The document discusses the development of an online game set in the world of Game of Thrones. It describes the developer's background in world-building for games. It then summarizes the challenges of faithfully recreating the large-scale world of Westeros in a browser-based game that runs on low-spec machines. The rest of the document provides details on the technical aspects of creating the large 3D terrain in-game, the tools used to build assets, and the design considerations around gameplay, balancing players across the map, and revealing new regions over time.
- Mobile gaming is a huge and rapidly growing market, with over 2 billion dollars in revenue in 2010 alone, over 50% of which comes from games.
- The hardware in phones and tablets is now comparable to last generation consoles and will surpass current gen consoles within 3 years, allowing for more advanced games.
- To develop for mobile, games need to be optimized for short play sessions, have simple one-finger controls, and be visually impressive while maintaining a low polycount and other optimizations to perform well on mobile devices.
The document discusses Nvidia's Tegra system-on-a-chip series and its applications. Tegra integrates an ARM CPU, GPU, and memory controller. It powers mobile devices and delivers fast browsing and gaming. Nvidia's CUDA technology accelerates applications. Tegra tablets and phones provide dual-core processing and hardware-accelerated Flash. Tegra is also used in vehicles for advanced infotainment, digital instrument clusters, and driver assistance systems using 3D graphics and computer vision processing.
Game of Thrones is a medieval fantasy television series based on the A Song of Ice and Fire novels. It chronicles the power struggle among noble families for control of the Seven Kingdoms of Westeros. The series opens with House Stark ruling the North from Winterfell, but their patriarch Ned Stark is betrayed and executed, starting a civil war known as the War of the Five Kings between Stark allies and the Lannisters. Key characters include members of the noble families Stark, Lannister, Targaryen, and Dothraki warlord Khal Drogo, who marries Daenerys Targaryen.
The document outlines a promotional campaign for the television show Game of Thrones. The target audience is 24-44 year olds who are educated, technology dependent and mobile. The campaign will use advertising, social media, public relations and direct marketing. It provides details on the timing and placement of different advertising methods, social media activations, and public relations events. It also discusses the pricing strategy, distribution channels, and how the success of the campaign will be measured using various online and offline analytics tools.
This presentation summarizes key leadership lessons that can be learned from characters in the TV show Game of Thrones. It outlines 8 leadership qualities exhibited by characters like Tyrion Lannister, Robb Stark, and Daenerys Targaryen, including paying your debts, keeping promises, valuing information over gold, knowing power comes from knowledge, adapting to changing situations, standing firm in convictions, knowing your self-worth, and empowering your staff. The presentation provides examples from the show and concludes with a bibliography.
Game of Thrones is an hour-long fantasy drama television show produced by HBO. It has a large ensemble cast and multiple interweaving storylines that are advanced over the course of 10-episode seasons. The show is based on the bestselling book series A Song of Ice and Fire and takes place in a medieval fantasy world involving noble families vying for control of the Iron Throne, magic, and dragons.
Game of Thrones is a popular TV show based on the book series A Song of Ice and Fire. The show features White Walkers, wights, and the character Samwell Tarly. One memorable scene from the show was the Battle of Blackwater Bay, where wildfire was used to destroy ships in a dramatic explosion.
- Mobile gaming is a huge and rapidly growing market, with over 2 billion dollars in revenue in 2010 alone, over 50% of which comes from games.
- The hardware in phones and tablets is now comparable to last generation consoles and will surpass current gen consoles within 3 years, allowing for more advanced games.
- To develop for mobile, games need to be optimized for short play sessions, have simple one-finger controls, and be visually impressive while maintaining a low polycount and other optimizations to perform well on mobile devices.
The document discusses Nvidia's Tegra system-on-a-chip series and its applications. Tegra integrates an ARM CPU, GPU, and memory controller. It powers mobile devices and delivers fast browsing and gaming. Nvidia's CUDA technology accelerates applications. Tegra tablets and phones provide dual-core processing and hardware-accelerated Flash. Tegra is also used in vehicles for advanced infotainment, digital instrument clusters, and driver assistance systems using 3D graphics and computer vision processing.
Game of Thrones is a medieval fantasy television series based on the A Song of Ice and Fire novels. It chronicles the power struggle among noble families for control of the Seven Kingdoms of Westeros. The series opens with House Stark ruling the North from Winterfell, but their patriarch Ned Stark is betrayed and executed, starting a civil war known as the War of the Five Kings between Stark allies and the Lannisters. Key characters include members of the noble families Stark, Lannister, Targaryen, and Dothraki warlord Khal Drogo, who marries Daenerys Targaryen.
