The document summarizes the first lecture of a course on mobile game development and promotion. It introduces the lecturer, Olga Maksimenkova, and outlines the course plans and assessments. Students will work in groups on a semester-long project to plan, develop and promote a simple game. The lecture also discusses mobile gaming trends, the gaming industry, ideas for games, target audiences, genres, and other classification schemes for games.
Lec 03. The fates of the Games. Game engines, developmentOlga Maksimenkova
Case studies: Warcraft adventures, Heroes of Might and Magic IV, Master of Orion 2016. Game as a software project. Game engines (brief overview). Game difficulty and balance.
20 Things Successful Game Developers Do Beyond Making GamesVlad Micu
This presentation with outline a collection of stories, examples and tricks that will offer the audience the solutions to some of the most recurring challenges game developers are confronted with in the areas of business and PR & Marketing.
Gaming learning analytics and how this learning analytics applied to games can help to improve the use in different learning scenarios
We also present how H2020 european projects RAGE and BEACONING are creating infrastructure and technology to improving and simplify how gaming analytics is applied to serious games
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...Christopher Totten
In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found.
Kyle Portee is a designer and Entrepreneur who runs an interactive design company called ChronoShade. He is's inspired by his mentors at disney as well as his drive to create innovative designs. If your interested in collaborating with him, please contact the email below!
E: chronoshadeip@gmail.com
20 Questions You Should Ask Yourself and Your Team If You Want To Be A Succes...Vlad Micu
This presentation will outline a collection of stories, examples and tricks neatly curated into a list of questions that will allow the audience to ask themselves some questions regarding the most recurring challenges game developers are confronted with today in the areas of Business, PR and Marketing.
The questions covered are:
#1 Should we even Jam?
#2 How much time did we spend to make first 0-15 minutes of your game count the MOST?
#3 Where are all our players going?
#4 In what ways can our game already be popular before it’s finished?
#5 How do we describe ‘our LOOK’?
#6 How much do we test our game with strangers?
#7 When was the last time we applied for indie game festivals and competitions?
#8 Are we even prepared for big business?
#9 Where’s our investor deck?
#10 How smart are we about EVERYTHING we do?
#11 How much info and research have we gathered before making a decision?
#12 How well do we know ourselves, our product and our market?
#13 Are we pitching to everyone we can?
#14 How much do we measure?
#15 What are we sharing?
#16 What kind of partnerships would we need to flourish?
#17 Are we becoming better people?
#18 How have we embraced the power of timing?
#19 In what ways can we work with YouTubers & Streamers?
#20 How do we get out of the trenches enough?
Lec 03. The fates of the Games. Game engines, developmentOlga Maksimenkova
Case studies: Warcraft adventures, Heroes of Might and Magic IV, Master of Orion 2016. Game as a software project. Game engines (brief overview). Game difficulty and balance.
20 Things Successful Game Developers Do Beyond Making GamesVlad Micu
This presentation with outline a collection of stories, examples and tricks that will offer the audience the solutions to some of the most recurring challenges game developers are confronted with in the areas of business and PR & Marketing.
Gaming learning analytics and how this learning analytics applied to games can help to improve the use in different learning scenarios
We also present how H2020 european projects RAGE and BEACONING are creating infrastructure and technology to improving and simplify how gaming analytics is applied to serious games
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...Christopher Totten
In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found.
Kyle Portee is a designer and Entrepreneur who runs an interactive design company called ChronoShade. He is's inspired by his mentors at disney as well as his drive to create innovative designs. If your interested in collaborating with him, please contact the email below!
E: chronoshadeip@gmail.com
20 Questions You Should Ask Yourself and Your Team If You Want To Be A Succes...Vlad Micu
This presentation will outline a collection of stories, examples and tricks neatly curated into a list of questions that will allow the audience to ask themselves some questions regarding the most recurring challenges game developers are confronted with today in the areas of Business, PR and Marketing.
The questions covered are:
#1 Should we even Jam?
#2 How much time did we spend to make first 0-15 minutes of your game count the MOST?
#3 Where are all our players going?
#4 In what ways can our game already be popular before it’s finished?
