Prototyping is an essential part of game development that allows developers to test ideas cheaply and quickly. Mobile game prototyping has changed compared to the past due to more accessible tools and engines, smaller team sizes, and a focus on failing fast. Some tips for effective prototyping include making prototypes visually appealing, prioritizing core functionality over polish, implementing simple controls, and ensuring gameplay has an appropriate reaction time for the platform. Prototypes should serve to answer key questions about a game's concept before significant resources are invested.
OGDC2013_Monetization experience_Mr Do Van Thanhogdc
The document discusses a game designer's experience with monetization in social and MMORPG games. It describes shifting a social farming game on the Zing Me platform to incorporate more MMORPG elements like turn-based combat and stat-based monetization. This helped increase revenue and the average revenue per paying user (ARPPU) by selling VIP status, shortcuts, and permanent stat upgrades. Flexible monetization approaches and selling simple upgrades are recommended to appeal to both casual and big spending players.
The document discusses a presentation by Nguyen Khanh Trung, head of a game studio in North with 70 members that has produced social network and mobile games since 2007. The presentation covers Trung's skills and experience, personal financial plan, and mental state in developing games. It fields questions on Trung's largest project, time management skills, financial needs, supporting resources, team's feelings about risks, and handling negative feedback.
OGDC2013_The importance of In-game event_Mr Tetsuya Moriogdc
This document discusses the success of the mobile game Blood Brothers and provides recommendations for game design based on its experience. It notes that Blood Brothers reached #1 in 33 countries on Google Play, achieved high revenue and user spending without relying on hardware. Regular in-game events that engage players in competitive and cooperative gameplay, offer limited rewards and leaderboards have helped double user spending during events. The document provides tips for running successful events, managing leaderboards, incentivizing player effort, and avoiding player fatigue. It also discusses the role of DeNA's Hanoi studio in supporting global operations and transferring skills and experience.
OGDC2013_2D Artist-the first steps_ Ms Tran Thi Thu Hienogdc
Game 2D artists come from everywhere and work on a variety of tasks like concept art, characters, backgrounds, interfaces, and animation. To become a game 2D artist, one needs to learn modeling, coloring, and animation skills. They may use a tablet and creative ideas to design characters, interfaces, and animations for games over the course of a few days using tools like Photoshop, Flash, and After Effects.
OGDC2013_ How to build 3D avatar for Happy Me_ Mr Tran Don Tuogdc
This document summarizes how to build a low-polygon, low-resolution 3D avatar for Happyme using techniques like reusing meshes and textures, limiting polygons and texture sizes, and utilizing tools to streamline the process. Key aspects covered include using 1,000 triangles or less per mesh, 128x128 textures, combining multiple textures onto one, facial expression animation on a frame-by-frame basis, and tools for reviewing, rendering, listing, and naming assets consistently.
The document discusses the ZingMe mobile platform, which addresses common challenges for mobile app developers. It provides a mobile SDK that allows for easy integration of social and viral features to help acquire new users at no cost and improve user retention. The SDK also supports authentication through various accounts and social APIs. ZingMe aims to help with monetization and distribution challenges by allowing apps to be distributed for free through social platforms and app stores.
OGDC2013_ Dong Son Art style 2013_ Mr Alviss Haogdc
Dong Son art style from ancient Vietnam is well-suited for use in global gaming audiences. Dong Son textures are over 4000 years old and depict complicated designs that represent Vietnamese culture and history. The textures can be stylized for use in game user interfaces and character concepts to capture Eastern artistic traditions in a Western-inspired block style. Combining Dong Son textures with cube-shaped and chibi-inspired Asian character designs creates an original art style that summarizes key aspects of Vietnamese culture for international gaming audiences.
OGDC2013_How retention rate affects aniworld_Mr Do Huy Cuongogdc
This document discusses retention rate and its importance for an app called Ani World. It describes two "adventures" where the company tried different approaches to increase retention rate, such as adding tutorials and special events, but found it challenging to keep users engaged beyond 7 days. The document emphasizes that improving retention is an ongoing process that requires checking assumptions, managing first impressions, and considering other impacting factors beyond just game features.
OGDC2013_Monetization experience_Mr Do Van Thanhogdc
The document discusses a game designer's experience with monetization in social and MMORPG games. It describes shifting a social farming game on the Zing Me platform to incorporate more MMORPG elements like turn-based combat and stat-based monetization. This helped increase revenue and the average revenue per paying user (ARPPU) by selling VIP status, shortcuts, and permanent stat upgrades. Flexible monetization approaches and selling simple upgrades are recommended to appeal to both casual and big spending players.
The document discusses a presentation by Nguyen Khanh Trung, head of a game studio in North with 70 members that has produced social network and mobile games since 2007. The presentation covers Trung's skills and experience, personal financial plan, and mental state in developing games. It fields questions on Trung's largest project, time management skills, financial needs, supporting resources, team's feelings about risks, and handling negative feedback.
OGDC2013_The importance of In-game event_Mr Tetsuya Moriogdc
This document discusses the success of the mobile game Blood Brothers and provides recommendations for game design based on its experience. It notes that Blood Brothers reached #1 in 33 countries on Google Play, achieved high revenue and user spending without relying on hardware. Regular in-game events that engage players in competitive and cooperative gameplay, offer limited rewards and leaderboards have helped double user spending during events. The document provides tips for running successful events, managing leaderboards, incentivizing player effort, and avoiding player fatigue. It also discusses the role of DeNA's Hanoi studio in supporting global operations and transferring skills and experience.
