In 26 slides, this lecture by veteran game developer (and former architectural historian) Demetri Detsaridis examines one of the most significant and least talked-about aspects of developing games: the environment in which they're created. What do we do when we design or refit a room, suite or building for the purpose of creating games in it? Through three short case studies (a renovated space in an existing office building, an architect-designed loft, and an indie co-working storefront) this talk will look at how game-making spaces change as our industry evolves, as well as revealing spatial design best practices and unmasking trendy concepts that almost never work as planned. Where we create has a profound effect on how and what we create - let's start thinking and talking about it now.
GROUP HOUSING : A DOMESTIC ARCHITECTURE ACCOMODATES THE GROUP RATHER THAN THE UNIT AND ITS THEREFORE PUBLIC AS WELL AS PRIVATE. IT IS FIMILIAR THROUGH THE WIDWSPREAD DEVELOPMENT OF MASS HOUSING IN THE WORLD IN WHICH INDIVIDUALS OR FAMILIES FIND LIVING SPACE EITHER IN M ULTIPLE DWELLINGS OR SINGLE LINITS PRODUCED IN QUALITY . GROUP HOUSING IS PRODUSED BY MANY KINDS OF CULTURES BY COMMUNAL STATES TO EQALIZE LIVING STANDDARDS BY TYRANTS TO ASSURE A DOCILE LABOUR FORCE, AND BY FEDUAL OR CASTE SYSTEM TO BRINGS TOGETHER MEMBERS OF A CLASS.
2. CLUSTER HOUSING
A SUBDIVISION TECHNIQUES WHERE KNOWN
AS ZERO –LOT –LINE HOUSING OR HIGH DENSITY
HOUSING DWELLING ARE GROUPED TOGHTHER
WITH COMMON AREA LEFT FOR RECREATION .
RAW HOUSING
ONE OF A SERIES OF HOUSES , OFTEN AS SIMILAR
OR IDENTICAL DESIGN, SITUATED SIDE BY SIDE
AND JOINED COMMON WALLS
3. PRADHAN MANTRI AWAS YOJANA
2 MILLION NON-SLUM URBAN POOR HOUSEHOLD
ARE PROPOSED TO BE COVERDED UNDER THE MISSION.
RAJIV AWAS YOJANA
IT UNCOURAGE “SLUM FREE INDIA” IN CITIES
IN WHICH EVERY CITIZEN HAS ACEES TO BASIC AMENITIES.
PRADHAN MANTRI GRAMIN AWAS YOZANA
PROVIDING FINANCIAL ASSISTANCE TO RURAL
POOR FOR CONSTRUCTING THEIR HOUSES THEMSELVES.
HOUSING FOR ALL BY 2022
MISSSION APPROVED A SUBSTANCIAL INCREAS IN INTEREST
RELIFE ON LOAN FOR THE URBAN POOR
TO PROMOTE AFFORDEBLE HOMES.
INTEREST SUBSIDY SCHEMES FOR HOUSING URBAN
THE SCHEMES ENVISAGES THE PROVISION OF
INTEREST TO EWS AND LIG SEGMENTS TO
ENABLES THEM TO BUY OR CONSTRUCT HOUSES.
4.Lower Income Group
Economic Weaker Section (EWS) means households with monthly household income upto Rs. 5000/- per month or as revised by the Ministry of Housing and Urban Poverty Alleviation, Government of India from time to time. Lower Income Group (LIG) means households with monthly household income between Rs. 5001/- to Rs.
5.Development of Group Housing will be under provision
of master plan, Enclave development plan and layout plan.
Minimum area of plot will be 2000sq.m
Land proposed for group housing will be located at 12m
wide exiting road, But the distance of the plot from 18m
(or above) wide road will not be more than 100m.
Slilt floor will be permitted for the purpose of parking in
group housing buildings, height of which of which be
2.1m up to the beam.
if slilt floor is used for purpose other than parking then
it will be counted in F.A.R.
Park and open area will be provided at the rate of
1.0sq.m. per person or 15% of the whole area,
whichever is more, in the plot of area 3000sq.m (or above).
Case study on iucaa
One of the noted works of charles correa..
this ppt shows abt the planning and design through which sir charles correa must have went throught.
swa architects - landscape architecture - introduction
some of the works include - Burj Khalifa - landscape -info and details about it , Charleston Park in SGI campus (googleplex campus) - info and details about it and California Academy of Science - landscape roof - info and details about it
Oasis Hotel Downtown and its sustainable aspects according to green building rating system. The BCA Green Mark awards recognises developers, building owners and individuals who have made outstanding achievements in environmental sustainability in the built environment.
Workspaces are not a one size fits all approach — every space has unique needs and requirements that require more than a cookie-cutter solution.Take a look at our slideshow for office design ideas and let us help you create your ideal office workstation layout.
GROUP HOUSING : A DOMESTIC ARCHITECTURE ACCOMODATES THE GROUP RATHER THAN THE UNIT AND ITS THEREFORE PUBLIC AS WELL AS PRIVATE. IT IS FIMILIAR THROUGH THE WIDWSPREAD DEVELOPMENT OF MASS HOUSING IN THE WORLD IN WHICH INDIVIDUALS OR FAMILIES FIND LIVING SPACE EITHER IN M ULTIPLE DWELLINGS OR SINGLE LINITS PRODUCED IN QUALITY . GROUP HOUSING IS PRODUSED BY MANY KINDS OF CULTURES BY COMMUNAL STATES TO EQALIZE LIVING STANDDARDS BY TYRANTS TO ASSURE A DOCILE LABOUR FORCE, AND BY FEDUAL OR CASTE SYSTEM TO BRINGS TOGETHER MEMBERS OF A CLASS.
2. CLUSTER HOUSING
A SUBDIVISION TECHNIQUES WHERE KNOWN
AS ZERO –LOT –LINE HOUSING OR HIGH DENSITY
HOUSING DWELLING ARE GROUPED TOGHTHER
WITH COMMON AREA LEFT FOR RECREATION .