#5 How do we describe ‘our LOOK’?
#6 How much do we test our game with strangers?
#7 When was the last time we applied for indie game festivals and competitions?
#8 Are we even prepared for big business?
#9 Where’s our investor deck?
#10 How smart are we about EVERYTHING we do?
#11 How much info and research have we gathered before making a decision?
#12 How well do we know ourselves, our product and our market?
#13 Are we pitching to everyone we can?
#14 How much do we measure?
#15 What are we sharing?
#16 What kind of partnerships would we need to flourish?
#17 Are we becoming better people?
#18 How have we embraced the power of timing?
#19 In what ways can we work with YouTubers & Streamers?
#20 How do we get out of the trenches enough?
How can game learning analytics contribute to improve the serious games industry with the new apportunities offered
Results from H2020 RAGE and BEACONING are described.
The xAPI application profile for serious games is introduced
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Austin Game Devs is a community of creative thinkers and makers who are passionate about building great game companies. An affiliate of the International Game Developers Association, we produce monthly panels, speakers and workshops to empower game makers with the tools and techniques to take their vision to market. We provide a forum for industry veterans and community leaders to meet and share insights about the role the local $1B game industry plays in contributing to Austin's creative environment. We serve as the voice of thousands of game developers throughout Austin, representing their interests and ensuring their concerns are heard. Our 2016 goal is to showcase new voices in the Austin game development community, bringing fresh ideas to the fore.
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
Smart Web Apps with Azure and AI as a ServiceIvo Andreev
Smart homes, smart phones, even smart stones… Today users expect everything to be smart and web sites to be tailored to their needs, and intelligent enough to serve within less taps. The huge advancements in machine learning and big data in recent years made that possible. One of the most complete and advanced services that is a step in front of the competition, and allows developers to add AI to their products, is Azure Cognitive Services. This session will be about how computer vision, natural language processing, speech and intent recognition could allow building smart apps with enhanced experience and be more engaging, personal and relevant.
TCEA 2016 creating a game design sequenceMike Ploor
Video Game Design for High School students using Texas TEKS and state approved courses. Scaffolding approach to game design including all elements of game development from concept, art, programming and deployment.
Teaching Financial Well-Being through Game-Based LearningDerrick Picard
Presented at the NASPA 2017 Symposium on Collegiate Financial Well-Being; the presentation covers using game-based learning as a tool to engage students in financial well-being concepts such as budgeting, financial planning, and risk/reward in investing. Participants were given the 6 Principles of Game-Based Learning framework, shown commercial examples of game-based learning, and introduced to Makin' Bank. A game designed by the presenter to engage students on topics of financial well-being.
Delivered at Casual Connect Europe 2016.
When social gaming came onto the scene it brought previously unheard of numbers of players. Then content began moving from web to mobile devices. Now we are shifting from sharing statuses to sharing experiences. Consoles have embraced this concept with Kinetics and mobile social games offer their own shared experiences. Young players know only this kind of gaming. This session will focus on what’s next: A combination of Kinetics and virtual reality offering synchronous and multiplayer experiences.
At Quicken Loans, we consider games as a major part of our learning process, and we use them in many facets of the company. One of Training’s goals for 2018 is a complete redevelopment of what we refer to as the learning ecosystem, of which serious games is a major pillar. This session will cover the lessons learned as we developed our gamification hub, and cover specifics that range from badges and experience systems to LMS and LRS integration.
Информатика в школе: методы и технологии активного обученияOlga Maksimenkova
Презентация выступления с форума "Стань выше с вышкой", видео по ссылке: https://youtu.be/JrY2zUqDa-Q?t=740. На мастер-классе мы обсудим вопросы внедрения активных методик обучения в процесс преподавания информатики в школе. Поговорим о том, что такое активное обучение, об его идеологии, методах и примерах успешного применения. Обсудим прогрессивный подход интерактивного коллаборативного обучения (Computer-Supported Collaborative Learning). Участники познакомятся не только с педагогическими, но и с технологическими аспектами активных образовательных практик. Мы на примерах разберем особенности внедрения в учебный процесс следующих методик: формирующего оценивания (в общем виде), взаимного оценивания, игровых и командных практик. Кроме того, мы посмотрим, как разграничивать зоны ответственности при использовании специализированных программных средств в обучении, обсудим примеры и особенности их внедрения в учебный процесс.