The document outlines a promotional campaign for the television show Game of Thrones. The target audience is 24-44 year olds who are educated, technology dependent and mobile. The campaign will use advertising, social media, public relations and direct marketing. It provides details on the timing and placement of different advertising methods, social media activations, and public relations events. It also discusses the pricing strategy, distribution channels, and how the success of the campaign will be measured using various online and offline analytics tools.
This presentation summarizes key leadership lessons that can be learned from characters in the TV show Game of Thrones. It outlines 8 leadership qualities exhibited by characters like Tyrion Lannister, Robb Stark, and Daenerys Targaryen, including paying your debts, keeping promises, valuing information over gold, knowing power comes from knowledge, adapting to changing situations, standing firm in convictions, knowing your self-worth, and empowering your staff. The presentation provides examples from the show and concludes with a bibliography.
Game of Thrones is an hour-long fantasy drama television show produced by HBO. It has a large ensemble cast and multiple interweaving storylines that are advanced over the course of 10-episode seasons. The show is based on the bestselling book series A Song of Ice and Fire and takes place in a medieval fantasy world involving noble families vying for control of the Iron Throne, magic, and dragons.
Game of Thrones is a popular TV show based on the book series A Song of Ice and Fire. The show features White Walkers, wights, and the character Samwell Tarly. One memorable scene from the show was the Battle of Blackwater Bay, where wildfire was used to destroy ships in a dramatic explosion.
Thomas Blair's portfolio summarizes his work as a video game designer from 2001-2022. Some of the key projects he worked on include Crowfall, an MMO where he designed classes, talents, stats, races, and tools; 5 Dragons, a mobile card battler where he focused on combat, progression, and world design; and DragonTown, a Facebook game where he implemented professions, crafting, quests, and viral mechanics. He also contributed to titles like DC Universe Online and several unreleased projects. The portfolio demonstrates his experience across many roles and genres, with a focus on system and content design.
This document summarizes the evolution of graphics in games from text-based games in the 1970s-1990s to modern 3D graphics. It covers early vector and full motion video games, as well as 2D side-scrolling and top-down games. It then discusses 2.5D, fixed 3D, first-person and third-person 3D games. The document concludes with sections on stereographic, multi-monitor, and augmented reality graphics.
Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Inv...Amazon Web Services
Firefall is a free-to-play cooperative online shooter game with a "shardless" world and instance-based maps. The developers chose to build the game infrastructure in the cloud to handle unpredictable player numbers and development changes, and to take advantage of cost savings from cyclical player behavior. Their goals were quick regional expansion, on-demand scalability, minimal downtime disaster recovery, and self-healing systems. Over time they evolved their AWS architecture to expand globally and improve platform features like zero downtime updates and global player mobility. They utilize both third-party and custom tools to monitor and manage the cloud infrastructure.
This document discusses identifying and managing game requirements. It covers identifying basic requirements such as input devices like controllers, keyboards, and motion sensors and output devices like displays, speakers. It also covers managing performance requirements including platform memory needs, graphics like resolution, and networking architecture. The key aspects of networking like TCP, UDP, and web services are also introduced.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
UGC In Game : A Brief History and How We Bring It To Mobile | Zhuo YueJessica Tams
This document provides a brief history of user-generated content (UGC) in video games from early mods of games like Castle Wolfenstein in the 1980s to modern games that integrate UGC systems. It discusses how early games like Doom and Quake pioneered modding through add-on file formats. Over time, games incorporated more advanced modding tools, scripting languages, and content sharing platforms like Steam Workshop to better support UGC. The document also discusses challenges in bringing robust UGC systems to mobile games and how the speaker's company implemented UGC in their mobile game LEGO Cube through modular content packs, in-game editing tools, and a sharing platform.
How we did 60FPS in our 3D RTS mobile gameDaniel Sim
This document discusses how Nonstop Games achieved 60 frames per second for their 3D real-time strategy mobile game prototype. It introduces the studio and describes the technical requirements for the naval combat tech demo. Key techniques used include an ocean simulation with displacement mapping and normal maps, multi-threaded rendering optimized for mobile hardware, and animation exported from a Maya plugin to reduce draw calls. The document concludes with details on the tech demo's performance running over 100,000 triangles per frame on an iPad 2 at 26-44 FPS.
In this chapter of computer games development, we will answer to following questions
■ What is level design and how is it related to gameplay?