RAW HOUSING
ONE OF A SERIES OF HOUSES , OFTEN AS SIMILAR
OR IDENTICAL DESIGN, SITUATED SIDE BY SIDE
AND JOINED COMMON WALLS
3. PRADHAN MANTRI AWAS YOJANA
2 MILLION NON-SLUM URBAN POOR HOUSEHOLD
ARE PROPOSED TO BE COVERDED UNDER THE MISSION.
RAJIV AWAS YOJANA
IT UNCOURAGE “SLUM FREE INDIA” IN CITIES
IN WHICH EVERY CITIZEN HAS ACEES TO BASIC AMENITIES.
PRADHAN MANTRI GRAMIN AWAS YOZANA
PROVIDING FINANCIAL ASSISTANCE TO RURAL
POOR FOR CONSTRUCTING THEIR HOUSES THEMSELVES.
HOUSING FOR ALL BY 2022
MISSSION APPROVED A SUBSTANCIAL INCREAS IN INTEREST
RELIFE ON LOAN FOR THE URBAN POOR
TO PROMOTE AFFORDEBLE HOMES.
INTEREST SUBSIDY SCHEMES FOR HOUSING URBAN
THE SCHEMES ENVISAGES THE PROVISION OF
INTEREST TO EWS AND LIG SEGMENTS TO
ENABLES THEM TO BUY OR CONSTRUCT HOUSES.
4.Lower Income Group
Economic Weaker Section (EWS) means households with monthly household income upto Rs. 5000/- per month or as revised by the Ministry of Housing and Urban Poverty Alleviation, Government of India from time to time. Lower Income Group (LIG) means households with monthly household income between Rs. 5001/- to Rs.
5.Development of Group Housing will be under provision
of master plan, Enclave development plan and layout plan.
Minimum area of plot will be 2000sq.m
Land proposed for group housing will be located at 12m
wide exiting road, But the distance of the plot from 18m
(or above) wide road will not be more than 100m.
Slilt floor will be permitted for the purpose of parking in
group housing buildings, height of which of which be
2.1m up to the beam.
if slilt floor is used for purpose other than parking then
it will be counted in F.A.R.
Park and open area will be provided at the rate of
1.0sq.m. per person or 15% of the whole area,
whichever is more, in the plot of area 3000sq.m (or above).
Case study on iucaa
One of the noted works of charles correa..
this ppt shows abt the planning and design through which sir charles correa must have went throught.
swa architects - landscape architecture - introduction
some of the works include - Burj Khalifa - landscape -info and details about it , Charleston Park in SGI campus (googleplex campus) - info and details about it and California Academy of Science - landscape roof - info and details about it
Oasis Hotel Downtown and its sustainable aspects according to green building rating system. The BCA Green Mark awards recognises developers, building owners and individuals who have made outstanding achievements in environmental sustainability in the built environment.
Workspaces are not a one size fits all approach — every space has unique needs and requirements that require more than a cookie-cutter solution.Take a look at our slideshow for office design ideas and let us help you create your ideal office workstation layout.
OfficeDesk.com - Designing your new office space can be a big task. This SlideShare overview's some interesting statistics when it comes to office space design from the type of office desks to the color of the walls.
http://www.acksol.com/
Nuestros productos #controllinnerseal y #controlltopseal para nanocristalización catalizada ofrece protección permanente contra líquidos tales como aceites, grasas, disolventes, hidroc arburos, ácidos…
En el campo de los #pavimentos, nuestros tratamientos #controllinnerseal sustituyen a otros convencionales como pueden ser resinas, epoxis, clorocauchos, etc.
Las soluciones #acksol están avaladas por multitud de trabajos efectuados con resultados óptimos, y son definitivas.
Por este motivo se realiza el tratamiento en #pavimentos muy diversos, tanto en los que van a estar a la intemperie sometidos a lluvias, #heladas, tráfico,
como por ejemplo talleres, #gasolineras, almacenes, urbanizaciones, sótanos, garajes, parkings públicos o #aeropuertos así como en pavimentos interiores, de #navesindustriales, granjas, restaurantes.
Acksol ,#ingeniería oficial para aplicación productos #komsol oficiales #controllinnerseal y #controlltopseal para nanocristalización
(English below)
OpenLayers 3 ist eine ausgereifte und stabile JavaScript Kartenbibliothek, die auch anspruchsvolle Applikationen ermöglicht. AngularJS ist eines der beliebtesten Frameworks im Bereich der Single-Page-Webanwendungen, und wird allgemein für die Entwicklung von modularem Frontend-Code eingesetzt.
Dieser Vortrag gibt einen Einblick in Ngeo, einer Open-Source-JavaScript-Bibliothek, die eine Kombination der Funktionalität von OpenLayers und der Modularität von AngularJS ermöglicht. Ngeo stellt AngularJS Services und Komponenten zur Verfügung, die als Bausteine für GIS-Webanwendungen benutzt werden können. Anhand von konkreten Codebeispielen wird aufgezeigt, wie Ngeo die Softwareentwicklung vereinfacht.
Wir erklären die Guidelines, die wir aufgestellt haben, um AngularJS produktiv zu nutzen. Wir haben die Erfahrung gemacht, dass es äußerst wichtig ist, sich den Best-Practice-Vorgaben von AngularJS laufend anzupassen und zu dokumentieren, wie sie sich auf unsere Bibliothek auswirken. Damit erreichen wir, dass die Bibliothek für Applikationsentwickler eine einheitliche Schnittstelle zur Verfügung stellt.
In Anbetracht der raschen Entwicklungen im JavaScript-Ökosystem, namentlich ECMAScript 2015 und 2016, TypeScript und der kürzlichen Veröffentlichung von Angular 2, werden wir auch kurz darauf eingehen, wie wir den Herausforderungen einer Umgebung begegnen, die sich ständig verändert.