How can game learning analytics contribute to improve the serious games industry with the new apportunities offered
Results from H2020 RAGE and BEACONING are described.
The xAPI application profile for serious games is introduced
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
Austin Game Devs is a community of creative thinkers and makers who are passionate about building great game companies. An affiliate of the International Game Developers Association, we produce monthly panels, speakers and workshops to empower game makers with the tools and techniques to take their vision to market. We provide a forum for industry veterans and community leaders to meet and share insights about the role the local $1B game industry plays in contributing to Austin's creative environment. We serve as the voice of thousands of game developers throughout Austin, representing their interests and ensuring their concerns are heard. Our 2016 goal is to showcase new voices in the Austin game development community, bringing fresh ideas to the fore.
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
Smart Web Apps with Azure and AI as a ServiceIvo Andreev
Smart homes, smart phones, even smart stones… Today users expect everything to be smart and web sites to be tailored to their needs, and intelligent enough to serve within less taps. The huge advancements in machine learning and big data in recent years made that possible. One of the most complete and advanced services that is a step in front of the competition, and allows developers to add AI to their products, is Azure Cognitive Services. This session will be about how computer vision, natural language processing, speech and intent recognition could allow building smart apps with enhanced experience and be more engaging, personal and relevant.
TCEA 2016 creating a game design sequenceMike Ploor
Video Game Design for High School students using Texas TEKS and state approved courses. Scaffolding approach to game design including all elements of game development from concept, art, programming and deployment.
Teaching Financial Well-Being through Game-Based LearningDerrick Picard
Presented at the NASPA 2017 Symposium on Collegiate Financial Well-Being; the presentation covers using game-based learning as a tool to engage students in financial well-being concepts such as budgeting, financial planning, and risk/reward in investing. Participants were given the 6 Principles of Game-Based Learning framework, shown commercial examples of game-based learning, and introduced to Makin' Bank. A game designed by the presenter to engage students on topics of financial well-being.
Delivered at Casual Connect Europe 2016.
When social gaming came onto the scene it brought previously unheard of numbers of players. Then content began moving from web to mobile devices. Now we are shifting from sharing statuses to sharing experiences. Consoles have embraced this concept with Kinetics and mobile social games offer their own shared experiences. Young players know only this kind of gaming. This session will focus on what’s next: A combination of Kinetics and virtual reality offering synchronous and multiplayer experiences.
At Quicken Loans, we consider games as a major part of our learning process, and we use them in many facets of the company. One of Training’s goals for 2018 is a complete redevelopment of what we refer to as the learning ecosystem, of which serious games is a major pillar. This session will cover the lessons learned as we developed our gamification hub, and cover specifics that range from badges and experience systems to LMS and LRS integration.
Информатика в школе: методы и технологии активного обученияOlga Maksimenkova
Презентация выступления с форума "Стань выше с вышкой", видео по ссылке: https://youtu.be/JrY2zUqDa-Q?t=740. На мастер-классе мы обсудим вопросы внедрения активных методик обучения в процесс преподавания информатики в школе. Поговорим о том, что такое активное обучение, об его идеологии, методах и примерах успешного применения. Обсудим прогрессивный подход интерактивного коллаборативного обучения (Computer-Supported Collaborative Learning). Участники познакомятся не только с педагогическими, но и с технологическими аспектами активных образовательных практик. Мы на примерах разберем особенности внедрения в учебный процесс следующих методик: формирующего оценивания (в общем виде), взаимного оценивания, игровых и командных практик. Кроме того, мы посмотрим, как разграничивать зоны ответственности при использовании специализированных программных средств в обучении, обсудим примеры и особенности их внедрения в учебный процесс.
Презентация с лекции для магистрантов Института Образования НИУ ВШЭ по вопросам цифровой трансформации образования. Рассмотрены вопросы, связанные с четвёртой промышленной революцией и ее следствиями и основными движущими силами.