OGDC2013_2D Artist-the first steps_ Ms Tran Thi Thu Hienogdc
Game 2D artists come from everywhere and work on a variety of tasks like concept art, characters, backgrounds, interfaces, and animation. To become a game 2D artist, one needs to learn modeling, coloring, and animation skills. They may use a tablet and creative ideas to design characters, interfaces, and animations for games over the course of a few days using tools like Photoshop, Flash, and After Effects.
OGDC2013_ How to build 3D avatar for Happy Me_ Mr Tran Don Tuogdc
This document summarizes how to build a low-polygon, low-resolution 3D avatar for Happyme using techniques like reusing meshes and textures, limiting polygons and texture sizes, and utilizing tools to streamline the process. Key aspects covered include using 1,000 triangles or less per mesh, 128x128 textures, combining multiple textures onto one, facial expression animation on a frame-by-frame basis, and tools for reviewing, rendering, listing, and naming assets consistently.
The document discusses the ZingMe mobile platform, which addresses common challenges for mobile app developers. It provides a mobile SDK that allows for easy integration of social and viral features to help acquire new users at no cost and improve user retention. The SDK also supports authentication through various accounts and social APIs. ZingMe aims to help with monetization and distribution challenges by allowing apps to be distributed for free through social platforms and app stores.
OGDC2013_ Dong Son Art style 2013_ Mr Alviss Haogdc
Dong Son art style from ancient Vietnam is well-suited for use in global gaming audiences. Dong Son textures are over 4000 years old and depict complicated designs that represent Vietnamese culture and history. The textures can be stylized for use in game user interfaces and character concepts to capture Eastern artistic traditions in a Western-inspired block style. Combining Dong Son textures with cube-shaped and chibi-inspired Asian character designs creates an original art style that summarizes key aspects of Vietnamese culture for international gaming audiences.
OGDC2013_How retention rate affects aniworld_Mr Do Huy Cuongogdc
This document discusses retention rate and its importance for an app called Ani World. It describes two "adventures" where the company tried different approaches to increase retention rate, such as adding tutorials and special events, but found it challenging to keep users engaged beyond 7 days. The document emphasizes that improving retention is an ongoing process that requires checking assumptions, managing first impressions, and considering other impacting factors beyond just game features.
OGDC2013_ Making of Sky garden Artwork_ Mr Nguyen Ngoc Hoangogdc
The document outlines the process for making artwork for a game, including establishing art direction by considering factors like the target age and interests of users, developing images through sketching, feedback, and refinement, and using tools like Pixma and After Effects for tasks like sprite sheet animation and cartoon-style frame-by-frame animation. It also stresses the importance of effective planning, addressing difficulties, and being willing to remake work based on feedback to satisfy gamers rather than the artist's ego.
This document discusses several key principles from psychology that are commonly applied in game design, including how attention and working memory can only process a limited number of items, the goal-gradient effect whereby motivation increases as a goal is approached, and quota anchoring where people adhere to quotas or targets. It also covers what makes a good goal, noting goals should be specific, challenging and rewarding. Additionally, it discusses skill and mastery in achieving challenges as well as intrinsic versus extrinsic motivation and rewards, and the concept of flow where optimal experience occurs during a challenging activity.
OGDC2013_Game design problem solving_Mr Nguyen Chi Hieuogdc
The document discusses game design and provides advice from various sources. It outlines different game concepts including a card battle game, tower defense game, and a combined tower defense and card battle game called "Galaxy Pirates". The document emphasizes passion for game design, user-centric thinking, teamwork, iteration, and balancing logic and intuition. It also provides examples of game mechanics, gameplay loops, and monetization examples for the Galaxy Pirates concept.
This document outlines the art direction for a new mobile farming game called Farmery. It discusses developing a beautiful, unique world for the game that will distinguish it from other farm games. The art direction aims to target female players ages 18-30 on Android platforms. It proposes a 1960s European farm theme with specific details on camera, lighting, color, and geometry to achieve the look. Character, animal, crop, building, and vehicle concepts are presented to implement the art direction. The process of deploying an synchronized art style across ideas is emphasized, requiring testing, listening, and refinement.
This document provides an overview and introduction to a training manual on excelling at telesales. It outlines the structure and contents of the manual, which is divided into two parts - the first covering the theory behind telesales and the second providing practical tools and resources for telesales agents. The introduction previews the major sections in each part, including defining telesales, factors affecting calls, a four-step campaign process, and scripts, products, and administration resources. The goal is to give agents a structured yet practical approach to developing key communication skills for successful telesales.
Telesales Training - The Sales Performance Company LtdStuart Allen
This document advertises a one-day telesales training workshop hosted by The Sales Performance Company Ltd. on January 29th and February 26th from 9am to 4:30pm. The workshop will provide practical skills and strategies for effective modern telesales, including understanding buyer psychology, consultative selling techniques, questioning, listening, and gaining commitment. Attendees will learn through theory, roleplays, and exercises. The trainer, Stuart Allen, has extensive experience helping businesses improve their sales performance. The workshop costs £150 plus VAT per person.
