Game mechanics are methods that agents (players and NPCs) use to interact with and change the game state. They include actions like shooting, jumping, and turning. Game rules provide the framework for how game mechanics can be used, for example allowing a chess piece to move but not allowing two pieces to occupy the same space. Good game balance considers factors like fairness between players, an appropriate challenge level for players, meaningful choices, the right mix of skill and chance, and freedom versus control. Well-designed puzzles have goals that are clear, allow progress to be seen, seem solvable, and gradually increase in difficulty.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Technical accuracy, quality, graciousness and integrity underscore the innovation and manufacturing ethic at multi-award winning building expansion joint manufacture EMSEAL. Peter Hensley still inspires what makes in tick.
Los primeros Africanos en Venezuela: IntroducciónProyectos AC
Breve historia de la llegada de 151 esclavos africanos a Borburata, Venezuela en 1565, en un barco comandado por el pirata ingles John Hawkins. Brief intro to slave trade in Venezuela, John Hawkins second voyage to Borburata Venezuela in 1565, carriyng 151 african slaves.
The Pixel Lab 2015 | Extending story through play - Nick Fortugnopower to the pixel
Nick Fortugno looks at the way in which games and gameplay can be used to extend, monetise, and even incubate brands and stories. By looking at successful examples of transmedia that incorporate play into their storyworlds, Nick discusses how games create aesthetics and how that practice
can be applied to larger brand strategies. From there, the talk explores how gameplay can fit into a larger transmedial strategy in a number of rules, from expanding the story’s access to new audiences to serving as an experimental platform for brand-new story properties.
Not WHEN Games but WHICH Learning GamesSharon Boller
L&D people think games are useful in a subset of situations. This session showcases numerous games to show how vast the landscape of learning games can be - from games involving only people to tabletop games to asynchronous digital games
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Unlock your creative potential: 7 steps to becoming a game designerEthan Levy
Game Design is simultaneously the industry’s most romanticized and most misunderstood profession. Everyone wants to be a game designer. Everyone thinks they are a game designer. Yet, few understand what a game designer’s job truly is or how to become one. This presentation takes a peek behind the curtain to explain what being a professional game designer is and what it isn’t. It then presents 7 concrete steps that aspiring game designers can take towards becoming a game designer.
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
Alex Rose, Lead Developer, Alex Rose Games
Casting a critical eye on classic game design features like Score, Health, Ammo, Lives, and Crafting.We’ll analyze when these features actually create fun gameplay and, more importantly, determine when to avoid them.
In playing games, we are following outdated strategies.
Game playing was one of the devices we adopted as young children to get what we wanted from the world.
But in adult life, we have other, more effective options.
Similar to Game mechanics-puzzles (NielsQuinten) (20)
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
Follow us on: Pinterest
Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
Follow us on: Pinterest
Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
Hollywood Actress amazon album eminent worldwide media, female-singer, actresses, alhletina-woman, 250 collection.
Highest and photoreal-print exclusive testament PC collage.
Focused television virtuality crime, novel.
The sheer afterlife of the work is activism-like hollywood-actresses point com.
173 Illustrate, 250 gallery, 154 blog, 120 TV serie logo, 17 TV president logo, 183 active hyperlink.
HD AI face enhancement 384 page plus Bowker ISBN, Congress LLCL or US Copyright.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
3. Game Mechanics
• “Game mechanics are methods invoked by agents, designed
for interaction with the game state.” (sicart)
• http://gamestudies.org/0802/articles/sicart
4. Game Mechanics
• Methods =>werkwoorden
• E.g. Schieten, springen, draaien, etc.
• Agents =>spelers en Non-playercharacters (NPC’s)
• Interaction with the game state=> Agents veranderenietsaan
de game state.
5. Game Mechanics
• Zoek de game mechanics..
http://www.youtube.com/watch?v=ziT7FDL4tXo
• Is dit een game mechanic?
http://www.youtube.com/watch?feature=player_detailpage&
v=PvewR66iCUE#t=164s
6. Game mechanics& regels
• “Game mechanics are concerned with the actual interaction
with the game state, while rules provide the possibility space
where that interaction is possible […]” Sicart
• Spelregelsvertellen hoe game mechanics
gebruiktkunnenworden. E.g.
eenschakerkaneenschaakstukverplaatsen (mechanic), maar
mag geen twee schaakstukken in hetzelfdevakplaatsen (regel).
7. Wat komt er kijken bij game
mechanics?
• Space
• Objects, attributes, andstates
• Skill
• Chance
8. Space
• In welke ruimte kunnen de game mechanics gebruikt worden?
