Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
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.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
2018.03.19 판도라큐브 세미나
제작자: 기획 파트 한서현
코멘트: 없음
비고: 없음
판도라큐브는 세종대학교 소프트웨어융합대학 소속의 게임 제작 동아리입니다.
매주 회의마다 게임 제작과 관련된 주제로 세미나를 개최합니다.
모든 자료는 세미나 자료 제작자의 동의 하에 업로드됩니다.
세미나의 소유 및 책임은 제작자가 지닙니다.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
Killer Game Loops Case: Magic Land - Henric Suuronen (Wooga) Sociality Rocks!
Killer Game Loops, Case: Magic Land
Henric Suuronen (Head of Studio at wooga - #3 in DAU and MAU worldwide) provides insight on how to create engaging social games. His session will include examples from titles he worked on before and focus on the new wooga game: Magic Land (released in August 2011). The session will discuss how to build and iterate the design and game loop for a mass-market social game. The session will also walk through the process of creating and validation the game loop of Magic Land and discuss in-depth what has been done after the launch of the game.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
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.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
2018.03.19 판도라큐브 세미나
제작자: 기획 파트 한서현
코멘트: 없음
비고: 없음
판도라큐브는 세종대학교 소프트웨어융합대학 소속의 게임 제작 동아리입니다.
매주 회의마다 게임 제작과 관련된 주제로 세미나를 개최합니다.
모든 자료는 세미나 자료 제작자의 동의 하에 업로드됩니다.
세미나의 소유 및 책임은 제작자가 지닙니다.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
Killer Game Loops Case: Magic Land - Henric Suuronen (Wooga) Sociality Rocks!
Killer Game Loops, Case: Magic Land
Henric Suuronen (Head of Studio at wooga - #3 in DAU and MAU worldwide) provides insight on how to create engaging social games. His session will include examples from titles he worked on before and focus on the new wooga game: Magic Land (released in August 2011). The session will discuss how to build and iterate the design and game loop for a mass-market social game. The session will also walk through the process of creating and validation the game loop of Magic Land and discuss in-depth what has been done after the launch of the game.
Balancing Fruit - IAPA presentation 26/11/15Andrew Saul
When we first saw the analytics around the behaviour of players playing the mini games in the 5th anniversary update for Fruit Ninja we were very surprised: They weren't playing them as we had designed them to be played.
When we looked further into the numbers we saw that players had found new, un-fun ways to interact with the mini games that we hadn't anticipated. We acted fast and pushed an update to save our players' fun.
This is an expanded version of the presentation deck I presented at a recent IAPA meeting.
Excerpt from the IAPA website:
"IAPA (Institute of Analytics Professionals of Australia) QLD Chapter Event 26 November 2015 - An Australian Analytics Story
Please join us for our last IAPA Chapter Event for 2015!
We've lined up a selection of local lads to all share a slide of Australian history - four presenters who will each give us a personal story of adversity to triumph - Fruit Ninja Triumphs at that!!"
http://www.iapa.org.au/Event/QLDChapterEvent26NovemberAnAustralianAnalyticsStor
Published on May 11, 2015
There are lots of suggestions about how to make a game fun. Best practices are everywhere, but you can't just follow them blindly. To create a fun game, you have to figure out how best practices integrate into your specific game. Come see what we did wrong, and what we learned along the way.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
We are finally living a moment of democratization of game development. A game no longer needs to be a super production to be profitable and that is why casual games may be a way for those who are already experienced and for those who are only beginners.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
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.
Making Games We Like aka Personal Biases in Game Design / Rok Mioč (Outfit7)DevGAMM Conference
All (or most) of us are human. Even game developers. And with that humanity we bring our own wants, likes, and biases to the games we create. Let's take a look at some of the ways this can negatively affect the design of games, how we might spot it sooner, and how we at Outfit7 try to negate the effects of personal biases in Game Design.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Not only eSports - How To Design Games That Are Fun To WatchOhad Barzilay
The slides for a 20 min talk I gave in Casual Connect Tel Aviv in 2015. It introduces the Game-Watching trend and gives some quick tips for game developers & designers on how to make games fun to watch, not only fun to play.
You can watch the full talk from the conference here: http://civax.net/2015/11/not-only-esports-how-to-design-games-that-are-fun-to-watch/
Story of Warlords: Bringing a turn-based strategy game to mobile Wooga
About three years ago we set out on a mission: We wanted to bring a round-based strategy game, a genre that most gamers so far mainly enjoyed on PCs, to mobile. Today that mission is nearly completed with Warlords having been soft launched in various countries and showing very promising data. This may all sound easy enough, but the truth is that it was a hell of a ride for the team and there were times when we weren´t even sure if the project would continue. Along the way, we´ve learned many valuable things which we believe in the end made the difference and led to the numbers we now see. Wilhelm, Head of Studio and Product Lead for Warlords, will share these learnings in his talk answering the following questions: What set screws did we touch to make the session structure, pacing and content consumption work on mobile? Why different meta game systems are crucial? And finally how sticking to your game vision from start to end can make you survive such a ride.