Customer service is important for businesses in the travel and tourism industry to meet and exceed customer expectations due to high competition. Providing good customer service leads to customer loyalty, competitive advantage, and lower costs for companies. Principles of good customer service include making a positive first impression, providing speedy and accurate service, developing a good company image, establishing clear customer service policies, promoting effective teamwork and communication across an organization, meeting diverse customer needs, and creating a mission statement that outlines a company's goals for customer satisfaction.
This document outlines 7 pillars of customer service: 1) Develop a customer service mission statement, 2) Ensure customer service has the proper attitude and action, 3) Provide base training for employees, 4) Coach employees, 5) Send creative thank you's, 6) Perform functional walkthroughs, and 7) Engage with customers. It emphasizes the importance of going above and beyond for customers to build loyalty and advocates training employees to learn more about each customer. Real-world examples are provided to illustrate how following these pillars can significantly increase sales and improve customer relationships.
This document provides a training program on customer service. It discusses the importance of customer service, what customers expect, and how to provide excellent service through effective communication. The training covers topics such as understanding customers, developing a positive attitude, maintaining ethics, and using courtesy. It emphasizes that customer service is key to continued business success through higher profits, satisfaction, and repeat customers. The training aims to equip participants with the skills and mindset to consistently deliver exceptional customer experiences.
ReadySetPresent (Customer Service PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Knowing what your customer wants and needs is the number one factor to excellent customer service. Only by improving one’s customer service can your business develop. Customer Service PowerPoint Presentation Content slides include topics such as: understanding the basics of effective customer service, knowing customer wants and expectations, the 4 steps to super service, 10+ slides on what to say and addressing excuses, 10+ slides on implementing a program and examining behaviors, 7 practical steps to customer service, 30 slides on performance standards and quality, looking to the future, Q& A’s, 5 slides on increasing customer satisfaction, the top ten customer complaints, the five most common customer requests, 4 steps to super service, how to's and more!
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Microsoft is reimagining itself to empower every person and organization on the planet. It has over 10 years of open source involvement and is making its platforms and development tools more open and cross-platform. This includes enabling .NET development across Windows, Linux, and MacOS, cross-platform C++ development, and tools for building mobile apps across platforms using technologies like Xamarin, Cordova, and more. Microsoft sees open source and cross-platform support as key to its strategy and the future of personal computing and the intelligent cloud.
Game engines provide an abstraction layer that allows games to run across multiple platforms. A cross-platform game engine handles the complex and platform-specific implementation details, so that game developers can focus on gameplay instead of low-level code. DeadEngine is an example of a cross-platform engine that supports PC, iOS and Android using C++ and common interfaces. While engines like Unity make it easy to deploy games across many platforms, native implementations tend to be smaller and faster than games built with an engine. Therefore, developing a cross-platform engine requires implementing features separately for each platform.
The document outlines challenges in cross-platform game development, collaboration, and speed of iteration. It then introduces Co+Pilot, an application framework from Augernaut that aims to address these challenges. Co+Pilot uses a real-time syncing publish and subscribe database called PubSubDub, supports development in JavaScript, and allows cross-platform deployment. It is designed to get more creators involved in the process more quickly through specialized role-based tools. The presentation concludes with a live demo and Q&A section.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
Being a game developer with the skills you haveJohan Lindfors
All work and no play can make anyone dull, don’t you agree? But with the skills you developed during the years as a application or web developer you can create some amazing experiences and potentially also become a highly successful game developer. In this presentation you will get several hints on how to get started using your language of choice. C#, C++, Javascript, Lua and Typescript are all languages that can be leveraged for professional game development!
This document provides an overview of 3D game development. It discusses topics such as the game development process, game structure, popular game engines like Unity and CryEngine, and key elements of game development like graphics, physics, scripting and animation. Unity is discussed in more depth, outlining its features for working in the engine, physics, graphics, networking, scripting, animation, UI and navigation. Examples are provided of how to work with objects, components and scripts in Unity.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
DownTheRabbitHole.js – How to Stay Sane in an Insane EcosystemFITC
Presented at FITC's Web Unleashed 2016 in Toronto
by Branden Hall, Automata Studios
FITC produces events for digital creators in Toronto, Amsterdam, NYC and beyond
Save 10% off any of our events with discount code 'slideshare'
Check out our events at http://fitc.ca
or follow us at https://twitter.com/fitc
Overview
Today it feels like Javascript tools and libraries are popping like up mushrooms. And just like fungi, if you pick the wrong one, it could lead to some real suffering. From Angular to Zepto, this talk will help you map out the ecosystem and find the good stuff so you can avoid having a bad trip.
Objective
The audience will learn how to map out and evaluate tools and libraries in the JS ecosystem
Target Audience
The target audience is JS developers who want to feel a little more sane
Assumed Audience Knowledge
A working understanding Javascript
Five Things Audience Members Will Learn
A mental map of the current state of JS development
How to evaluate JS tools & libraries
Alternatives to the big libraries (jQuery, Angular, React, etc)
Awesome lesser known JS tools & libraries
Avoiding JS entirely through alternate languages (TypeScript, ClojureScript, Elm, etc)
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
OGDC2013_ Making of Sky garden Artwork_ Mr Nguyen Ngoc Hoangogdc
The document outlines the process for making artwork for a game, including establishing art direction by considering factors like the target age and interests of users, developing images through sketching, feedback, and refinement, and using tools like Pixma and After Effects for tasks like sprite sheet animation and cartoon-style frame-by-frame animation. It also stresses the importance of effective planning, addressing difficulties, and being willing to remake work based on feedback to satisfy gamers rather than the artist's ego.
