"Lessons learned from Global Game Jam 2010" at NDC 2011Kay Kim
This document summarizes lessons learned from the Global Game Jam 2010 event. The main lessons are: (1) plan for the worst case scenario and bet on it, (2) doing is faster than arguing so throw out prototypes and fail fast, and (3) play with what you have now to fill the gap between ambition and ability by balancing time, scope, and resources. Other lessons include going alone to go fast but together to go far, getting into the rhythm of game development by eating your own dog food, and that game jams provide a full experience to develop skills as a game developer. The conclusion encourages participants to make games at future Global Game Jam events held annually in January.
Social Games, Whats The Difference @ Social Game Party 1stKay Kim
The document discusses the differences between social games and traditional games. Social games attract casual or non-gamers, especially women and older audiences who play during their spare time on weekdays and weekends. In contrast to traditional games which can be lonely experiences, social games emphasize social interactions between players and allow asynchronous play across different platforms. They also use other players as in-game content and focus on cooperative "win-win" gameplay over competitive "win-lose" mechanics. Ultimately, social games aim to be more inclusive and bring people together through virtual social interactions.
Everything Goes To Social @ Ignite Seoul 2ndKay Kim
The document discusses the rise of social games and their growth from 2008 to 2009. It notes that social games attract new audiences through easy accessibility and fun with friends. Social games are seen as occupying a completely new area that is on the other side of traditional gaming, but still connected through their social elements. The future of gaming is predicted to increasingly involve social and friend elements.
GDC Austin 2009-Final Fantasy XI-Problems And Solutions In A Global Community...Kay Kim
Robert Allen Peeler discusses problems and solutions related to managing an online gaming community with international players. Some challenges include coordinating development and communication across regions with different languages and timezones, preventing illegal activities like real-money trading, and addressing issues that arise when launching new titles. The document outlines approaches taken by Square Enix to improve communication, adapt policies and security, leverage fan sites, and foster global cooperation between community teams.
The document discusses Cloud Computing and Google App Engine. It defines Cloud Computing as providing virtual computer resources over the internet. Google App Engine is described as a Platform-as-a-Service that allows developers to build and host scalable web applications on Google's infrastructure. Key features of Google App Engine include automatic scaling, data storage, and developer tools for deployment and management. The document also compares Google App Engine to Amazon Web Services, noting App Engine has advantages of transparency and ease of use while AWS provides more flexibility and customization options.
Outsourcing: Best Practices at Pandemic Studios [GDC 2008]Kay Kim
https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6525
Session Description
This lecture will detail the Outsourcing process and pipeline as used by Pandemic Studios. This lecture represents over 2 years of an ongoing effort to perfect the process of art outsourcing at our studio and is based on the work done on MERCENARIES 2 and SABOTEUR. Attendees will learn how to plan and execute an effective outsourcing process for their projects. This lecture is designed to talk to multiple disciplines in order to define what roles they play in the process. The takeaway will be a complete plan of attack for outsourcing on your project. Additional information given will include where outsourcing has failed, major do's and don'ts, testing and evaluation of Outsource partners, communication methods as well as the process used during actual production.
목차:
1 왜 애자일 게임 개발이 필요한가?
2 애자일 게임 개발이란 무엇인가?
3 애자일 게임 개발은 기본 개발과 어떻게 다른가?
4 애자일 게임 개발 사례들
5 애자일 게임 개발을 도입하려면 어떻게 해야 하지?
6 애자일, 그래서 한 마디로 하면 뭔데?
7 참고 자료 목록
출처: http://betterways.tistory.com/277
GDC 2007에서 있었던 Agile Game Development Tutorial의 일부인 'Agile의 의미'와 'Agile 계획 수립'의 한글 번역입니다:
강연자는 Mike Cohn으로, '사용자 스토리'와 'Agile Estimating and Planning'의 저자입니다.
Agile 개발에서 (사용자 스토리의) 일정을 추정하는 방법에 대해서 다루고 있습니다.