In it for the long haul - How Wooga boosts long-term retentionWooga
GDC San Francisco 2015 Presentation by Sebastian Nussbaum and Adam Telfer
Today's mobile games market is tough. With thousands of new titles being available to download every week and CPIs rising high, new game concepts need to stand out. But even more importantly, they need to stay relevant for a long time. Long-term retention is the key for having a realistic shot at the top-grossing ranks of the app stores. In the first part of this talk, attendees will learn how mobile game developer Wooga evaluates new IP to ensure a long-lasting gameplay experience. The second half will show one example of how storytelling and episodic content can drive long-term retention. Sebastian will share insights and learnings from Wooga's projects in episodic content production and how to best set up your team for the ride.
Entitas System Architecture with Unity - Maxim Zaks and Simon Schmid Wooga
UNITE Europe 2015 + Unity User Group Presentation
Unity incorporates the component based architecture in a seamless manner. But for some games, a more data driven approach (entity system architecture) fits better. In this talk, Maxim Zaks & Simon Schmid (Wooga) show why entity system architecture fits and how you can use Entitas-CSharp in your own Unity project.
Saying No to the CEO: A Deep Look at Independent Teams - Adam TelferWooga
GDC Europe 2015
Truly independent teams within a game studio are an interesting idea. Wooga, Supercell and others have promoted having this type of structure. Each team having full ownership over decisions in their game. Teams saying no to the rest of the company when they believe in a product. This all sounds great on paper, but what happens in practice? Adam Telfer goes into details of the ups and downs of working in an independent culture. How Wooga has adapted its processes through the years. A culture where you have full control, but also full responsibility.
Innovation dank DevOps (DevOpsCon Berlin 2015)Wooga
“You build it, you run it!” - Wenn Du als Entwickler weisst, dass Du Deine Software selbst betreiben musst, was bist bereit zu tun, um den späteren Betrieb zu vereinfach?
Bei Wooga haben Dutzende von Teams ihre eigene Antwort auf die Frage gesucht und dabei von den Erfahrungen der anderen Teams gelernt. Herausgekommen ist ein großes Experimentierfeld beim Betrieb von Web Services - und eine technologische Innovation, die uns innerhalb weniger Iterationen von einem simplen LAMP-Stack zu lastabhängig skalierenden stateful Servern auf Basis von Erlang oder Akka gebracht hat.
Big Fish, small pond - strategies for surviving in a maturing market - Ed BidenWooga
Quo Vadis Conference Berlin 2015
Mobile games have never been more competitive. Production values and marketing costs are ever increasing and the top grossing charts look strangely similar to the year before. So how can developers maximize their chances of success in such a tough market? Is it better to clone a hit or innovative wildly? Should they focus on one genre, or dabble in many? Ed draws on extensive market analysis and experience developing games to explain why selective innovation is the key to success.
Tom LeClerc's talk at App Promotion Summit Berlin 2014:
REVIEW MINING:
THE APP STORE OPTIMIZER’S SECRET WEAPON
An Overview Of The Value Of Review Mining
What Review Mining Tools You Have At Your Disposal
Using Reviews To Generate Keywords And Understand Your Users
We've learned a lot through doing DevOps: Every commit is automatically integrated, tested, and deployed to a staging environment. And then it only takes one push of a button and the release goes live...
Unfortunately, it's not as simple anymore when operating mobile applications: How can you quickly update your mobile software when the app store provider wants to test your software first for a few days? How can you update your configuration when your app can run offline? And how do you track down errors when the data is distributed to millions of mobile clients? Those were just some of the challenges we encountered during the operation of mobile games with millions of daily users. In this talk we will talk about the solutions we have found to address them.
DevOps goes Mobile - Jax 2014 - Jesper Richter-ReichhelmWooga
DevOps hat uns viel gelehrt: Jedes Commit wird automatisch integriert, getestet und in eine Stagingumgebung installiert. Und einen Knopfdruck später geht das Release dann live.
Aber leider funktioniert das und vieles mehr, was uns in Zeiten von DevOps als Normal erscheint, nicht bei mobilen Applikationen.
Wie kann ich also schnell meine mobile Software anpassen, wenn der Betreiber des App Stores erst tagelang testen will? Wie kann ich Konfiguration anpassen, wenn die App auch offline laufen soll? Und wie funktioniert Fehlersuche, wenn die Daten auf Millionen von mobilen Clients verteilt sind?