This document discusses several key principles from psychology that are commonly applied in game design, including how attention and working memory can only process a limited number of items, the goal-gradient effect whereby motivation increases as a goal is approached, and quota anchoring where people adhere to quotas or targets. It also covers what makes a good goal, noting goals should be specific, challenging and rewarding. Additionally, it discusses skill and mastery in achieving challenges as well as intrinsic versus extrinsic motivation and rewards, and the concept of flow where optimal experience occurs during a challenging activity.
OGDC2013_Game design problem solving_Mr Nguyen Chi Hieuogdc
The document discusses game design and provides advice from various sources. It outlines different game concepts including a card battle game, tower defense game, and a combined tower defense and card battle game called "Galaxy Pirates". The document emphasizes passion for game design, user-centric thinking, teamwork, iteration, and balancing logic and intuition. It also provides examples of game mechanics, gameplay loops, and monetization examples for the Galaxy Pirates concept.
This document outlines the art direction for a new mobile farming game called Farmery. It discusses developing a beautiful, unique world for the game that will distinguish it from other farm games. The art direction aims to target female players ages 18-30 on Android platforms. It proposes a 1960s European farm theme with specific details on camera, lighting, color, and geometry to achieve the look. Character, animal, crop, building, and vehicle concepts are presented to implement the art direction. The process of deploying an synchronized art style across ideas is emphasized, requiring testing, listening, and refinement.
This document provides an overview and introduction to a training manual on excelling at telesales. It outlines the structure and contents of the manual, which is divided into two parts - the first covering the theory behind telesales and the second providing practical tools and resources for telesales agents. The introduction previews the major sections in each part, including defining telesales, factors affecting calls, a four-step campaign process, and scripts, products, and administration resources. The goal is to give agents a structured yet practical approach to developing key communication skills for successful telesales.
Telesales Training - The Sales Performance Company LtdStuart Allen
This document advertises a one-day telesales training workshop hosted by The Sales Performance Company Ltd. on January 29th and February 26th from 9am to 4:30pm. The workshop will provide practical skills and strategies for effective modern telesales, including understanding buyer psychology, consultative selling techniques, questioning, listening, and gaining commitment. Attendees will learn through theory, roleplays, and exercises. The trainer, Stuart Allen, has extensive experience helping businesses improve their sales performance. The workshop costs £150 plus VAT per person.
Customer service is important for businesses in the travel and tourism industry to meet and exceed customer expectations due to high competition. Providing good customer service leads to customer loyalty, competitive advantage, and lower costs for companies. Principles of good customer service include making a positive first impression, providing speedy and accurate service, developing a good company image, establishing clear customer service policies, promoting effective teamwork and communication across an organization, meeting diverse customer needs, and creating a mission statement that outlines a company's goals for customer satisfaction.
This document outlines 7 pillars of customer service: 1) Develop a customer service mission statement, 2) Ensure customer service has the proper attitude and action, 3) Provide base training for employees, 4) Coach employees, 5) Send creative thank you's, 6) Perform functional walkthroughs, and 7) Engage with customers. It emphasizes the importance of going above and beyond for customers to build loyalty and advocates training employees to learn more about each customer. Real-world examples are provided to illustrate how following these pillars can significantly increase sales and improve customer relationships.
This document provides a training program on customer service. It discusses the importance of customer service, what customers expect, and how to provide excellent service through effective communication. The training covers topics such as understanding customers, developing a positive attitude, maintaining ethics, and using courtesy. It emphasizes that customer service is key to continued business success through higher profits, satisfaction, and repeat customers. The training aims to equip participants with the skills and mindset to consistently deliver exceptional customer experiences.
ReadySetPresent (Customer Service PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Knowing what your customer wants and needs is the number one factor to excellent customer service. Only by improving one’s customer service can your business develop. Customer Service PowerPoint Presentation Content slides include topics such as: understanding the basics of effective customer service, knowing customer wants and expectations, the 4 steps to super service, 10+ slides on what to say and addressing excuses, 10+ slides on implementing a program and examining behaviors, 7 practical steps to customer service, 30 slides on performance standards and quality, looking to the future, Q& A’s, 5 slides on increasing customer satisfaction, the top ten customer complaints, the five most common customer requests, 4 steps to super service, how to's and more!
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Microsoft is reimagining itself to empower every person and organization on the planet. It has over 10 years of open source involvement and is making its platforms and development tools more open and cross-platform. This includes enabling .NET development across Windows, Linux, and MacOS, cross-platform C++ development, and tools for building mobile apps across platforms using technologies like Xamarin, Cordova, and more. Microsoft sees open source and cross-platform support as key to its strategy and the future of personal computing and the intelligent cloud.
Game engines provide an abstraction layer that allows games to run across multiple platforms. A cross-platform game engine handles the complex and platform-specific implementation details, so that game developers can focus on gameplay instead of low-level code. DeadEngine is an example of a cross-platform engine that supports PC, iOS and Android using C++ and common interfaces. While engines like Unity make it easy to deploy games across many platforms, native implementations tend to be smaller and faster than games built with an engine. Therefore, developing a cross-platform engine requires implementing features separately for each platform.