■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression?
■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered?
■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries?
■ How are reality and style achieved in a game environment?
my site: umairshafique.com
Chess with Powers - Minor Project Presentation.pptxJasfiqRahman1
This document describes a web-based chess game with an alternative economy and power-up system. The game aims to make chess more novel by allowing players to capture pieces to fuel an in-game economy used to activate power-ups. It outlines the motivation, problem statement, game entities, piece movements, proposed power-ups, technology stack, screenshots, system architecture, and concludes the design adds novelty to chess through an economy and power-ups.
The document discusses game platforms and evaluates PC as the optimal platform for a new game called Alien Monarch. It analyzes platforms such as PC, consoles, and handhelds, noting that PC offers high performance, graphics and audio quality without variations across devices. While consoles and handhelds present challenges like different hardware specifications, PC provides a consistent experience and allows for keyboard/mouse controls suited to the action side-scroller game. System requirements and software needs are also outlined.
The document discusses game platforms and evaluates PC as the optimal platform for a new game called Alien Monarch. It analyzes platforms such as PC, consoles, and handhelds, noting that PC offers high performance, graphics and audio quality without variations across devices. While consoles and handhelds present challenges like different hardware specifications, PC provides a consistent experience and allows for keyboard/mouse controls suited to the action side-scroller game. System requirements and software needs are also outlined.
BSS COMPANY Inc. is a game development company. It is located at Seoul, South Korea. We make multi-platform games. [Dicast:Dash]is now on iOS store and google store. [Dicast:Rules of Chaos] will be released on console, steam and mobile in this year!
Replika is a cyberpunk action/strategy game coming to PlayStation 3 and XBOX360. It uses the Phyre Engine and will have native stereoscopic 3D support. The game is part of a larger cross-media franchise that will include a movie and comic books. Gameplay involves manipulating and rotating the levels in different axes to progress through puzzles and platforms.
How hard can it be - Ui development at keen gamesJulien Koenen
Keen Games has over 10 years of experience developing user interfaces for games. They previously used various approaches like separating UI design and code, using scripting languages, and third-party middleware like Scaleform. For their game Portal Knights, they decided to rewrite the UI system from scratch in C++ using an immediate mode approach to address issues with prior systems like performance, bugs, and flexibility. They utilize a multi-pass system of layout, input, and render and take advantage of C++ features while simplifying aspects like memory management to improve productivity.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSides Delhi
Presenter: Jai Verma
Abstract: Game hacking is a major contributor to the hacking economy. People shell out a lot of money for hacks which help them cheat at multiplayer games. These hacks can range from enhancing in-game abilities for gaining an upper hand in the game, to bypassing in-app purchases. With the advent of anti-cheat such as VAC (Valve Anti Cheat), the techniques employed by hackers to cheat at games have become increasingly refined. These techniques are comparable to those utilised in sophisticated malware and rootkits. These techniques include runtime process injection, function interposition, and proxying network traffic to name a few. To avoid detection, hackers even resort to custom kernel drivers to interact with the game process. This talk will detail a few of the techniques utilised by game hackers and malware developers alike, through the hacking of an open-source game. I will showcase some hacks for an open-source FPS game by describing the method in detail for the macOS platform. While the demo will be macOS specific, the approach applies to all modern operating systems.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...GameLandVN
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...Hai Mai Thanh
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
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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Similar to Bigpoint: Game of Thrones: Bringing Westeros to Life
Thomas Blair's portfolio summarizes his work as a video game designer from 2001-2022. Some of the key projects he worked on include Crowfall, an MMO where he designed classes, talents, stats, races, and tools; 5 Dragons, a mobile card battler where he focused on combat, progression, and world design; and DragonTown, a Facebook game where he implemented professions, crafting, quests, and viral mechanics. He also contributed to titles like DC Universe Online and several unreleased projects. The portfolio demonstrates his experience across many roles and genres, with a focus on system and content design.
This document summarizes the evolution of graphics in games from text-based games in the 1970s-1990s to modern 3D graphics. It covers early vector and full motion video games, as well as 2D side-scrolling and top-down games. It then discusses 2.5D, fixed 3D, first-person and third-person 3D games. The document concludes with sections on stereographic, multi-monitor, and augmented reality graphics.
Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Inv...Amazon Web Services
Firefall is a free-to-play cooperative online shooter game with a "shardless" world and instance-based maps. The developers chose to build the game infrastructure in the cloud to handle unpredictable player numbers and development changes, and to take advantage of cost savings from cyclical player behavior. Their goals were quick regional expansion, on-demand scalability, minimal downtime disaster recovery, and self-healing systems. Over time they evolved their AWS architecture to expand globally and improve platform features like zero downtime updates and global player mobility. They utilize both third-party and custom tools to monitor and manage the cloud infrastructure.
This document discusses identifying and managing game requirements. It covers identifying basic requirements such as input devices like controllers, keyboards, and motion sensors and output devices like displays, speakers. It also covers managing performance requirements including platform memory needs, graphics like resolution, and networking architecture. The key aspects of networking like TCP, UDP, and web services are also introduced.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
UGC In Game : A Brief History and How We Bring It To Mobile | Zhuo YueJessica Tams
This document provides a brief history of user-generated content (UGC) in video games from early mods of games like Castle Wolfenstein in the 1980s to modern games that integrate UGC systems. It discusses how early games like Doom and Quake pioneered modding through add-on file formats. Over time, games incorporated more advanced modding tools, scripting languages, and content sharing platforms like Steam Workshop to better support UGC. The document also discusses challenges in bringing robust UGC systems to mobile games and how the speaker's company implemented UGC in their mobile game LEGO Cube through modular content packs, in-game editing tools, and a sharing platform.
How we did 60FPS in our 3D RTS mobile gameDaniel Sim
This document discusses how Nonstop Games achieved 60 frames per second for their 3D real-time strategy mobile game prototype. It introduces the studio and describes the technical requirements for the naval combat tech demo. Key techniques used include an ocean simulation with displacement mapping and normal maps, multi-threaded rendering optimized for mobile hardware, and animation exported from a Maya plugin to reduce draw calls. The document concludes with details on the tech demo's performance running over 100,000 triangles per frame on an iPad 2 at 26-44 FPS.
In this chapter of computer games development, we will answer to following questions
■ What is level design and how is it related to gameplay?
■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression?
■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered?
■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries?
■ How are reality and style achieved in a game environment?
my site: umairshafique.com
Chess with Powers - Minor Project Presentation.pptxJasfiqRahman1
This document describes a web-based chess game with an alternative economy and power-up system. The game aims to make chess more novel by allowing players to capture pieces to fuel an in-game economy used to activate power-ups. It outlines the motivation, problem statement, game entities, piece movements, proposed power-ups, technology stack, screenshots, system architecture, and concludes the design adds novelty to chess through an economy and power-ups.
The document discusses game platforms and evaluates PC as the optimal platform for a new game called Alien Monarch. It analyzes platforms such as PC, consoles, and handhelds, noting that PC offers high performance, graphics and audio quality without variations across devices. While consoles and handhelds present challenges like different hardware specifications, PC provides a consistent experience and allows for keyboard/mouse controls suited to the action side-scroller game. System requirements and software needs are also outlined.
The document discusses game platforms and evaluates PC as the optimal platform for a new game called Alien Monarch. It analyzes platforms such as PC, consoles, and handhelds, noting that PC offers high performance, graphics and audio quality without variations across devices. While consoles and handhelds present challenges like different hardware specifications, PC provides a consistent experience and allows for keyboard/mouse controls suited to the action side-scroller game. System requirements and software needs are also outlined.
BSS COMPANY Inc. is a game development company. It is located at Seoul, South Korea. We make multi-platform games. [Dicast:Dash]is now on iOS store and google store. [Dicast:Rules of Chaos] will be released on console, steam and mobile in this year!
Replika is a cyberpunk action/strategy game coming to PlayStation 3 and XBOX360. It uses the Phyre Engine and will have native stereoscopic 3D support. The game is part of a larger cross-media franchise that will include a movie and comic books. Gameplay involves manipulating and rotating the levels in different axes to progress through puzzles and platforms.