자세한 것은
http://betterways.tistory.com/177 참조
"Lessons learned from Global Game Jam 2010" at NDC 2011Kay Kim
This document summarizes lessons learned from the Global Game Jam 2010 event. The main lessons are: (1) plan for the worst case scenario and bet on it, (2) doing is faster than arguing so throw out prototypes and fail fast, and (3) play with what you have now to fill the gap between ambition and ability by balancing time, scope, and resources. Other lessons include going alone to go fast but together to go far, getting into the rhythm of game development by eating your own dog food, and that game jams provide a full experience to develop skills as a game developer. The conclusion encourages participants to make games at future Global Game Jam events held annually in January.
Social Games, Whats The Difference @ Social Game Party 1stKay Kim
The document discusses the differences between social games and traditional games. Social games attract casual or non-gamers, especially women and older audiences who play during their spare time on weekdays and weekends. In contrast to traditional games which can be lonely experiences, social games emphasize social interactions between players and allow asynchronous play across different platforms. They also use other players as in-game content and focus on cooperative "win-win" gameplay over competitive "win-lose" mechanics. Ultimately, social games aim to be more inclusive and bring people together through virtual social interactions.
Everything Goes To Social @ Ignite Seoul 2ndKay Kim
The document discusses the rise of social games and their growth from 2008 to 2009. It notes that social games attract new audiences through easy accessibility and fun with friends. Social games are seen as occupying a completely new area that is on the other side of traditional gaming, but still connected through their social elements. The future of gaming is predicted to increasingly involve social and friend elements.
GDC Austin 2009-Final Fantasy XI-Problems And Solutions In A Global Community...Kay Kim
Robert Allen Peeler discusses problems and solutions related to managing an online gaming community with international players. Some challenges include coordinating development and communication across regions with different languages and timezones, preventing illegal activities like real-money trading, and addressing issues that arise when launching new titles. The document outlines approaches taken by Square Enix to improve communication, adapt policies and security, leverage fan sites, and foster global cooperation between community teams.
The document discusses Cloud Computing and Google App Engine. It defines Cloud Computing as providing virtual computer resources over the internet. Google App Engine is described as a Platform-as-a-Service that allows developers to build and host scalable web applications on Google's infrastructure. Key features of Google App Engine include automatic scaling, data storage, and developer tools for deployment and management. The document also compares Google App Engine to Amazon Web Services, noting App Engine has advantages of transparency and ease of use while AWS provides more flexibility and customization options.
Outsourcing: Best Practices at Pandemic Studios [GDC 2008]Kay Kim
https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6525
Session Description
This lecture will detail the Outsourcing process and pipeline as used by Pandemic Studios. This lecture represents over 2 years of an ongoing effort to perfect the process of art outsourcing at our studio and is based on the work done on MERCENARIES 2 and SABOTEUR. Attendees will learn how to plan and execute an effective outsourcing process for their projects. This lecture is designed to talk to multiple disciplines in order to define what roles they play in the process. The takeaway will be a complete plan of attack for outsourcing on your project. Additional information given will include where outsourcing has failed, major do's and don'ts, testing and evaluation of Outsource partners, communication methods as well as the process used during actual production.
목차:
1 왜 애자일 게임 개발이 필요한가?
2 애자일 게임 개발이란 무엇인가?
3 애자일 게임 개발은 기본 개발과 어떻게 다른가?
4 애자일 게임 개발 사례들
5 애자일 게임 개발을 도입하려면 어떻게 해야 하지?
6 애자일, 그래서 한 마디로 하면 뭔데?
7 참고 자료 목록
출처: http://betterways.tistory.com/277
GDC 2007에서 있었던 Agile Game Development Tutorial의 일부인 'Agile의 의미'와 'Agile 계획 수립'의 한글 번역입니다:
강연자는 Mike Cohn으로, '사용자 스토리'와 'Agile Estimating and Planning'의 저자입니다.
Agile 개발에서 (사용자 스토리의) 일정을 추정하는 방법에 대해서 다루고 있습니다.
자세한 것은
http://betterways.tistory.com/177 참조
3. greetings = Greeting.gql("ORDER BY date DESC LIMIT 10") if users.get_current_user(): greetings = Greeting.gql("WHERE author = :1 ORDER BY date DESC", users.get_current_user())