The document outlines challenges in cross-platform game development, collaboration, and speed of iteration. It then introduces Co+Pilot, an application framework from Augernaut that aims to address these challenges. Co+Pilot uses a real-time syncing publish and subscribe database called PubSubDub, supports development in JavaScript, and allows cross-platform deployment. It is designed to get more creators involved in the process more quickly through specialized role-based tools. The presentation concludes with a live demo and Q&A section.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
Being a game developer with the skills you haveJohan Lindfors
All work and no play can make anyone dull, don’t you agree? But with the skills you developed during the years as a application or web developer you can create some amazing experiences and potentially also become a highly successful game developer. In this presentation you will get several hints on how to get started using your language of choice. C#, C++, Javascript, Lua and Typescript are all languages that can be leveraged for professional game development!
This document provides an overview of 3D game development. It discusses topics such as the game development process, game structure, popular game engines like Unity and CryEngine, and key elements of game development like graphics, physics, scripting and animation. Unity is discussed in more depth, outlining its features for working in the engine, physics, graphics, networking, scripting, animation, UI and navigation. Examples are provided of how to work with objects, components and scripts in Unity.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
DownTheRabbitHole.js – How to Stay Sane in an Insane EcosystemFITC
Presented at FITC's Web Unleashed 2016 in Toronto
by Branden Hall, Automata Studios
FITC produces events for digital creators in Toronto, Amsterdam, NYC and beyond
Save 10% off any of our events with discount code 'slideshare'
Check out our events at http://fitc.ca
or follow us at https://twitter.com/fitc
Overview
Today it feels like Javascript tools and libraries are popping like up mushrooms. And just like fungi, if you pick the wrong one, it could lead to some real suffering. From Angular to Zepto, this talk will help you map out the ecosystem and find the good stuff so you can avoid having a bad trip.
Objective
The audience will learn how to map out and evaluate tools and libraries in the JS ecosystem
Target Audience
The target audience is JS developers who want to feel a little more sane
Assumed Audience Knowledge
A working understanding Javascript
Five Things Audience Members Will Learn
A mental map of the current state of JS development
How to evaluate JS tools & libraries
Alternatives to the big libraries (jQuery, Angular, React, etc)
Awesome lesser known JS tools & libraries
Avoiding JS entirely through alternate languages (TypeScript, ClojureScript, Elm, etc)
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
DownTheRabbitHole.js – How to Stay Sane in an Insane EcosystemFITC
This document provides a history of JavaScript development from 1995 to the present. It describes how JavaScript evolved from a scripting language created in 10 days for Netscape (Mocha/LiveScript) to an industry standard (ECMAScript). It outlines major developments like Node.js, npm, and the rise of JavaScript modules/tooling. It recommends choosing technologies based on your specific needs rather than trends, investing in great tooling, and continuing to learn as the ecosystem rapidly changes.
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
This document provides an overview of getting started in mobile game development. It discusses developing for platforms like iOS and Android using various game engines. Key steps outlined include coming up with a game idea, defining the mechanics and control scheme, focusing on aesthetics and gameplay, and choosing a platform. The document also addresses porting games from Flash, PC, or other platforms to mobile. It emphasizes starting simply and learning from each project.
Choosing A Game Engine - More Than Frames Per SecondNoam Gat
Suggesting a few questions that teams should ask themselves when facing the question of choosing a game engine.
Talk given at the GameIS 2014 conference
The document summarizes Javier Canton's presentation at #DotNet2018 about developing a 3D graphics engine in C# for virtual reality and augmented reality. It provides an overview of Javier's background and experience developing 3D graphics. It also summarizes his demonstration of the Wave Engine, a C# graphics engine he developed that supports VR, AR and MR across platforms. The presentation covered various C# language features relevant for graphics development and performance optimization.
This document promotes Microsoft's Imagine Cup student technology competition and provides information about three challenges - the Kinect Fun Labs Challenge, Windows Azure Challenge, and Windows Phone Challenge. It encourages students to think globally and start locally by participating. The top three teams in each challenge will advance to the finals in Sydney, Australia and receive cash prizes. It lists the project deadlines and prizes for participating, and motivates students to compete for fame, fortune, helping people, experience, and resume building.
This document discusses options for developing iOS and Android games using Unity3D. It begins by introducing the author and their company. It then examines the problem of developing for multiple platforms, reasons for supporting Android, and future platform shifts. Several cross-platform options like HTML5, Cocos2D, and Unreal are considered before the author decides on Unity3D for its wide platform support. Details are provided about Unity3D's native plugins, asset store, and business model. The author's process for porting their game Brick Buddies from iOS to Android using Unity3D is described, involving minimal platform-specific code changes. They conclude that Unity3D has the best business model, widest platform support,
Similar to OGDC2013_Prototyping mobile games_Mr Chris Morrison (20)
OGDC 2014_Entity system in mobile game development_Mr. Cody nguyenogdc
The document discusses using a component-based entity system architecture for developing a large mobile tower defense game with over 500 playable characters, complex item systems, and multiple game modes. A component-based entity system separates game objects into reusable components and uses independent processing systems, which makes the architecture easy to understand, maintain, and adapt to changing requirements. This fits well with a data-driven development approach using a database like MongoDB. The document recommends using an open-source entity system framework like Artemis and processing components in parallel threads to take advantage of the architecture.