ENG
Overview about Ngeo applications, provided as an Open Source JavaScript library that enables the combination of OpenLayers flexibility together with the modularity of AngularJS. Ngeo provides AngularJS services and components that can be used as building blocks for Web-GIS applications. We will focus on how Ngeo eases development by showing concrete code examples. The talk will also present the design choices and the guidelines that have been established for using AngularJS in a productive way. From our experience, it is extremely important to constantly adapt to AngularJS best practices and also to document how they apply to the library, in order to ensure that the interface for application developers is uniform.
https://frab.fossgis-konferenz.de/de/2017/public/events/5209
Dimex German uPVC Windows & Doors SystemsDIMEX Windows
"DIMEX German Brand UPVC Profiles (PREMIUM & PROJECT Series)
– FOR BUILDERS, ARCHITECTS & UPVC WINDOWS FABRICATORS"
THOSE WHO SAY AND DON’T DO IT !
AGAINST – DIMEX SAYS & DO IT
Dal Gusto in via Cerva a Milano una selezione di prodotti alimentari a ridotto o basso contenuto di sale e di zuccheri per una alimentazione sana, equilibrata e di gusto.
Prodotti per una alimentazione quotidiana con sale controllato. Ogni prodotto è controllato analizzato e bollinato.
La bollinatura , una esclusiva di Dal Gusto, permette di riconoscere immediatamente il contenuto di sale nel prodotto e di potere preparare ricette con contenuto di sale controllato.
Cards n Castles: Merging card game and city building game into one, developer...Tuang Dheandhanoo
This is the lecture I gave at Casual Connect 2012. About our production experience at Digitopolis game Studio, on developing this game Cards n Castles, it's a social facebook game that merge a card game and a city building game into one game.
Presentation from the UK's Inter Uni Game Jam 2012 at Nottingham Trent University 17th - 18th of Nov 2012 teams from across UK Unis building Awesome games
Great innovative design is essential to any game. Raise the bar of engagement for your games by putting to use some proven principles gleaned over many years of game design efforts. Find inspiration as we explore some great examples of innovation and originality in games both past and present. The goal is to both enable and inspire future innovation that will bring satisfaction and success in your career as a game designer.
Delivered at Casual Connect Asia, May 2012.
Discussions In your own words (75-150 words)Due Sunday, May .docxedgar6wallace88877
Discussions In your own words (75-150 words)
Due Sunday, May 3, 2015
Principles of Finance
· Question B: Class, I'm sure many of you remember the Publisher's Clearing House sweepstakes - like me, some of you may even have been a finalist for the super prize of $10 million. :-) If you did win this prize, you would not actually receive a check for $10 million. Instead, you would receive $500,000 per year for 20 years. Imagine that you actually were the lucky winner. From a purely financial standpoint, would you be willing to accept $8 million today rather than $500,000 per year for the next 20 years? Why or why not? What non-financial factors might also be considered?
Human Resources
· Incentive Plans
Variable pay-for-performance incentive plans are becoming quite popular. However, there is also value in nonmonetary incentives. They range from performance and recognition rewards to simple verbal gestures in appreciation for a job well done.
Think about where you work or have worked in the past.
(You can use a past work experience Dennis)
· What do the incentives consist of and do you think they are successful?
· Assuming you are paid a fair wage, which type would you prefer?
Game Map
0 Start
a torch
1
a pot of soup
a carving knife
2
a pile of
stones
4
5
9 Goal
a treasure chest
6
a rumble-stick
a woollen hat
the Borrible Book of
Proverbs
8
a key
3
a catapult
7
Room # Description
0 a small clearing at the entrance to the Rumble burrow. A large wooden door leads into a small hill to the south, and to the east there is
ventilation duct in the top of another hillock.
1 the Rumble’s kitchen, filled with large and expensive-looking cooking facilities. There is a ventilation duct in the roof to the west, a door to the
east and a hole in the south wall, just large enough for a Borrible to crawl through.
2 a small passageway with exits leading to the west and south.
3 a vacant guard-room, with a single door leading to the south-west.
4 a large hall decorated with tapestries and paintings. Doors lead to the north, north-east and south-east.
5 the Rumble library, with many shelves filled with hundreds of books. There are exits to the north, east and south.
6 a guard room where captured Borribles are usually kept. An open iron-barred door leads west, and a crude hole has been made in the north wall.
7 an extravagantly decorated passageway with thick carpet and wood-lined walls. An open passage leads to the north-west and there is a locked
door to the south-west.
8 Torreycanyon’s workshop. The walls are lined with tools, and the floor is stained with oil. There is a door in the north wall.
9 the headquarters of Vulgarian, Leader of the Rumble High Council. A door leads north-east.
ITECH 1000/ITECH 5000 Programming 1 Assignment 1 2015 Sem1
Assignment 1 – Development of a Simple Menu Driven Text Adventure
Due Date: 4pm, Thursday Week 7 (see Course Description for further.
Xing User Group Agile Rhein-Main: Innovation Games™Michael Tarnowski
Michael Tarnowski from Plays-In-Business.com gave a presentation of a Teaser Event on Innovation Games™ for the Xing User Group Agile Rhein-Main (https://www.xing.com/net/pria952a0x/agilerheinmain/).
What are Innovation Games and for what you can use them... Questions over questions... Here you get the answers!
Kickstart your Product Backlog with Innovation GamesFrederic Vandaele
How to start your Scrum project? How to initialize your product backlog? You are not alone, in most agile projects, managing the product backlog remains a complex and difficult activity.
Scrum said that it's the Product Owner that manage the product backlog but it does not tell us how (It's a framework you know). However, the product owners are people from the business. They have little or no experience with Agile and what it means in term of contribution to the project.
How to involve a group of users in the creation of product backlog without that they feel cheated or ignored? How to prioritize dozens or even hundreds of user stories of varying sizes with a group of users representing different needs with conflicting interests?