Providing Cognitive Scaffolding within Computer-Supported Adaptive Learning E...Olga Maksimenkova
Presenation at ICL-2018 by Fedor Dudyrev, Olga Maksimenkova, and Alexey Neznanov. The paper deals with adaptive learning system which provides cognitive scaffolding in Vygotsky meaning and based on FCA and descriptive logic foundation.
Collaborative Learning in Data Science Education: a Data Expedition as a Form...Olga Maksimenkova
Presentation by Maksimenkova Olga, Neznanov Alexey, Radchenko Irina, which presents a paper about a data expedition as a formative assessment tool to data-driven courses, ICL-2018.
Презентация с семинара ИТМО "Формализация знаний и искусственный интеллект в образовании" (http://iam.ifmo.ru/ru/viewnews/17227/formalizaciya_znaniy_i_iskusstvennyy_intellekt_v_obrazovanii.htm). Доклад "Информационные системы поддержки активного обучения: облачные технологии, управление знаниями и коллаборативные платформы".
Презентация с конференции "Преподавание ИТ в РФ 2017", обобщены методики активного обучения и формирующего оценивания для курсов программирования, наук о данных и др. Описана технологическая база поддержки курсов.
Презентация с конференции "Новое в образовании и науке". Доклад посвящён развёртыванию открытого образовательного ресурса на портале университета или подразделения университета и связанным с этим вопросам.
Очистка данных на практике: мифы и легенты Excel и ROlga Maksimenkova
Презентация с мастер-класса хакатона "Культура в современном медиапространстве", 4-5 февраля 2017 года.
Презентация посвящена процессам очистки данных и акцентируется на двух инструментах R и Excel.
Решение систем логических уравнений, ЕГЭ 23 информатикаOlga Maksimenkova
Презентация второго вебинара по решению систем логических уравнений. Универсальный метод решения систем однородных логических уравнений, предложенный в пособии Авдошин С. М., Ахметсафина Р. З., Максименкова О. В. Информатика: Логика и алгоритмы. Эффективные методы решения задач: Пособие для самостоятельной подготовки. М., СПб. : Просвещение, 2013.
Математические основы методов решений систем логических уравненийOlga Maksimenkova
Презентация с вебинара, организованного в рамках проекта "Предуниверсарий" НИУ ВШЭ. Рассмотрены основы алгебры логики (ДНФ, КНФ, СДНФ, СКНФ), рекуррентные функции, начала теории матриц, базовые понятия теории графов.
Презентация по АТД (контейнеры, последовательности и списки). Версия для C++, по сравнению с версией для C# добавлены новые рисунки для последовательностей и детализированные задачи.
Основы С++ (массивы, указатели). Задачи с массивамиOlga Maksimenkova
Расширенная версия презентации со школы учителей 2016. Изменён порядок материала, добавлены сортировки и индексация, слайды Незнанова А.А. и слайды с задачами.
Версия презентации по основам C++ с летней школы учителей информатики 2016 года.
Презентация расширена слайдами Незнанова А.А., изменён порядок материала, добавлены задачи.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2. Contacts
• Maksimenkova Olga
• Senior Lecturer, School of Software Engineering
• A member of ACM, IGIP (International Society of Engineering Pedagogy)
• Personal page [https://www.hse.ru/en/staff/maksimenkova]
• E-mail [omaksimenkova@hse.ru]
• Address: 417, 3, Kochnovskiy proezd, Moscow, Russia
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
2
3. Today
• Meet OneNote Classes
• Talking about the plans
• Assessment introduction
• Form working groups
• Talking about Games
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
3
4. Course Supportive Software
• Microsoft OneNote Classes
• Get
• Use your corporate e-mail address (*@edu.hse.ru)
• Set Up
• iOS version is available
• Use
• To communicate with a teacher
• To collaborate on home project
• To ask questions and to initiate discussions
• …
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
4
5. Assessment
• Group project (Home
assignment)
• Part 1 (deadline 04.10.2016)
• Part 2 (deadline 22.11.2016)
• Part 3 (deadline 20.12.2016)
• In-class assignment
• 01.11.2016
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
5
7. OneNote Classes
• http://portal.office.com
• Do you see something like this?