Beim Betrieb von mobilen Spielen mit Millionen täglicher Nutzer standen wir genau diesen Fragen gegenüber. Der Vortrag wird darlegen, welche Antworten wir darauf gefunden haben.
Two Ann(e)s and one Julia_Wooga Lady Power from Berlin_SGA2014Wooga
Three people, three talks: First, Anne explains how Wooga makes it in the hit driven mobile F2P world and frequently creates hit games. Then, Ann and Julia share their insights into the company from an intern’s perspective. Julia is currently working with a team in the prototyping phase using C#. Ann develops Objective-C for one of Wooga's live games. Both of them are students of Chalmers University of Technology, Gothenburg. Anne is in charge of University Relations at Wooga.
Tags: Equality, production, programming, career.
How to stand out in a hit driven business - Game Connection Paris 2013 - SebK...Wooga
The mobile gaming market is huge with roughly 4,000 new iOS games per month and more than 5bn USD revenue per year. But that market also has a huge number of players who want a piece of the pie making the mobile gaming industry a very hit driven business. In his talk, Sebastian Kriese Corporate Partnerships Manager at Wooga, will give some insights about what the Berlin based social and mobile game developer considers a hit game and how they manage to create at least 2 of these hits per year.
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
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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.
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.
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."
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.
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.
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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
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
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/
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
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
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
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.
12. BUY PLOT BUY & PLACE ITEM WAIT INCOME COLLECT INCOME
13. Common loop mistakes Object disappears at the end User does not get in-game money from the Core loop -> focus else Too complex/imaginary Slow animations -> not responsive Several Game Loops Too simple
14. Good Game Loop? Real-life simulation Fun 1 time – Fun 1000 times Few steps (4-6 max) Requests tied to it Smart-Depth Good Closure
15. Smart-Depth An extra layer ON the core game loop that adds strategy and more ‘game’
19. 5-rules of Smart-Depth #1 Add a new layer on the existing game loop not create a new one.
20. 5-rules of Smart-Depth #2 Novice players should not need to care about it until they figure it on their own accord
21. 5-rules of Smart-Depth #3 Not require hand-eye-coordination. Strategic thinking with variable solutions and outcomes is best.
22. 5-rules of Smart-Depth #4 Players should be able to do it on a basic level almost by accident and feel smart for completing or solving the problem.
23. 5-rules of Smart-Depth #5 After doing it once and gaining the rewards players will carry on trying to find an even better solution.
24. Game Closure “I will define closure as the ability to leave the game with a feeling of certainty that one has done all one can do and that things will be okay until one returns[..]” (Brenda Brathwaite)
47. CITY GAME ADVENTURE GAME OPTIMALPLACING PLACE &BUILDHOUSE WHACK NPC/OBJECT MORE SPACE/ITEMS BUY HOUSE BUY MAP UN-FOG COLLECT INCOME WAIT INCOME OPTIMAL
When I was at GDC inSanfran in March 2011 the studio director from Playdom/Disney did not know who wooga is. Nor did a PM from Crowdstar.“Wooga is the company overtaking you in some weeks”Explosive growth in 2011Goal to re-take #2 that EA bought itself back with Popcap (possible in 2011)
How have we achieved this amazing growth when evrybody else is shrinking or crying?- Focus on Fun -> Retention
Tower Bloxx fist with frirnedshighscore listTime when scrabalous, Fight Club and Jetman were tehe biggest games on facebook
Overview of what we will talk about todayWhat is wooga, how we are different and where we are going
Focusing on casual mass-market games, you can have more complex and different loops than discussed and make tons of money (Kabam, Kixeye) but also your retention and aboslute DAU will suffer -> smaller x-promo network as a result
Some people call it the Primary GrindTalking about item economy games – Not arcade games such as Bejeweled and Bubble IslandSoft currency = in-game currency
Example: Fishvillecause of its simplicityFascinated about it whne creating Millionaire CityGame failed due to game loop probelsm taken look at later in the presentation
- Added later fish fighting etc that just de-focused the game but still good example of simple understandable gameloop
Next Example of game loop? MC!!!
While Millionaire City was a successful title Fishville was not that much? What went wrong?Objects disappear in: Fishville, Happy Hospital, Safari KingdomNo money: un-released wooga production / MMA pro fighter Too complex -> Hotel CitySlow animations -> Happy Hospital, Pirates AhoySeveral Loops -> MMA Pro Fighter, Pirates AhoyYou can and should have s simple game loop but then you must add smart-depth on it
Things we do in real-life is easy to understand: Shopping, Restaurants, Real Estate, Norturing (babies, animals)Avoid too long animations that take too much time, will make the game loop lose it fun in the long-run(items/staffing/time speed up)Smart-depth and Closure are some of the key things in a killer game loops so I will go into depth of thsoe next.