The Innovation Games are techniques that can address these issues. The art is to combine these methods with a view to a common vision to emerge as an initial product backlog that will help the Scrum team to start the project on a solid foundation.
Presented at Agile Tour Brussels 2013
Similar to Office Space (Game Development Workplaces GDC2015) - Demetri Detsaridis (20)
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
• Three (3) key tips to maintain a disciplined workplace.
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Skye Residences | Extended Stay Residences Near Toronto Airportmarketingjdass
Experience unparalleled EXTENDED STAY and comfort at Skye Residences located just minutes from Toronto Airport. Discover sophisticated accommodations tailored for discerning travelers.
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https://skyeresidences.com/commute/
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https://skyeresidences.com/queen-suite-with-sofa-bed/
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https://skyeresidences.com/2-bedroom-deluxe-queen-suite-with-sofa-bed/
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LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
VAT Registration Outlined In UAE: Benefits and Requirements
Office Space (Game Development Workplaces GDC2015) - Demetri Detsaridis
1. OFFICE SPACE
Do’s and Don’ts of Game Development
Workplace Design
GDC 2015
Demetri Detsaridis
Wednesday, March 4 // 12 Noon
2. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
1
The Factory
3. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
1
The Factory
Time-and-motion studies +
“scientific management”
C
4. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
1
The Factory
Time-and-motion studies +
“scientific management”
Surveillance + paternalism
+ price per square foot
C
C
5. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
2
The Artist’s Studio
6. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
2
The Artist’s Studio
Warhol’s Factory -
workplace + social space
C
7. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
2
The Artist’s Studio
Warhol’s Factory -
workplace + social space
Workplace as
design object
C
C
8. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
3
The Laboratory
9. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
3
The Laboratory
Computers emerge in the
scientific workplace
C
10. How We Got Here
Game development spaces draw
on multiple traditions of
workplace design.
3
The Laboratory
Computers emerge in the
scientific workplace
The ubiquity of PCs defines
every type of workspace
C
C
Where Engineers Work Today
12. Game industry Workplace
big issues
5
According to a 2014 survey of game developers around the world,
less than 45% are satisfied with the spaces in which they work.
∙ Noise / You’re trying to ‘collaborate’ where I need to code
∙ Personal space / We’re on top of each other without privacy
∙ Layout / Except we’re never near the people we need
∙ Collaboration space / There is never a meeting room
∙ Visual privacy / Everyone can see everything and it’s distracting
∙ Ugly and Boring / This office looks like placeholder art
∙ Light level / Lightswitch wars are not team-building
13. 5
Although it’s not the only issue, or
necessarily the most important in
organizing space for game
development, one key factor that
can inform the discussion is how the
organization of a company is mapped
onto its physical geography
Game Game
Game
Organized by
Game Team
Design Engineering
Art
Organized by
Discipline
Production
Game industry Workplace
big issues
14. Game industry Workplace
big issues
Game Game
Game
Organized by
Game Team
Design Engineering
Art
Organized by
Discipline
Production
Art
Hybrid
Organization
Engine Team
Game Game
5
15. Game industry Workplace
CasE Study No.1
ZYNGA
6
Every game company tries to solve these problems in one way or
another. Zynga had the advantage of very deep pockets –
here’s how they spent that money.
∙ Almost purpose built /
Gut renovation of former
wholesale apparel mart
∙ Gigantic / 670k sqft, though
Zynga only occupies ~65%
∙ Spacious / At its peak, home to
more than 2,000 employees @
140 sqft per
∙ Open-Plan + Group Rooms /
Organized mostly by game team
in groups of 20 - 80
16. Game industry Workplace
CasE Study No.1
ZYNGA
7
Following the examples of advertising agencies in the 80s and
90s and Silicon Valley tech superstars like Google and Facebook,
Zynga pushed the barriers of the “office as playground” trend.
∙ Message of “Play” reinforced everywhere
∙ Full-size Blue Bottle Coffee bar
∙ Arcade & table game room within a full bar
∙ Stadium-seating theater
∙ Basketball court and workout rooms
∙ Onsite massages, haircuts, reflexology, and
acupuncture
∙ Daily catered breakfasts, lunches and dinners
17. Game industry Workplace
CasE Study No.1
ZYNGA
8
In the office suites themselves, open seating at modular desks is
the standard. Each team meant to have access to two conference
rooms and a “phone booth” room to enable caves-and-commons
workflow
Zynga’s design solutions:
∙ Noise / High employee per sqft ratio
∙ Visual Privacy / Angled desk ‘pods’
∙ Collaboration space / Many formal and very
many informal gathering spaces
∙ Layout / Each game team physically distinct,
central services groups also have their own
spaces. Within these, arrangement is non-
standardized and driven by team leadership
18. Game industry Workplace
CasE Study No.1
ZYNGA
9
Challenge: This is very hard to balance and can create the
specter of “forced fun”. In an era in which authenticity is
prized, one of the worst possible outcomes is for employees
to judge company culture as false and imposed from the top
down.
Other risks with Zynga’s approach:
∙ Cost / When revenues are down,
perks look very extravagant &
management looks foolish
∙ Scalability / Adding more employees
is difficult + expensive with this much
“hard” infrastructure
∙ Nesting / Employees want agency
over their space: seating layouts
intended to be changed by and for
teams were only ever altered by
management
Design Thesis: Create a space that’s fun to be in. This
atmosphere of fun and playfulness will show through in our
games.
19. Game industry Workplace
CasE Study No.2
Three rings
10
Gut renovation of a building is not possible for most game
companies. San Francisco’s Three Rings (now a SEGA studio,
but an indie at the time) had a limited budget, but a fairly large
“white box” open workspace.
