильные игры: что ждать от рынка в ближайшем будущем?" Леонида Сиротина, генерального продюссера Game Insight.
Леонид кратко рассказывает об истории компании Game Insight, опыте издания мобильных игр для iOS и Android, трендах грядущего 2013 года (кроссплатформенность, рост популярности midcore-игр, социализация игрового опыта, рост локальных рынков, ставка на free2play, популярные жанры будущего года, взрослении рынка разработки мобильных игр - растущая стоимость бюджетов, рост рисков, уход слабых учаснтиков).
Лицензионные игры про кубики в ритейле / Андрей Иващенцев (Yode Group)DevGAMM Conference
В этой сессии Андрей поделится опытом разработки игры для программ лояльности в ритейле по франшизе вселенной LEGO, а в частности о управленческих и технологических челленджах с которой столкнулась команда
Taketime презентация - Creating presentation for Taketi.me. liblab.coLidia Dranik
Creating presentation in Russian for the portal Taketi.me. Marketing + Copywriting + Design. For details see some pages of this presentation here: http://liblab.co/portfolio/taketi-me-igrovoj-portal-prezentatsiya/
Also you can see my whole portfolio on http://liblab.co/portfolio/
Разработка презентации (маркетинг + копирайтинг + дизайн) для игрового портала Taketi.me
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During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
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2. КТО МЫ, ЧТО МЫ
ABOUT US
Road 404 – небольшая студия разработки социальных
и мобильных игр, входящая в большую семью Game Insight.
http://www.facebook.com/road404
4 игры для соц.сетей, 1 из них перенесена на мобильные платформы
Airport City на Facebook: 11 млн пользователей, 2 млн MAU
Мобильный Airport City: 5,6 млн пользователей, 1,5 млн MAU
Google Play: #1 по заработку в 23 странах
AppStore: #1 по заработку в 39 странах, топ-10 по закачкам в 63 странах
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
3. КРЕАТИВ И ИДЕИ
CREATIVE IDEAS
ЧУЖАЯ ИДЕЯ МОЯ ИДЕЯ ЧУЖАЯ ИДЕЯ
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
4. НЕМНОГО ПРО ИГРУ
ABOUT THE GAME
Популярный жанр «ситибилдер», но со своей фишкой – самолетами
Нужно развивать параллельно город и аэропорт
Квесты, коллекции, вся фигня
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
5. ТАЙМЛАЙН
TIMELINE
Релиз
iOs 19,5 млн
Релиз
Android 16,3 млн
Релиз
Релиз Facebook 9 млн
ВКонтакте 1,2 млн
пользователей
МАЙ 2011 СЕНТЯБРЬ 2011 ФЕВРАЛЬ 2012 АВГУСТ 2012 НОЯБРЬ 2012
Разработка: конец 2010 года – май 2011 (5 месяцев)
Полномасштабный релиз: сентябрь 2011, FB
Портирование: сентябрь 2011 – февраль 2012 (5 месяцев)
Доделка напильником: февраль – июнь 2012
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
6. РАЗРАБОТКА
DEVELOPMENT PROCESS
4-5 месяцев до беты (командой из 6 человек)
Диздок? Нет, не слышали
Нет финальных решений, не знаешь что выстрелит
Много внимания статистике и аналитике
Done is better than perfect
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
7. МОБИЛЬНАЯ ВЕРСИЯ
MOBILE VERSION
?
Портировать, используя конвертеры
арта и кода; делать альтернативный
клиент к готовому серверу или
разрабатывать самостоятельную игру?
Другое поведение юзера (на самом деле, нет)
Другой интерфейс (соотношение сторон, управление)
Другой баланс (?)
Сложнее социальность и виральность
Не всегда есть интернет
Специфика апдейтов
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
8. ПОЧЕМУ UNITY3D
WHY UNITY3D?
Реальная кроссплатформенность
Готовая высокоуровневая среда разработки
Высокая совместимость с девайсами
Активное развитие движка
Команда
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
10. СПЕЦИФИКА ANDROID
ANDROID SPECIFIC FEATURES
Много маркетов, но основной – Google Play
Фрагментация (устройства, экраны, прошивки)
2 версии в релизе – планшетная и смартфонная
Отсекли low-end (много проблем, мало денег)
Читеры
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
11. НЕВЕРОЯТНО, НО ФАКТ
TOO GOOD TO BE TRUE
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com
12. СПЕЦИФИКА IOS
IOS SPECIFIC FEATURES
Возьми нас в свой айфон!
Один централизованный маркет
Новые девайсы (ретина), обновления ОС
Жесткие правила
Долгая модерация
ЧИТЕРЫ!!!
www.facebook.com/gameinsight www.twitter.com/Game_Insight www.game-insight.com