How hard can it be - Ui development at keen gamesJulien Koenen
Keen Games has over 10 years of experience developing user interfaces for games. They previously used various approaches like separating UI design and code, using scripting languages, and third-party middleware like Scaleform. For their game Portal Knights, they decided to rewrite the UI system from scratch in C++ using an immediate mode approach to address issues with prior systems like performance, bugs, and flexibility. They utilize a multi-pass system of layout, input, and render and take advantage of C++ features while simplifying aspects like memory management to improve productivity.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSides Delhi
Presenter: Jai Verma
Abstract: Game hacking is a major contributor to the hacking economy. People shell out a lot of money for hacks which help them cheat at multiplayer games. These hacks can range from enhancing in-game abilities for gaining an upper hand in the game, to bypassing in-app purchases. With the advent of anti-cheat such as VAC (Valve Anti Cheat), the techniques employed by hackers to cheat at games have become increasingly refined. These techniques are comparable to those utilised in sophisticated malware and rootkits. These techniques include runtime process injection, function interposition, and proxying network traffic to name a few. To avoid detection, hackers even resort to custom kernel drivers to interact with the game process. This talk will detail a few of the techniques utilised by game hackers and malware developers alike, through the hacking of an open-source game. I will showcase some hacks for an open-source FPS game by describing the method in detail for the macOS platform. While the demo will be macOS specific, the approach applies to all modern operating systems.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...GameLandVN
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...Hai Mai Thanh
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
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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.
Object-based audio improves spatial accuracy by assigning sounds as independent audio objects that can be precisely positioned in 3D space, rather than assigning them to fixed speaker channels. This allows for maximum spatial precision and flexibility to author once and have sounds adapt to different output configurations. Key benefits of object-based audio include improved spatial accuracy, leveraging of hardware capabilities through object rendering, and authoring once for all output configurations.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
This document discusses why indie game developers should consider developing hyper-casual games. It provides a brief history of hyper-casual games, noting their rise in popularity from 2013 onward. It argues that hyper-casual games are no longer just about mobile, as their mechanics can be adapted to other platforms. The document advises indies to start small, simplify control schemes, invest minimally in initial prototypes, and work with publishers to test concepts before fully developing games. It suggests reimagining existing hit games in hyper-casual form as a smart strategy for indies.
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
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
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New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
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Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
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Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
The document outlines plans for a Midnight Show event to showcase upcoming games in a cinematic format, similar to Apple events. Several projects are listed for announcement, including Codename Project T and Codename PDW U2 Feature Film Project. Production timelines are provided from Summer 2021 through June 2022. Reflections on a previous Midnight Show note some mistakes like small post-production issues, lack of marketing and empty trailers. However, it is deemed worthwhile and they plan to do it again in a better format. The document promotes the event as a cinematic showcase for games.
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1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
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Gamify it until you make it Improving Agile Development and Operations with ...Ben Linders
So many challenges, so little time. While we’re busy developing software and keeping it operational, we also need to sharpen the saw, but how? Gamification can be a way to look at how you’re doing and find out where to improve. It’s a great way to have everyone involved and get the best out of people.
In this presentation, Ben Linders will show how playing games with the DevOps coaching cards can help to explore your current development and deployment (DevOps) practices and decide as a team what to improve or experiment with.
The games that we play are based on an engagement model. Instead of imposing change, the games enable people to pull in ideas for change and apply those in a way that best suits their collective needs.
By playing games, you can learn from each other. Teams can use games, exercises, and coaching cards to discuss values, principles, and practices, and share their experiences and learnings.
Different game formats can be used to share experiences on DevOps principles and practices and explore how they can be applied effectively. This presentation provides an overview of playing formats and will inspire you to come up with your own formats.
11June 2024. An online pre-engagement session was organized on Tuesday June 11 to introduce the Science Policy Lab approach and the main components of the conceptual framework.
About 40 experts from around the globe gathered online for a pre-engagement session, paving the way for the first SASi-SPi Science Policy Lab event scheduled for June 18-19, 2024 in Malmö. The session presented the objectives for the upcoming Science Policy Lab (S-PoL), which featured a role-playing game designed to simulate stakeholder interactions and policy interventions for food systems transitions. Participants called for the sharing of meeting materials and continued collaboration, reflecting a strong commitment to advancing towards sustainable agrifood systems.
Bigpoint: Game of Thrones: Bringing Westeros to Life
1.
2. My Background
• 22 years making video-games
• Started out as an artist
• Moved into Art management role
• Moved into production role
• Currently Sr. Producer on Game of Thrones at Bigpoint
3. World-Building
• I started my career creating 3D Stadiums for
sports games
• Worked on several large scale RPG and RTS
games with very large maps/levels – each
posing unique design, art and technical
production constraints.
4. What problem are we solving
We want to faithfully represent the look and feel
of Westeros in a richly detailed game.
The challenge for us is to do this in a web-
browser that runs on low spec machines.
5. What problem are we solving
Historically most web-browser games have been
2D or if they are 3D, they have been much
smaller games.
Game of Thrones: Seven Kingdoms seeks to
change this paradigm in creating large-scale
terrain visualizations in 3D, playable through a
browser.