∙ Loft Interior Buildout /
Space as leased very typical former-
industrial Class B loft
∙ Mid-Sized / 8,800 sqft, 4,500sqft
“back room” is redesigned entirely
∙ Intentionally Cozy / Though the
space permitted 225 sqft per 20
employees, design was for less
∙ Small Group Workrooms / Large
open space purposefully divided
into semi-partitioned pods of 4-5
desks
20. 11
With a popular pirate-themed game in the market, Three Rings
chose a steampunk/Jules Verne design theme and followed
industry and local competition in the emphasis on amenities.
∙ Nearly all of the furniture and fixtures in the
studio are bespoke designs or alterations
∙ Even desk hutch panels are custom milled to the
designs of Three Rings’ artists
∙ Design whimsy extends to the presence of a
“secret room” accessible via swinging bookcase
Game industry Workplace
CasE Study No.2
Three rings
More common game-company perks are also
included:
∙ Billiard room
∙ Videogame room with giant tentacle couch
∙ Card/boardgame table in lunchroom
∙ Wet bar
21. 12
Unlike Zynga, the Three Rings “back room” lowered square
footage per employee to maximize communal space. Private
meeting space was downplayed in the design, and seating shifted
from hybrid to organization by discipline over time
Three Rings’ design solutions:
∙ Noise / Low number of employees
∙ Visual Privacy / Partitioned workgroups with
desks facing walls
∙ Collaboration space / Most studio sqftage
dedicated to informal gathering spaces
∙ Light level / Curtains and custom fixture-
covers mute fluorescent glow
∙ Layout / Teams sit in separate spaces,
though clustered together for easy cross-talk.
Many areas available for public meeting, only
one for privacy
Game industry Workplace
CasE Study No.2
Three rings
22. 13
Challenge: Distinctive layout,
aesthetics and features can
freeze your company in
amber. Scaling custom space
risks creating 2nd-class
employees (in the “front
room”) or losing the group
spaces that the physical
workflow is built around
Other risks with Three Rings’ approach:
∙ Taste / One designer’s delightful
quirkiness is another’s odd
affectation
∙ Aspirational Layout / Baking in team
togetherness could have backfired
∙ Flexibility / Team size, hardware
even production methodology is
inflected by customization choices;
“Anything works as long as it fits in a
steampunk submarine”
Design Thesis: Maximize a small
budget by working with another
small firm and create a unique
space that’s custom-fit to our
company’s organizational
structure and culture.
Game industry Workplace
CasE Study No.2
Three rings
23. 14
Most small companies have to work with the spaces
they get, even if the space is a former storefront tattoo
parlor on New York’s Lower East Side, as it is for Waka
Waka, an indie game incubator + co-working space
∙ Storefront As-Is / Long, narrow
storefront with large front window,
converted in white-box state
∙ Small / 2,000 sqft, L-shaped first
floor, small yard + rectangular lower
level – all open plan
∙ Difficult Layout / Too narrow for
most desk layouts, both space and
business model require small teams
∙ Flexible / Both floors can be
reconfigured inside a day to suit
teams, but walls are not an option
Game industry Workplace
CasE Study No.3
WAKA WAKA
24. 15
Real estate in New York is tremendously expensive and small
indie game companies often find it easiest to share space. Waka
Waka is a co-working space run by the game development
veterans and expert visual designers behind This Is Pop
∙ Furniture and fixtures are high quality, often
design objects
∙ Architect Nathalie Pozzi planned the conversion of
the space from tattoo parlor to game studio
∙ Space optimization is key, while minimalist
aesthetic conveys spaciousness in tight quarters
Even here, perks are highlighted:
∙ Rare-to-Manhattan outdoor space
∙ Movable bar for receptions/parties
∙ Game systems with high resolution projectors
∙ Gallery-style lighting
∙ Playable indie game installations
Game industry Workplace
CasE Study No.3
WAKA WAKA
25. 16
Because Waka Waka only knows team sizes
and composition on a month-to-month basis,
layout flexibility is the primary design
objective. Everything is on wheels or small
enough to be carried. As few as ten or as many
as thirty could work here.
Waka Waka’s design solutions:
∙ Noise / Small teams, multiple spaces. Gallery-
like main area encourages quiet conversation
∙ Visual Privacy / 2.5 levels allow some amount
of separation between teams
∙ Collaboration space / Studio amenities and
infrastructure are shared between teams.
Business model also demands cooperation
∙ Layout / Changes from one day to the next
depending on team needs. Little solitude is
possible, however.
Game industry Workplace
CasE Study No.3
WAKA WAKA
26. 17
Challenge: Assuring that a
rotating cast of teams in a
small space with no walls
shares a vision of how best to
use a communal workplace is
non-trivial. Seating can move
or change, but there is little
provision for multiple areas for
conversation or silent work.
Other risks for Waka Waka:
∙ Scalability / If even one of two or three
resident teams experiences a success
requiring expansion, they will likely leave
randomizing the critical team mix and
contributing to a trying air of transience
∙ Materials / Although polished concrete
floors and smooth surfaces = sophistication,
they also enable noise levels that discourage
collaboration and frustrate teams
∙ Curation / The value of a spot at Waka Waka
is space + access to expertise. This must be
constantly maintained
and refreshed.
Design Thesis: Using smart
spatial design and deep
industry experience, create a
workplace in which small game
dev teams can work and
collaborate with like-minded
colleagues before they are
capable of sustaining their own
offices.
Game industry Workplace
CasE Study No.3
WAKA WAKA
27. Game industry Workplace
TAKEAWAYS
18
There is no standard design of game development space, but
certain best practices are emerging as the industry matures
∙ Disciplines Differ / Different spaces or environmental flexibility
∙ Privacy / Need is directly proportionate to amount of communal space
∙ Collaboration space / Does not have to be meeting rooms but it can
∙ Design / This is where working with your team can pay big dividends
∙ Personal space / Needs vary with work style + layout
∙ Layout / Understand its impact on your workflow
∙ Crazy Perks / Good for reach, meaningless for retention
28. CONTACT ME
I like to talk about this stuff and
I live and work in New York.