OGDC 2014_Sky Garden Mobile conceptualization: From PC to Mobile_Mr. Luc Hoan...ogdc
The document discusses the work of 2D artists Lục Hoàng Hiếu and Lê Quang Duy. It outlines advantages and difficulties of 2D artwork, including reference concepts, templates, and resource management. Unique artworks discussed include bug and machine animations, NPC characters, and a story based on Jack and the Beanstalk and Little Red Riding Hood. Screenshots show UI elements for in-game experiences, optimization of image sizes, resolution problems, and resolution with markers.
OGDC 2014_Creativity in Game Design - Case Study: Famous Vietnamese mobile ga...ogdc
This document discusses creativity in game design and provides case studies of famous Vietnamese mobile games. It begins by introducing the presenter Nicolas Leymonerie and his experience in game development. The presentation aims to provide key knowledge and methods for game designers by examining creativity techniques and famous Vietnamese mobile games as examples. It discusses how creativity involves making something new perceptible through the 5 senses and provides game design examples. The document also outlines techniques like inspiration, adaptation, and hybridization to spark new game concepts within constraints like target markets, platforms, budgets and deadlines.
OGDC 2014_Vietnam Mobile Internet 2014: A focus in smartphone game and compar...ogdc
1) Vietnam's mobile internet and smartphone gaming market has grown rapidly in recent years, with smartphone users increasing almost 4-fold to 18 million between 2012 and 2014.
2) The mobile game market is expected to reach $210 million in 2014, growing 75% over the previous year. Smartphone games will account for 79% of this market.
3) Casual games currently make up the largest share of the mobile gaming market in Vietnam at 23.6% as of May 2014. Card and board games are the second largest genre.
4) Cheap Android devices starting at $120 have driven adoption of smartphones in Vietnam, with Android making up over 70% of devices as of May 2014.
OGDC 2014_Vietnam Smartphone game market 2013 overview. From vision to action...ogdc
This document summarizes mobile game market statistics and trends in Vietnam. In 2013, Vietnam had the largest mobile game market in Southeast Asia, generating $233 million in revenue. The Vietnamese mobile game market was estimated to be worth $25.5 million in 2013, growing to $35 million in 2014 and $52 million in 2016. The average time spent playing mobile games in Vietnam was 47.5% under 1 hour, 35.6% 1-2 hours, 11.7% 2-3 hours, and 5.3% over 3 hours. The trend is moving from casual to mid-core games, with social and puzzle games being released on mobile first.
OGDC 2014_User segmentation and Monetization_Mr. Phat hoangogdc
This document discusses how AdMob can help game developers maximize revenue from their apps. It highlights that historically 50% of Google advertiser spending has been on games. It promotes AdMob's ability to segment users, optimize ad networks, and grow in-app purchase revenue through targeted ads. The document also introduces new features like integrated Google Analytics reporting and real-time optimization of ad networks on the AdMob platform.
OGDC 2014_Animation workflow with Spine in Tiny Busters_Mr. Huynh Dong Haiogdc
Tiny Busters' animation workflow involves artists designing and painting character assets which are then exported and organized. The characters are built in the Spine animation tool by attaching images to bones and animating the bones. The animated characters are then exported as atlas and JSON files for technical implementation in engines. The workflow allows characters to be animated and integrated into games.
OGDC 2014_Speed Up and make quality 3D game models_Mr. Pham Duc Duyogdc
Pham Duc Duy discusses strategies for speeding up 3D modeling and ensuring quality. He recommends building your own libraries and using tools in software like Maya and Zbrush. Understanding anatomy, topology, and using references are also important for quality. Duy provides his own experiences completing 332 tool models in 95 days and 90 high quality models in 50 days for projects using these techniques.
OGDC 2014_Architecting Games in Unity_Mr. Rustum Scammellogdc
This document discusses common patterns for developing games in Unity. It recommends using core application logic like a main controller to manage scene loading and unloading. The main controller would use different states like load, unload, and run. It also recommends implementing object pooling for things like explosions and enemies by preloading a set number and disabling unused objects. Singleton and pool-based controllers are common for managing objects and communication between them. The document provides examples of implementing a scene state machine and object pooling in Unity.
OGDC 2014_One-Man Studio: How to make a game prototype_Mr. Le Vo Tien Giangogdc
The document discusses how to make a game prototype as a one-man studio. It recommends first creating a playable prototype to demonstrate the game idea. As a one-man studio, it is important to use free or inexpensive tools to create prototypes efficiently. Examples of prototypes made in Unity are provided to illustrate the process. The document stresses the value of collaborating with others, like designers, programmers and artists, to strengthen prototypes and make progress.
OGDC 2014_Hands on experience with Cocos2dx in cross-platform with Farmery_Mr...ogdc
The document discusses developing the Farmery game using the cocos2d-x game engine. It describes how the game uses over 125 animations optimized through tools like Dragon Bone. It also covers how cocos2d-x allows for multi-screen support across different devices by adjusting screen sizes and resolutions. Finally, it provides steps for debugging cocos2d-x games on Android using Eclipse instead of Cygwin on Windows.
OGDC 2014_Optimize or Die: Key disciplines to optimize your mobile game_Mr. P...ogdc
Pham Hoang Long presented on optimizing game performance. He discussed how frame rate, game size, files, and textures impact user experience and development costs. Frame rates of 15 FPS, 30 FPS and 60 FPS were tested and compared. File types like .bin, .xml, .json, .png and audio formats affect game size. Texture optimization can use sprite sheets to improve performance. The talk addressed choosing frameworks, testing performance, and balancing quality against constraints.
