Delivered at Casual Connect Eastern Europe 2018. The F2P market is a tricky minefield to navigate. We're still learning how to enrich core loops with narrative to increase the value of our games. As play sessions and attention spans get shorter, designers must go beyond dialogue to tell rich stories. This lecture explores recent narrative techniques to boost retention for your mobile game. How do we pace and embed stories to drive engagement? Is worldbuilding effective in F2P? How can we give players agency to shape their own stories? It's a new dawn for narrative.
From CS:GO to VR – 11 years of Game Development at Hidden Path EntertainmentDevGAMM Conference
Jeff Pobst, Founder and CEO, Hidden Path Entertainment
Jeff Pobst will share his experience of working on CS:GO in conjunction with Valve. In his talk, Jeff will cover topical subjects for game developers: working with big publishers and strategic investors, paving your way in VR and self publishing, and compare and contrast those experiences.
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
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
From CS:GO to VR – 11 years of Game Development at Hidden Path EntertainmentDevGAMM Conference
Jeff Pobst, Founder and CEO, Hidden Path Entertainment
Jeff Pobst will share his experience of working on CS:GO in conjunction with Valve. In his talk, Jeff will cover topical subjects for game developers: working with big publishers and strategic investors, paving your way in VR and self publishing, and compare and contrast those experiences.
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
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
How many times do you need to fail before you hit a successful title? What was the design focus behind the original Angry Birds title? What are the production ingredients for successfully crossing the finish line? In this presentation we talk about the challenges of realising a great idea and taking it from the prototyping phase to the AppStores and the web. The success story of Rovio from the original Angry Birds title all the way to Angry Birds Star Wars.
Most companies working on HTML5 for games talk only about the cross-platform advantages of HTML5. For Non-Stop Games and the game Dollar Isle the cross-platform aspect is only a bonus - there are many other killer benefits. This session will run through the development of the social virtual world Dollar Isle (www.dollarisle.com) and how HTML5 allows a new sort of distribution titled "Game as a Link". This disruptive distribution model can dramatically improve the virality of a game and also decrease customer acquisition costs.
Slides from GDC2012 Level Design in a Day - Joel Burgess session on pursuing elegance as a game developer. Full talk transcript is available at www.joelburgess.com
This presentation held at GDC China 2012 examines the current gaming trends on smartphones and tablets, noting that developers might want to focus on more on hardcore players if they wish to create a successful game on mobile platforms. It outlines 6 guidelines for game design for core gaming.
What's with all the zombies in games right now? In this session, I talk about some of the reasons that Zombies are a lazy AI Engineers dream come true and what we could be doing instead
Develop:Brighton 2017 – What The Bleep Am I Doing? Being a Gamedev Without a ...Steve Crouse
Slides on Pixel Maniacs' Steve Crouse's talk on becoming a game developer – held at Develop Brighton 2017, as part of the Indie Bootcamp sessions.
Talk available at https://youtu.be/9skMITA3MFQ
Role playing games (RPGs) like Dungeons & Dragons boast fans of all ages. Learn how these games work, and how you can use them to attract teen, new adult, and other players to your library. Explore how you can reach these potential patrons by supporting RPG play. From providing meeting space, to rule books, formal library programs, 3D printing services, and more, discover what level of engagement is possible at your library. Investments for these ideas in terms of staff, time, and budget will be covered, as well as how to market these programs and services to the public and reach the gaming community.
Science Writers Conference - Backpack ReportingSteve Johnson
Journalists today routinely practice "backpack journalism," covering stories for video as well as print. Now PIOs can do the same, thanks to inexpensive, broadcast-quality cameras, simple editing software and online outlets. This session will feature experts discussing the latest equipment. It will also include an experienced backpack PIO and the director of the most prominent online outlet for multimedia.
Some thoughts to consider when you think about publishing your indie game. This was a workshop for Framtiden, a 10 week startup program for game studios that want to apply at the Incubator program in Skövde, Sweden.
Where the Whales live: the pyramid model of F2P designNicholas Lovell
Is monetization ruining F2P games? Funnel-driven design that aims to filter out freeloaders and squeeze the whales is not an inevitable result of the free-to-play business model. We need to build new models for visualizing how we can incorporate the full breadth of the customer demand curve. The pyramid is a way of putting into practice the goal of free-to-play game design: let anybody access your game, and allow people who love what you do to spend lots of money on things they truly value.
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
How many times do you need to fail before you hit a successful title? What was the design focus behind the original Angry Birds title? What are the production ingredients for successfully crossing the finish line? In this presentation we talk about the challenges of realising a great idea and taking it from the prototyping phase to the AppStores and the web. The success story of Rovio from the original Angry Birds title all the way to Angry Birds Star Wars.
Most companies working on HTML5 for games talk only about the cross-platform advantages of HTML5. For Non-Stop Games and the game Dollar Isle the cross-platform aspect is only a bonus - there are many other killer benefits. This session will run through the development of the social virtual world Dollar Isle (www.dollarisle.com) and how HTML5 allows a new sort of distribution titled "Game as a Link". This disruptive distribution model can dramatically improve the virality of a game and also decrease customer acquisition costs.
Slides from GDC2012 Level Design in a Day - Joel Burgess session on pursuing elegance as a game developer. Full talk transcript is available at www.joelburgess.com
This presentation held at GDC China 2012 examines the current gaming trends on smartphones and tablets, noting that developers might want to focus on more on hardcore players if they wish to create a successful game on mobile platforms. It outlines 6 guidelines for game design for core gaming.