You can reach me at
demetri@softhome.net
@detsaridis
Editor's Notes
Hi folks, I’m Demetri – I’ve been in game development for about 15 years and I’ve done stuff like design casual games, produce casual games, design mobile games, start a company that makes mobile games, be the GM of a company that makes social games, be the GM of Zynga NY, and work on a giant console franchise which shall remain nameless. Before ALL of that stuff, though, I went to Grad School and studied Architectural History. That weird background is why I wanted to talk about something we rarely talk about in this business – not the games we make, but the places in which we make them.
Before we start looking at some of those, though, let’s take a SUPER brief look at some history. The office you work in didn’t spring fully-formed out of Ralph Baer’s head (or his garage) – like games themselves, commercial office forms have a long history…whiiiich I’m going to cover in three slides. (CLICK) The first serious influence on Game Development offices starts with the modern factory. This is one of the first times we see a need to put a lot of people in a limited space to perform repetitive tasks without moving very much. (CLICK) Pretty soon, an industry sprang up around trying to make those movements even more efficient, and between that, the desire to have employees under something resembling permanent surveillance and the growing costs of urban real estate, you wind up with something like this. (CLICK)
Just to get this out of the way, this is an “open office”. Every twenty years, this gets invented again and then ten years later, everybody decides that it’s horrible and there’s a bunch of pushback against it. For these reasons here – especially cost – Open Offices are not going away. So instead of starting another “studies show open offices suck” debate, let’s take them as a given for a minute and talk about how to make them better instead of pretending we’ll be able to abolish them anytime soon.
Before we start looking at some of those, though, let’s take a SUPER brief look at some history. The office you work in didn’t spring fully-formed out of Ralph Baer’s head (or his garage) – like games themselves, commercial office forms have a long history…whiiiich I’m going to cover in three slides. (CLICK) The first serious influence on Game Development offices starts with the modern factory. This is one of the first times we see a need to put a lot of people in a limited space to perform repetitive tasks without moving very much. (CLICK) Pretty soon, an industry sprang up around trying to make those movements even more efficient, and between that, the desire to have employees under something resembling permanent surveillance and the growing costs of urban real estate, you wind up with something like this. (CLICK)
Just to get this out of the way, this is an “open office”. Every twenty years, this gets invented again and then ten years later, everybody decides that it’s horrible and there’s a bunch of pushback against it. For these reasons here – especially cost – Open Offices are not going away. So instead of starting another “studies show open offices suck” debate, let’s take them as a given for a minute and talk about how to make them better instead of pretending we’ll be able to abolish them anytime soon.
Before we start looking at some of those, though, let’s take a SUPER brief look at some history. The office you work in didn’t spring fully-formed out of Ralph Baer’s head (or his garage) – like games themselves, commercial office forms have a long history…whiiiich I’m going to cover in three slides. (CLICK) The first serious influence on Game Development offices starts with the modern factory. This is one of the first times we see a need to put a lot of people in a limited space to perform repetitive tasks without moving very much. (CLICK) Pretty soon, an industry sprang up around trying to make those movements even more efficient, and between that, the desire to have employees under something resembling permanent surveillance and the growing costs of urban real estate, you wind up with something like this. (CLICK)
Just to get this out of the way, this is an “open office”. Every twenty years, this gets invented again and then ten years later, everybody decides that it’s horrible and there’s a bunch of pushback against it. For these reasons here – especially cost – Open Offices are not going away. So instead of starting another “studies show open offices suck” debate, let’s take them as a given for a minute and talk about how to make them better instead of pretending we’ll be able to abolish them anytime soon.
So, besides factories turned offices, another ancestor of the modern game development space is this – the art studio. These spaces started out as places optimized for light and ease of access to supplies, but starting around mid-century, (CLICK) the idea of the studio as a social space and eventually as an art object itself starts to gather steam. (CLICK) Signifying that you’re “creative” through your workspace is an old idea, but we also have Andy Warhol’s Factory to thank for a lot of what we expect from a place called a “studio”.
So, besides factories turned offices, another ancestor of the modern game development space is this – the art studio. These spaces started out as places optimized for light and ease of access to supplies, but starting around mid-century, (CLICK) the idea of the studio as a social space and eventually as an art object itself starts to gather steam. (CLICK) Signifying that you’re “creative” through your workspace is an old idea, but we also have Andy Warhol’s Factory to thank for a lot of what we expect from a place called a “studio”.
So, besides factories turned offices, another ancestor of the modern game development space is this – the art studio. These spaces started out as places optimized for light and ease of access to supplies, but starting around mid-century, (CLICK) the idea of the studio as a social space and eventually as an art object itself starts to gather steam. (CLICK) Signifying that you’re “creative” through your workspace is an old idea, but we also have Andy Warhol’s Factory to thank for a lot of what we expect from a place called a “studio”.
The third major branch in the ancestry of Game Dev spaces is the science labs – utilitarian spaces devoted to experimentation, (CLICK) laboratories are where computers first started to show up in the workplace…and (CLICK) the total takeover of the desktop by computer equipment was very much birthed in the lab.
The third major branch in the ancestry of Game Dev spaces is the science labs – utilitarian spaces devoted to experimentation, (CLICK) laboratories are where computers first started to show up in the workplace…and (CLICK) the total takeover of the desktop by computer equipment was very much birthed in the lab.
The third major branch in the ancestry of Game Dev spaces is the science labs – utilitarian spaces devoted to experimentation, (CLICK) laboratories are where computers first started to show up in the workplace…and (CLICK) the total takeover of the desktop by computer equipment was very much birthed in the lab.
So, what you probably started to notice already is that despite starting down three very different paths, these workplace types wound up at a really familiar destination. Yeah, rows of desks. The key differentiator has become what you surround those desks with and how you arrange them. But the rows of desks themselves are really the nucleus of the commercial workplace.