OGDC 2014_Why choosing 2D animation for Mobile Game?_Mr. Joe Tranogdc
This document discusses animation options for a mobile tower defense game with 500+ characters. It considers fully 3D animation but finds it too resource intensive. 2D animation is explored but only allows rendering in one direction. 2.5D animation is proposed as a solution, using graphical effects to make 2D animations appear 3D and allowing rendering in multiple directions. Key advantages noted are reusing animations across characters and creating a 3D feeling while maintaining simple graphics requirements and speed.
OGDC 2014_ An artist's story_Mr. Vu Cam Cong Danhogdc
This document outlines the process an artist named Vu Danh took to develop concepts for characters. It includes sketches of ideas taken from sources like Dragonball and H.R. Giger. The document discusses habits, advantages and disadvantages of habits in the conceptual process. Key concepts that were considered include Lilith, the four horsemen of the apocalypse, and angelic figures from Abrahamic religions. The overall summary is the artist developing character concepts by researching various influences, sketching ideas, and considering how habits affect the creative process.
OGDC 2014_Tips and Tricks for seasonal events and community building in Drago...ogdc
This document discusses strategic planning for events in the Dragon Island mobile game. It analyzes user behavior data over time, including spikes during holidays and festivals. Event planning aims to increase active users and revenue. Graphics show daily and hourly user patterns, with more activity on Saturdays. Successful community building requires understanding users, moderating visible and invisible groups, and hosting gamer meetings to foster trust and connections while managing costs.
OGDC 2014_Cross platform mobile game application development_Mr. Makku J.Keroogdc
This document discusses different approaches for developing cross-platform mobile applications, including using a virtual machine/interpreter, embedding a web browser, and converting source code. It notes common issues with the first two approaches like large install sizes, excessive memory use, and limited API access. The document then introduces a source code conversion approach using a programming language translator. This allows creating small installers, optimal memory use, native performance, and full API access across platforms. An example of converting Eqela code to Java code is provided.
OGDC 2014_Tips and Tricks for seasonal events and community building in Drago...ogdc
The document discusses community building in Dragon Island through the use of avatars, moderators, and gamer meetings. It notes that 30% of users are "visible" and 70% are "invisible", and moderators are needed for both groups. Moderators for visible users need to be understanding while moderators for invisible users require care, understanding, and trust. Gamer meetings are suggested to develop the community in an organized manner but would require people's time and cost.
OGDC 2014_Business design is game design: 10 bits of business/design wisdom_M...ogdc
The document discusses 10 bits of business and design wisdom for game design presented by Nguyen Chi Hieu from VNG Corporation. The 10 bits are to share your vision, have a heart, be agile, have modular design, play your game, communicate wisely, have priority, balance your goals, ship your projects, and continue improving through rinse and repeat cycles.
OGDC 2014_Build your own Particle System_Mr. Nguyen Dang Quangogdc
1. The document describes how to build a customizable particle system by breaking it down into emitters, particle groups, and individual particle instances.
2. Key properties that can be customized include position, scale, rotation, opacity, anchor points, life span, birth rate, wind, gravity, bouncing, and time controls.
3. The properties of individual particles are calculated based on inputs to the parent emitter and particle group, combined with randomization and animation over the particle's lifetime.
OGDC 2014_ Game Design: 5 years of painful lessons_Mr. Do Van Thanhogdc
This document provides a summary of lessons learned from 5 years of experience as a Game Design Leader at Game Studio North. It outlines 4 key lessons:
1. Prioritizing fun is important but difficult to achieve and balance with other goals like progress and improvements.
2. Simplicity is important for games, especially big titles, but it can be challenging to determine what can be removed without negatively impacting the game.
3. Emotional design and effective naming are important factors to consider.
4. Providing good user support and continuously playing one's own games helps improve the design process.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
FREE A4 Cyber Security Awareness Posters-Social Engineering part 3Data Hops
Free A4 downloadable and printable Cyber Security, Social Engineering Safety and security Training Posters . Promote security awareness in the home or workplace. Lock them Out From training providers datahops.com
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
21. Lazy Engineering, Pt. 1
FUNCTION Scale
Variables: how much, how long, grow/shrinkboolean
VAR: record the starting time
WHILE time is smaller than “how long”
Change scale toward “how much”
Repeat function with opposite bool to reverse
Confirm:
Powerup:
Notice me:
Grow:
23. Lazy Engineering, PT 2
• LIST: all nearby nodes tomonster
• FOREACH node in list
• IF node is valid
• Random chance ofpicking it
• IF node chosen, movemonster
• ELSE repeat function
Game idea: Track down a monster
Code ideas: A* pathfinding, preset paths...