Origanally posted on insidesocialgames guest blog-post
- One of the key reasons why MC beat all city builders on the market when launched (social city, my empire, hello city)- Cityville copying the boosters & magazine rolling towards the screen
Youtube videos usually a first sign that you have nailed smart-depth!Hundreds of videos on Café World, Farmville clicking, Millionaire City
Wooga’s Monster World includes Smart-Depth via a Time system that smart players use to plan production maximize profitRoberta is also a smart-depth feature
Millionaire City Green arrow is placing smartly for extra benefit!
Should not get stuck due to it not understanding itCareful with placing missions that require smart-depth to advance early in the game
- Yes Ab requires a bit of dexterity but the focus is on strategy and what will happen next
You must allow better and better solutions to be possible. MC through different sized and boost valued decosShortcoming in CityVille
- Also a very important point to game loops
You run out of energy, supply goods to all businesses and you FEEL YOU ARE DONE!Coming back you know:- Energy FilledBusiness, houses, farms waiting with rewardsFriends actions waitingVery limited spoiling in framing but user knows the rules of that
- Monster World has spoiling but user knows the rules of that too -> usual from farming games
bExcellent game by my old collegues in helsinki studio of DCNot really a fair example since it is more a HC titleBut shows an example where:No rewards waitingAll is gone and user did not have any clue of what would be waiting-> bad retention: below 14% DAU/MAU-> can monetize well though
Millionaire City with amazing closure – you can control the game state exactly like you want too much work for casual playerClear tooltips with possible punishment rules (grace time)User must come back to same state where he left – (wooga prototype)Okay so can you change the loop after launch?
MMA Pro Fighter – New LoopsHappy Hospital – Contracts -> BoostingNightclub City – Energy MechanicRollercoaster Kingdom – Appointment gaming
After first ideas of the game construct board prootypye, exmaple from Magic LandMore for concepting but can test game loop too! When explaining the game to other people
Check tile sizeShow to users for feedback for grapchical styleDoes it look fun?When showing it to people do they start asking questions?Should be visible of how you play the gameHelp programmers/team members to know what is in your head
Game Master with rule sets& stop watchUsers playing the loop – asking master if action allowedCash generation, shop etcIs it fun? Do people wanna play?Does not help detect long-term problems though!
After roughly 2 months a 1st prototype/ 1stplayble to verify core city building part of the gameOne of the most important steps -> push for early!Minimal set of housesBecause too tiresome to collect many houses -> moved from variable contracts to fixed. If you lpayed MC on high levels you know the feelimg
One of core competences at woogaInside company / outside company20e / free movie ticketsObesrve don’t pressureTutorial and first 30min / over and over gaian
Launch in a small areaClose viral channelsMeasure engagement and user commentsMeasure KPIs
Here you will know if your loop works1-day, 7-day, 30 day retentionThe loop is your game!!!
Extremely proud Production started in November 201015 person team – me as team lead11 different nationalities
Okay so what is the game about?1) You chose your hero or character
Find yourself in a magical world, where there are trolls, dragons, beanstalks and unicornsRuled by a beloved king King Artie
You go on many advetures and continue to build your kingdom with the obejctive:To resolve all mysterties and landBuild your kingdomGet a royal familyMaybe become king yourself one day
- Core Game Loop is tied to extended game loop (adventure game) via item/space dependency
Okay so it seems we have managed to include all aspects I talked about today in magic LandWe tested it and verified in closed beta etc.BUT THIS IS NOT HOW YOU MAKE GAMES!we are lauching Magic Land today. You never know how markets repsond globallyGood to keep in mind when designing, iterating but passion, testing all FUN, LAUGHTER is not visible in checkboxes!
Okay so it seems we have managed to include all aspects I talked about today in magic LandWe tested it and verified in closed beta etc.BUT THIS IS NOT HOW YOU MAKE GAMES!we are lauching Magic Land today. You never know how markets repsond globallyGood to keep in mind when designing, iterating but passion, testing all FUN, LAUGHTER is not visible in checkboxes!
Industry around for 4 years, EARLY CHILDHOODNokia had 42% market share, first iphone came “Niche market product”Same can happen to zynga: GDC example
Before movin to questions I wanna thank you for your time and hope you found my session interestingIf you wanna know more you can follow my blog or send me an email through my websiteOF COURSE if you wanna learn the most check out wooga’s available job openings, after all we are #2 in the world and only getting warmed up