So in an industry famously on the cutting edge of technology and culture, what have WE done with all those rows of desks? Unfortunately, the first answer is: a bunch of bullshit that nobody likes. (CLICK) Last year, the amazing Kyle Drexel of Wargaming helped me run a survey about game industry workplaces. I guess I already spoiled this at the top of this slide, but one of the big takeaways from that survey is that most game developers don’t really like their workspace. Here’s why.
One crucial factor in workplace satisfaction that came up again and again in both the survey and in my individual interviews was the organizing principle behind how those “rows of desks” are laid out. There are two main schools of thought about how this should be done and most survey respondents’ offices use either one or the other, in almost exactly equal proportion: (CLICK) in a “game team” layout, everyone working on a specific project is clustered together, regardless of what they do on that project. (CLICK) In the “departmental” layout, artists sit with artists, producers sit with producers, design sits over there and the engineers sit over there, even if there are two or three different games they’re working on.
It’s pretty clear what the advantages and issues with these approaches are: if everyone working on a game is sitting together, you don’t have to go far to find and collaborate with other devs who are working on the same problems as you are. As we know from those factory studies 100 years ago, the less you have to physically move to get your job done, the more efficient you are at doing it. Of course, the main drawback here is the reason why the departmental seating model exists: it’s very easy for people to get siloed when they’re only thinking about their own problems and you quickly lose the advantage of having 30 master engineers if each group of 10 of them only draws on the knowledge of that group rather than the larger whole.
For that reason, some workplaces – usually BUT NOT ONLY those with large or flexible physical space to work with – have adopted a hybrid model in which the groups most likely to work across all games sit with one another in as central a location as possible and the devs working on a single game primarily or only sit together on the periphery. Typically, these “central services” departments include groups like marketing, most business functions, some artists, some QA and very often a tools and/or game engine team.
To be clear, none of these are the “right” way to lay out a space – first, you have to fit your staff into the physical space you have, so some spaces might not be workable for one or even ANY of these methods at all. In theory, you could design some kind of four-dimensional model where everything perfectly overlaps at acute angles, but it’s very rare that you can actually IMPLEMENT that in the space that you’ve got.
So, let’s take things out of the realm of theory then and look at three different examples of how game companies of varying sizes and with varying stacks of cash dealt with these issues.
First up is Zynga. (CLICK) These guys had a building they needed to work with, but it was basically a giant open shell. (CLICK) The key word there is GIANT. Zynga was only a bit more than half of it, but we’re talking about almost twelve NFL regulation football fields (or 9 world cup football pitches) (CLICK) Each employee has a LOT of space in a workplace this size (CLICK) and the model that Zynga tried to follow with this was a version of the Hybrid plan, where game teams sat together, central teams sat together and each had an open seating area with some amount of private meeting or collaboration space.
The problem that Zynga tried to address in the most obvious way was the “ugly/boring” issue. (CLICK) Like a lot of Silicon Valley startups made good, these guys bought into the “office as playground” model that has come to prominence in the last 20 years. (CLICK) Seriously, Zynga went absolutely goddamn bananas making their office into a 12-year-old boy’s dream…and we’ll come back to what influence that had on their employees.
Once you left the common areas, though, Zynga’s offices don’t look that different from any other corporate workplace, but with more knick-knacks, both employee and company-supplied. Here’s how they tried to deal with the key issues that we identified a few slides ago…
So what was the overall approach here? (CLICK) Basically Zynga is trying VERY HARD to make everything fun and playful. The idea there is that if the employees are having fun, then it’ll be easier for them to make more fun games for the customers. (CLICK) Sometimes this worked, sometimes it resulted in cognitive dissonance and “forced fun”. Now this can be absolute culture poison, but it wasn’t the only challenge Zynga faced with the approach they chose. (CLICK)
If you’re interested, there’s a whitepaper by Fleming and Sturdy called “'Being yourself ' in the electronic sweatshop: New forms of normative control” in the journal Human Relations that goes into these kinds of design issues in greater depth.
Fleming, P., & Sturdy, A. (2010).
Space number two is the Three Rings office. If you’ve never been to a meeting or a party there, this place is really unique. Though the studio’s owned by SEGA now, when they opened this office it was an indie, and they decided to take a pretty dramatic approach to one of the classic “small developer” problems of how to build out a white box loftspace. (CLICK)
Even small companies (especially in SF?) wound up in the perk arms race – but according to Three Rings, it was IMPOSSIBLE to hire engineers at this time and that the office was a key marketing tool. So, despite superficial similarities, this is really a very different use of architectural playfulness than what we saw with Zynga. (CLICK) It’s also important to note that though the steampunk aesthetic was completely pervasive in the front half of the office, this was definitely “party in the back” portion of the Three Rings office mullet (CLICK) – there’s also a much more straightforward space on the far side of this area that has largely become home to business-type functions (vs. design and art work going on in the submarine). This is maybe one of the most literal examples of architectural determinism that I’ve ever seen and we’ll see how that affected the employees in a slide or two.
Here’s how Three Rings tackled the game business’s “Big workspace Issues”. It’s a very differnet approach to the one Zynga took and is terrific example of a small company trying to play to its strengths and do the types of things a giant corporation really can’t. (CLICK)
The TL;DR here is that through salesmanship, smart design and luck, Three Rings was able to give themselves a completely unique environmental calling card that actually explains how the company works and thinks of itself as you walk through it. (CLICK). The major issues that arose, though, are something you’ve probably already guessed – once you have a steampunk submarine in your office, your company is kind of ABOUT having a steampunk submarine in your office. (CLICK) That introduces risk around changing tastes (CLICK) the complexity of intentionally packing people into tight spaces in order to induce collaboration and (CLICK) the fact that you’re basically stuck with what you’ve got. As, Tom Schofield, one of the Three Rings principals told me, “Anything works as long as it fits in a steampunk submarine”
The final case study looks at a different type of space, a different budget, and a different set of requirements entirely. This is New York’s Waka Waka, which is a game development co-working space and incubator in a hip neighborhood, located in a former storefront tattoo parlor. (CLICK) This space was inherited and tweaked, but in a lot of ways it’s the same TYPE of space now that it was when it was an art gallery a few tenants ago (CLICK) it’s small open room (CLICK) and it’s long and narrow, which rules out a lot of the desk layouts that we talked about before (CLICK) though without any real permanent walls, it’s quite flexible and has a second floor and a tiny yard that can be configured in a few different ways.