7. WESTEROS
Isometric view with zoomable camera and
large scale terrain visualization.
Game of Thrones: Seven Kingdoms – Pre-Alpha in-game screenshot
8. WESTEROS
• There are seven “kingdoms” that occupy the different regions of Westeros
– each with it’s own geographic and architectural style
9. WESTEROS
• Westeros has several different ecosystems – a
snow filled Northern region, a desert-like
Southern region and many differing types of
regions in-between.
10.
11. WESTEROS
• Westeros is supposed to be around the size of
South America – or 7000KM long*
• The Wall is estimated to be 500 KM long
*speculation!
17. WHAT TOOLS DO WE USE
• Proprietary Engine - NEBULA
• World builder
• Brushes
• Maya
• Articy
• Various texture-making tools
• Proprietary tools
18. TECHNICAL FACTS
• SERVERS: The game world is split into
different servers – this allows us flexibility and
also to shift the server load around.
• It is technically still on the same map
19. TECHNICAL FACTS
• Persistent: Every change that happens on the
map happens for all players. You affect
everything in the world…..and can see
everything everyone else does to their game.
21. TECHNICAL FACTS
• Step 1 – Terrain Creation:
• Terrain is generated in World Machine 2
• Terrain is exported as Tiled Export
• Maps generated: Height map, Color map
22. TECHNICAL FACTS
• Step 2 – Terrain Export:
• Terrain is exported as Tiled Export to Nebula
(our proprietary game engine)
• Our engine automatically generates LOD´s
(Level of detail) for the Terrain
23. TECHNICAL FACTS
• Step 3
• Models and animations are exported from
Maya (Using Granny export)
GAME
24. TECHNICAL FACTS
• Step 4 – Tree Brushes:
• Tree Brushes: Artist Create a Point Cloud
(locators) in Maya and Export to engine
25. TECHNICAL FACTS
• Step 5 – Node Network:
• Import the Node Network Data from Articy into the Nebula Editor
• 3d Assets are connected to the Nodes automatically
26. TECHNICAL FACTS
• Step 6 – Placement of Assets on the World Map:
• Adjust the Node Network by repositioning the Nodes
• Adjust the Roads by adding and manipulating Road
Points
27. TECHNICAL FACTS
• Step 7 –Ground Detail:
• Decals are generated in Maya and exported in
the same way as Static Models
• Decals are placed on the World Map in the
same way as Environment Assets
29. TECHNICAL FACTS
• Other Polish Steps include:
• Global Lighting
• Regional Lighting (Light Trigger Zones)
• Rivers – uses planes with animating shaders
• Ocean – uses planes with animating shaders
• Particle Effects place throughout game world
• UI Icons (3d Icons) place throughout game world
30. TECHNICAL FACTS
• ONLINE AND OFFLINE PLAY IN A PERSISTENT WORLD
Game of Thrones: Seven Kingdoms – Pre-Alpha in-game screenshot
32. DESIGN
• Balancing such a big map is difficult……the design team uses custom made brushes
to paint on resources and player locations.
• As the designers can re-paint an entire region in a few hours using these brushes
helps to fine-tune the game balance which needs fast iteration.
34. DESIGN
• While the map is still huge – ensuring we can get enough players occupying a
specific region is always difficult. It takes time for the brushes to be created so
that the world does not feel too crowded.
• We will use a “instancing” of each region once they are filled with players –
however there will be common areas for all players (PVP region and special quest
locations)
36. DESIGN
• The designers also need to split up the PVP region (represented by the Riverlands
in the Game of Thrones world) so that we do not show too many players at once
and bog down the game engine.
• We also use a “fog of war” to prevent the PVP and PVE region from showing too
many players and becoming visually too noisy. Visual acuity is important to our
gameplay
38. DESIGN
• The world is connected by roads – we can block off many areas by not having any
roads lead through them until we are ready to unveil that region.
• Utilizing roads and a node network gives us tight control over where players travel
and also is an important part of our gameplay strategy.
40. DESIGN
• We also utilize a separate screen to showcase the players base – this allows us to
add in more detail than what is possible on the main map. The Castle (or Keep)
will show it’s visual upgrades in both screens so players can see where other
players are at around them.
41. DESIGN
• In order for players to travel around the map without taking hours we have added
in fast travel locations – these are represented by camps and docks throughout all
of the regions. Each of these regions is on a different server.
• We originally allowed players to travel without using the fast travel system but the
gameplay was simply not fun and did not fit with the game style.