• Discrete vs. continuousspace
• OXO vs. Pooltafel
• http://www.youtube.com/watch?feature=player_detailpage&v=FoC
KsP2wVvg#t=255s
• Nestedspace(een ruimte in een ruimte)
• http://www.youtube.com/watch?feature=player_detailpage&v=74eL
OYIXshs#t=122s
• Zero-space
9. Objects, attributes, andstates
• Objecten =>Characters, props, tokens, scoreboards, anything
that can be seen or manipulated in your game falls into this
category. E.g. Een auto
• Elk object heeftattributen of categorieën van waarde
(gelijkaardigaanvariablen in OOP) E.g. Het attribuut ‘snelheid’
of ‘kleur’ van een auto
• Tijdens het spelenheeft elk object eenstaatafhankelijk van de
attributen. E.g. de snelheid is 150km/h
• http://www.youtube.com/watch?v=uN8AJ8Plgvw
10. Skill
• Fysieke skills =>skills involving strength, dexterity,
coordination, andphysicalendurance.
• E.g. Dance, dancerevolution
• Mentale skills =>skills of memory, observation, and puzzle
solving.
• E.g. Sudoku
• Sociale skills =>reading an opponent (guessing what he is
thinking), fooling an opponent, and coordinating with
teammates.
• E.g. Poker
11. Chance
• Chance is an essential part of a fun game because chance
means uncertainty, anduncertaintymeans surprises.
• Chance kun je bv. genereren met dobbelstenen of een
random() functie.
• Voor de geïnteresseerden: Ten Rules of Probability Every Game
Designer Should Know, p155, Book of Lenses
13. Chance
• Mensen doen vaak geen koelbloedige kansberekeningen
• -> Risk aversion, lossaversion, ..
• E.g. Risk aversion: A person is given the choice between two
scenarios, one with a guaranteed payoff and one without. In the
guaranteed scenario, the person receives $50. In the uncertain
scenario, a coin is flipped to decide whether the person receives
$100 or nothing. (Wikipedia)
14. Balance
• Think of it like creating a new recipe — it is one thing to
determine the ingredient you need, but another to decide
how much of each to use, and how they should be combined.
15. 1. Fairness
• Symmetrical Games
• to give equal resources and powers to all players.
• Asymmetrical Games
• To simulate a real-world situation (war)
• To give players another way to explore the gamespace. (mortal
combat)
• Personalization (world of warcraft)
• To level the playing field
16. 2. Challenge vs. Success
• Flow =>If play is too challenging, the player becomes
frustrated. But if the player succeeds too easily, they can
become bored.
17. 2. Challenge vs. Success
• Heeft Kabul Kaboom een goede challenge vs. Success balans?
http://ludology.typepad.com/games/kabulkaboom.html
18. 2. Challenge vs. Success
• Increase difficulty with each success.
• Let players get through easy parts fast.
• Create “layers of challenge. ” (de speler punten geven, en
onder een bepaald percentage moeten ze het level opnieuw
doen)
• Let players choose the difficulty level. (easy, medium, hard)
• Playtest with a variety of players.
• As a designer, it makes sense to ask yourself “What
percentage of players do I want to be able to complete this
game? ” and then design for that.
19. 3. MeaningfulChoices
• Not just any choices, but choices that will have a real impact
on what happens next, and how the game turns out.
• Keuzes die meteen effect hebben, maar ook in het verder
verloop van de game effect hebben. E.g. Tetris, een blokje
verkeerd zetten geeft meteen weer dat die rij(en) een opening
hebben, en daar moet je verder in het spel rekening mee gaan
houden.
• Once a dominant strategy is discovered, the game is no longer
fun => e.g. eenaangepastversie van rock, paper, siccor
21. 4. Skill vs. Chance
• Een goed game heeft een goede balans tussen skill& chance
(afhankelijk van het type spel).
• Veel skill zonder chance kan voorspelbaar worden
• Veel chance zonder skillkan de speler een gevoel geven dat
zijn inbreng er niet toe doet =>saai
• E.g. poker => delen van handen is chance, hoe je ze speelt skill
22. 5. Head vs. Hands
• How much of the game should involve doing a challenging
physical activity (be it steering, throwing, or pushing buttons
dexterously) and how much of it should involve thinking?
23. 6. Competition vs. Cooperation
• Determining who is most skilled at something is a basic
human urge. Games of competition can satisfy that urge.
• Cooperation/Collaborating and succeeding as a team is a
special pleasure that can create lasting social bonds
• Wat is het verschiltussen cooperation en collaboration?