What's with all the zombies in games right now? In this session, I talk about some of the reasons that Zombies are a lazy AI Engineers dream come true and what we could be doing instead
Develop:Brighton 2017 – What The Bleep Am I Doing? Being a Gamedev Without a ...Steve Crouse
Slides on Pixel Maniacs' Steve Crouse's talk on becoming a game developer – held at Develop Brighton 2017, as part of the Indie Bootcamp sessions.
Talk available at https://youtu.be/9skMITA3MFQ
Role playing games (RPGs) like Dungeons & Dragons boast fans of all ages. Learn how these games work, and how you can use them to attract teen, new adult, and other players to your library. Explore how you can reach these potential patrons by supporting RPG play. From providing meeting space, to rule books, formal library programs, 3D printing services, and more, discover what level of engagement is possible at your library. Investments for these ideas in terms of staff, time, and budget will be covered, as well as how to market these programs and services to the public and reach the gaming community.
Science Writers Conference - Backpack ReportingSteve Johnson
Journalists today routinely practice "backpack journalism," covering stories for video as well as print. Now PIOs can do the same, thanks to inexpensive, broadcast-quality cameras, simple editing software and online outlets. This session will feature experts discussing the latest equipment. It will also include an experienced backpack PIO and the director of the most prominent online outlet for multimedia.
Some thoughts to consider when you think about publishing your indie game. This was a workshop for Framtiden, a 10 week startup program for game studios that want to apply at the Incubator program in Skövde, Sweden.
Where the Whales live: the pyramid model of F2P designNicholas Lovell
Is monetization ruining F2P games? Funnel-driven design that aims to filter out freeloaders and squeeze the whales is not an inevitable result of the free-to-play business model. We need to build new models for visualizing how we can incorporate the full breadth of the customer demand curve. The pyramid is a way of putting into practice the goal of free-to-play game design: let anybody access your game, and allow people who love what you do to spend lots of money on things they truly value.
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
Writing for Games by Jackie Turnure is an overview of the many types of games and using her visit to the Austin games conference in 2006 as a foundation for this look at cross over with film and games
Product design presentation for Winterflame series. Winterflame Seed of Destruction is a tactical turn-based RPG with collectible card game business model. The project never made it to production, due to partnership deal failure with publishing company.
Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy MoneyDave Rohrl
Trailer Park Boys: Greasy Money is a highly successful mobile idle game that leverages a niche brand. Learn how and why we broke the rules and doubled the genre's typical revenue.
This is the presentation I did with my colleague Jennifer Vela for the 2014 LocJam Workshop in London. In it, we explain a bit of the history of the consoles, we show some stats on the industry and we explain a bit of this unknown world of Localisation. Once they had the theory, we gave them a few exercises for the participants to do.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
Riley Gravatt, System Era Softworks
This session will basically show you how to market a game to Youtubers and how to find success standing out from a crowded field. Astroneer is a sandbox adventure game of aerospace industry and interplanetary exploration which was developed by System Era Softworks. The player is tasked with colonizing planets, creating structures and mining resources. Exploration in Astroneer is tied directly into the crafting mechanics. It features a cooperative mode that supports up to four players. So, friends can drop in and out of one another’s games, helping out, finding new resources.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
Delivered at GameDaily Connect USA 2019. Player behavior is constantly changing in response to new trends in games, be it innovative gameplay mechanics or simply new community expectations. How has this manifested itself in core game metrics, player engagement, and trends in in-app purchases? Alex Gray, VP of Solutions Consulting at Swrve, will share actionable insights derived from hundreds of billions of data points of player behavior on how to engage and convert in the necessary millisecond, stay relevant to your players, and produce stronger business results.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
2. About Me
Ieva Pikutytė
Game Designer
Nordcurrent
• 16 years in the industry
• 200+ people in Vilnius,
Warsaw and Odessa
• Development and
publishing of F2P
games
6. Four Horsemen of the
NARRATIVE APOCALYPSE
1. “We’ll just handle narrative in Beta.”
2. “You cannot tell stories in endless F2P games.”
3. “Only an epic storyline will do.”
4. “Mobile players don’t care for narrative.”
25. After Dialogues Were Tweaked
• Increased engagement and retention
• “Skip” rate relatively low and decreasing
The Order of Time Guardians (Nordcurrent)
26. General Dialogue Tips
• Embrace the SKIP button!
This lasagne is our
ticket to success!
Just bring me some
tomatoes.
Will do!
27. Make the Best of Flavour Text
• Sets the game’s tone and
gives short narrative
bursts
• Item descriptions
• Skills and abilities
• Achievement titles
• Etc.
Fallout Shelter (Bethesda); Dead Island: Survivors (Deep Silver)
28. F2P: Events as Characters
• Taps into human
nurturing instincts
• Not a progress bar, but a
character to care for
Farm Heroes Saga (King)
29. F2P: In-Apps as Characters
Not just a currency purchase, but an adoption
Kitty City: Kitty Cat Farm Simulator Game (Jam City, Inc.)
30. F2P: Narrative-based Gating
• Waiting for…
• Crops to grow
• Meals to be cooked
• Seats to be emptied
Happy Cafe (Nordcurrent)