Check this out, even a 2,000 square foot office makes an “amenity play” in it’s own way. (CLICK) People like to say that they don’t care about perks that much (like this yard), but again we see a significant effort to maximize the available resources. Waka Waka doesn’t have much furniture in it, but what there is is high quality and EXTREMELY stylish. (CLICK) Flexibility and minimalist chic are overflowing here, again underscoring the aspirational aspect of workplace design. We don’t necessarily design the workspace around our employees, we create a space that looks like it’s already home to the type of people we want working inside it.
So how did Waka Waka address the Big Issues? (CLICK) It’s harder for them than for Three Rings or Zynga because they couldn’t really choose much about how there space is laid out or what materials it’s made of.
The core of the Waka Waka workspace design approach as about allowing small independent teams to work in close proximity and share facilities they could never otherwise afford. The office signifies to potential coworkers and to those visiting that the people who work here understand the modern “indie game” aesthetic through and through. It’s spare but precise and above all else, elegant in both functional and visual design. This works to attract likeminded collaborators and immediately tells a compelling story to (for example) publishers attending meetings with developers based here. (CLICK) This approach definitely comes with very real challenges, however. The space is small and there are no walls. On teams the size Waka Waka wants to attract, there’s no real issue around layout choices, but all of the various privacy concerns are magnified tremendously. (CLICK) There’s also the question of scale – succeeding here actually means having to leave; this randomizes the balance of the people in the space and that can be huge in a workspace with only a dozen others around. (CLICK) The materials are actually a major question mark as well – this space is very, very pretty on a really low budget, but with more than a few people inside, it can get loud quickly…and noise was the number one issue that game developers brought up in the survey. (CLICK) And on top of the challenge of people scaling out of the office, you really have to trust the curation skills of the people that run the space. This particular spot is run by game business veterans, but is that always going to be the case?
here’s also a challenge to making sure that
This might be the place to alight briefly on the danger of aesthetics trumping function. No rough surfaces and no insulation means that if you put more than two people in there and it’s like a cheerleading squad in an airplane hangar. The aesthetic works to convince potential users/clients that these people understand design, but what about the message it sends to people about their understanding of operations?
So, here is the “tweetable takeaways” slide at long last. I’m going to put them up there one by one so maybe wait to the end to take a picture…and I’ll make this whole deck available digitally if you want it as well…but let’s try to distill some of the most significant findings from my research, the survey, the interviews and these case studies so we can continue this conversation with each other, the rest of our discipline, and maybe for some of you, with the people you work with as you contemplate the design or redesign of your own development spaces. (CLICK)
FIRST: Disciplines differ. This is huge – Engineers do not have the same requirements as designers or artists or marketers. If you have one type of space for all of these folks, you’re setting yourself up for a big, big challenge. Even in a small studio, do what you can to make sure that there’s quiet space and collaboration space and that they’re as distinct and distant from each other as possible. (CLICK)
PRIVACY – too much noise was the most often mentioned issue in the survey, but close behind it were a few different types of issues around privacy. Physical privacy and VISUAL privacy are separate and important issues. Game devs, like anyone else, don’t want to feel like they’re being monitored in a time-and-motion study by their bosses all day long. If we’re going out of our way to provide jellybean footbaths delivered fresh daily by Uber, it’s irresponsible not to contemplate providing “phone booths” or arranging monitors so that people can read Kotaku when they’re burned out without worrying that they’re going to be fired. There are better ways to find out if your employees are shirking their responsibilities than by facing all their screens toward the boss.
COLLABORATION is an enormous part of our work. About a third of the folks we spoke to said that their offices needed more meeting rooms, but when we changed the phrasing to talk about general collaborative space, that number shot way up. People are empathetic and they don’t want to disturb their colleagues. A lot of times, folks simply won’t talk to people that they would benefit by talking to because there’s nowhere to do it without disturbing someone else. There are a lot of innovative ideas about how to make this work even with really low square footage (like Waka Waka’s yard) so if you’re interested in going into greater depth on that, drop me a line, I can definitely offer some concepts.
AS I WAS RESEARCHING THIS TOPIC and speaking with interior designers and architects I heard over and over again how important it is to consult with the people who are going to use the office during the design process. The impact of coming in on a Monday morning and having everything be in a different spot, or of seeing people roaming around taking measurements and jotting things down without knowing why or what’s going to happen is just huge. And hey, WE KNOW THIS. This is community management and usability testing and we do this in our games. If you’re designing a space, take some time and talk to the people that are going to be using it. Though a game is sometimes a passion project and a work of singular vision, it’s pretty unique to imagine an office space that way.
PERSONAL SPACE: So we’ve mentioned this a lot and this is something that you may have less control over in your space just down to raw square footage concerns. But even in really small areas, remembers
LAYOUT: Talk about the super-scheme
And lastly, PERKS. I have a lot of data from the survey about this, but here’s the bottom line. You need to have something. The lack of a space to actually play games in the office was mentioned by about a fifth of the respondents – people notice when the office is too square. But there is definitely DEFINITELY such a thing as too much of a good thing. About 33% of survey respondents said that the reason they think their companies provide them with fun perks was to keep them at the office for longer hours. EVEN IF THIS ISN’T TRUE, you have to take into account that people are going to think it. So remember that before the guys show up with the three story waterslide you ordered.
Probably won’t have time for questions now, so give them contact info so they can ask later.