• If not pay your attention to the
right top corner
• Notifications ()
• Or My Accaunt -> View account ->
Subsriptions
• Open GameDevAdnProm-2016
notebook
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
7
8. Group Project
• Goal: to try planning, development, and promotion a simple game
• Collaboration: work in small teams, 16 / 4 = 4 persons in each
• Presentation: prepare and present the results of each step on
seminars
• Evaluation: discuss and formulate a check-list for each step, evaluate
each other inside groups and between groups, so
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
8
9. Group Project ToDo
• Idea, audience, type of a game, technology, etc.
• Deadline: 04.10.2016
• Introducing a game ready to upload to a store
• Deadline: 22.11.2016
• The results of promotion Statistics, Analytics
• Deadline: 20.12.2016
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
9
10. Do you like gaming?
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
10
11. Gaming industry is a big World
• Society
• Gamasutra [http://www.gamasutra.com]
• Gamasutra tablet/smartphone branch
[http://www.gamasutra.com/topic/smartphone-tablet]
• Events
• Game Developers Conference [http://www.gdconf.com]
• Game Developers Conference Europe [http://www.gdceurope.com]
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12. Mobile Gaming Trends
• Smartphone
• Tablet
• Virtual and Augmented Reality (VR & AR)
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13. What is a game for us?
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GameAn idea
A niche
An audience
Competitors Design
Developer
tools
Stores
Analytics
tools
15. Trends
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https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/
16. Idea first?
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• Idea may be
• good or bad
• a dream
• well-timed
• innovative
• well-planed
What do you think about this
idea?
17. Idea vs. Reality
Chrysler Crossfire Concept Car, 2001 Chrysler Crossfire Serial Model, 2004
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Remember: Your idea is going to act in real world
18. What’s next?
• A niche
• An audience
• Competitors
• Promotion!!!
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Your successful game MUST be recognizable
22. Games systematization and
classification schemes
• Characteristics – many points of view!
• Basic classification criteria
• Budget
• Audience
• Genres attribution
• Number of player
• Players interaction
• Input/output devices support
• Platform support
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23. Targeted Audience
• Age
• Sex
• Time spent playing
• Type of device
• Mobile Platform
• What else???
• Munchkins, Powergamers, …
• A well example of audience study [http://www.igea.net/wp-
content/uploads/2015/07/Digital-Australia-2016-DA16-Final.pdf]
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24. Main genres and mixes
• Action (First-person shooter (FPS), Platform games (platformers),
Fighting,…)
• Strategy (Real-time strategy (RTS), Turn-based strategy (TBS), Turn-
based tactics (TBT), Real-time tactics (RTT), Massively multiplayer
online real-time strategy games (MMORTS), Tower defense…)
• Simulation (Life simulation, Vehicle simulation,…)
• Sports (Racing, Sport games,…)
• Adventure
• Role-playing (RPG)
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25. Number of players
• Single-player
• Multi-player
• Massive multi-player
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26. Players interaction type and technology
• Types
• Asymmetrical cooperation
• Cooperation
• Antagonism
• Mixed
• Socialization (in-game, out-game) Modern trend
• Technologies
• Shared/Split screen
• Session-based
• LAN
• Play-by-email
• Online (latency problems!)
• MUD (Multi User Dungeon)
• Massive online
• Super problem – Cheating!
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27. Input/Output
• In mobile world
• Touch screen
• Buttons?
• Movement sensor
• Geolocation
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28. Classification by platform (mobile OS)
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29. Games ratings and rankings
• The ESRB Rating System
• (http://www.esrb.org/ratings)
• PEGI – Pan European Game Information
• (http://www.pegi.info/en/index/id/33)
• CBS Interactive Inc.
• metacritic (http://www.metacritic.com)
• Single “Metascore”!
• Game Rankings (http://www.gamerankings.com)
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30. Think about
• Design (http://www.gamedesigning.org/career/mobile-game-design-
checklist/)
• Development (http://www.develop-online.net/tools-and-tech/15-
essential-mobile-game-development-tools/0184480)
• Promotion (http://buildfire.com/free-app-promotion/)
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