• Geenredenomzebeidenietsamentezetten. E.g. FPS
multiplayers, samenwerken in één team tegeneenander team
24. 7. Short vs. Long
• If the game is too short, players may not get a chance to
develop and execute meaningful strategies. But if the game
goes on too long, players may grow bored, or they may avoid
the game because playing it requires too much of a time
commitment. E.g. Minotaur ->als het speltelangduurt,
Armageddon!
25. 8. Rewards
• Praise. Points. Prolonged Play. A Gateway (new parts to play).
Spectacle. Expression Powers. Resources.
• Gradually increase the value of the rewards as the player
progresses in the game.
• A good way to keep people from getting acclimated to
rewards is to make them variable instead of fixed.
• E.g. geef niet altijd 15 punten bij het verslaan van een vijand,
maar 1/3de kans voor 20 punten en 2/3de kans op 10 punten
26. 9. Punishment
• Punishment creates endogenous (deeper) value. (Resources in
a game are worth more if there is a chance they can be taken
away.)
• Taking risks is exciting.
• Possible punishment increases challenge.
27. 9. Punishment
• Many of them are simply rewards in reverse.
• Shaming • Praise
• Loss of points. • Points
• Shortened Play • Prolonged Play
• Terminated Play • A Gateway (new parts to play)
• Setback • Spectacle
• Removal of Powers • Expression Powers
• Resource Depletion • Resources
28. 9. Punishment
• One thing that psychological study has shown is that reward is
always a better tool for reinforcement than punishment.
29. 10 .Freedom vs. Control
• http://www.youtube.com/watch?v=MloaJR2YkGA
• Vs.
• http://www.youtube.com/watch?feature=player_detailpage&
v=nxaSt0aOxj0#t=176s
• http://www.youtube.com/watch?v=bnck2oXdxMo
30. 11. Simple vs. Complex
• Innate complexity =>When the very rules of the game get
very complex, I call this innate complexity. This is the kind of
complexity that often gets a bad name.
• Emergent complexity =>This is the kind of complexity that
everyone praises. Games like Go that have a very simple rule
set that gives rise to very complex situations are said to have
emergent complexity.
31. 11. Simple vs. Complex
• Elegance =>Elegance is one of the most desirable qualities in
any game, because it means you have a game that is simple to
learn and understand, but is full of interesting emergent
complexity.
32. Puzzles
• The thing we really care about is how to create good puzzles
that will improve our games. Here are ten principles of puzzle
design that can be useful in any game genre.
33. 1. Make the Goal Easily understood
• If players aren’t sure what they are supposed to do, they will
quickly lose interest, unless figuring out what to do is
actuallyfun.
• http://www.youtube.com/watch?feature=player_detailpage&
v=jmORLxAgip8#t=156s
34. 2. Make It Easy to Get Started
• When you present a puzzle to players (or a game of any
kind), they should be able to clearly visualize what their first
few steps would be.
• http://www.youtube.com/watch?feature=player_detailpage&
v=QxXkcg-stLE#t=135s
35. 3. Give a Sense of Progress
• Players need to see that they are making progress when
solving a difficult problem.
• Dit is de 35ste slide, nog 8 slides tegaan!
36. 4. Give a Sense of Solvability
• If players begin to suspect that your puzzle is not solvable,
they will become afraid that they are hopelessly wasting their
time and give up in disgust. You need to convince them that it
is solvable.
37. 5. IncreaseDifficultyGradually
• Most puzzles are solved by taking a series of actions that are
often small steps toward a chain of goals that leads to solving
the puzzle. It is these actions that should gradually increase in
difficulty.
• Braid (http://news.bigdownload.com/2009/04/10/download-
braid-demo/)
38. 6. Parallelism Lets the Player Rest
• Givethemseveraldifferent related puzzles at once. This way, if
they get tired of banging their head on one of them, they can
go off and try another for a while.
40. 8. Hints Extend Interest
• Sometimes when a player is about to give up on your puzzle in
frustration and disgust, a well-timed hint can renew their hope
and their curiosity.
41. 9. Give the Answer!
• Sure, it’sa little sweeter if you solved it yourself, but if you
have given serious consideration to a problem, your problem-
solving brain is primed for a rush of pleasure at merely seeing
or hearing the answer.
42. 10. PerceptualShifts are a Double-
EdgedSword
• When a player is able to make the perceptual shift, they
receive a great deal of pleasure and solve the puzzle. But if
they are not able to make the perceptual shift, they get
nothing.
• 6 lucifers => probeer vier gelijkvormige driehoeken te maken
=> je mag enkel de uiteindes van de lucifers met elkaar
verbinden..
43. 10. PerceptualShifts are a Double-
EdgedSword
• http://www.metacafe.com/watch/621789/how_do_you_mak
e_4_triangles_with_6_matches/