LAZY
CHOICE
TOO
HARD
Xin chao! Thank you for coming. This is a session about prototyping games, with some parts specifically about prototyping for mobile phones. First I’ll tell you a little about myself. I didn’t actually start out in the game industry. I was a journalist for several years, writing for Silicon Valley news outlets and some internationally known companies like CNN and the Economist While I was covering games, I decided that I wanted to make things instead of just talking about them. So I got this passion for actually doing things, building things, even though I didn’t want to be an engineer. I started off as a consulting game designer. We released an RPG called Vampire Legacy on Facebook, then some small mobile games. I was lead designer at a startup called Mixr until recently, when it got acquired. Now I’m building my own company, called Chronicle Games. This talk is about something I’ve been specializing in, which is gameplay prototyping. I’m not sure about here, but prototyping is becoming a big subject in Silicon Valley. People want to understand it, because it’s not quite game design, and it’s not just engineering either. I’m here to talk about what I’ve learned doing prototyping for mobile games.
So the topics of this talk are: 1. One, first we’ll talk about what prototyping is, not just for mobile games 2. Second I’ll talk about how I think prototyping has changed, since the changes are very important to prototyping today 3. And last, the best part: talking about some tips I’ve picked up
Let’s start with quickly defining gameplay prototyping
I asked myself: how would I explain prototyping to someone who has never heard of it before. It’s simple: testing out an idea without being too risky. For example, outside of games, in television, companies will make a pilot episode of a show to try to prove they have a good idea. More specifically, you can answer questions you have. You may want to know: what if I start with a pinball game and make the balls be able to destroy things on the board? What if I take a card battling game and let the cards level up like characters in an RPG?
The reason we prototype is that no designer or executive, no matter how good they are, can think of ideas that are guaranteed to be fun. I was a journalist, I met the smartest people in the world. I met people who had launched games that made a hundred million dollars. Then this same person, this same brilliant genius, would have a new idea and put 4 years into it. And it would completely fail. Traditionally for a lot of companies, game designers will design by making a document, then the company will build the game. Maybe the game succeeds, maybe it fails. With a prototype, you can be more sure about whether it will fail. It’s knowing, instead of just having a theory.
Not all companies work without prototyping though. Which companies prototype? Most of the really good ones I know about do. Plants vs Zombies had a very long prototyping period. In Mario 64, Shigeru Miyamoto had his team work on both the 3D movement and especially 3D camera prototyping, because it had never been done before. He said: when the prototypes were done, the game was done. All they had to do was build everything (art, levels, etc) -- the easy part. World of Goo is a game that’s popular, it actually started as a 1 week prototype by a student. It’s an indie game. Many indie games start as some kind of prototype.
Here’s an example of two companies who do really well right now on mobile and the scale of their prototyping and testing of game ideas.. They don’t give specific numbers about prototyping, but King said.. Supercell said.. I’m going to come back to these companies.
So moving on from talking about what a prototype is, let’s talk about who prototypes. My answer is: anyone who can build a game can prototype. The only problem is that prototyper isn’t usually a role. We call ourselves a game designer, an artist, an engineer, maybe even a marketer. So an artist will do art concepting, an engineer will do technical prototyping, a game designer will just get drunk... remember that the point of gameplay prototyping is to test out the gameplay. Not the art, the code, or even the market fit.
So moving on, let’s talk about what it means to prototype for mobile phones.
To me, four big things have changed.
This is the most obvious change. In the AAA world, prototypes could go on for months. In the mobile world, we build the whole game in months. My own belief is that a prototype for a mobile game should be achievable in 3 days to 30 days. The reason I say 3 days is that I’ve been to a lot of game jams, and almost all of those last for 2 days. Usually people almost complete their idea in those 2 days, but just need a little more time. So 3 days is good.
A month would be a really long time, in my opinion. And a lot of the reason why a month is a long time is that technology has gotten a lot easier to use.
So let me give you an example of the tools I’ve looked at. You don’t have to write all these down, I’ll share the presentation. All of these engines OK for prototyping, but most are also good enough for professional development. The important thing is that they’re easy to learn and avoid a lot of technical hassle. Personally I like the first ones listed, and I mainly use Unity now. Physical prototypes can be nice for helping the team understand, but if you’re making a digital game, focus on a digital prototype.
So how do you pick a tool? From the engines on the page before this, I put some time into maybe 7 of them to try to use for prototyping or game jams. What I found was...
Smaller is better for prototyping. It’s maybe fastest with 2 people -- one engineer plus one functional designer is good. But 1 person can do it alone very efficiently too.
I want to return to the idea of failing. It’s new in some ways. A few great companies like Nintendo had this idea in the past: that it’s OK to fail, that it’s great to fail early. But this is the first time that idea is becoming popular. At these companies, employees can fail many times and not worry about their job. The failures ensure that games that are released, do well.
These are some games where failure was not OK, and they did not prototype before building -- just these four wasted years for hundreds of developers, and spent over $250 million. Still happens a lot today. But now you can study the idea of failure. SuperCell has talked about it a lot. Besides, companies like Rovio have talked about how much they fail. Rovio: over 50 games until Angry Birds.. failures always happen, and prototypes always shorten the time until you fail.
Iwata on Miyamoto: His first goal is always the same – a [prototype,] very limited and very clear. The amount of time being spent on the game’s appearance is zero. Spry Fox thinks the same. I think... use enough art to get the theme / feel across. Just use free resources (clip art, OpenGameArt.org, etc)
There’s something similar to art. In a game, “juicy” is the word for knowing something happened. It’s feedback. Or you could say it’s like the MSG and salt in your pho. It’s what gives it taste. This is much more important than art for prototyping. Maybe the monster in your game is just a blue box. But when you hit that blue box, it should explode! Juiciness is communicating with your player about the results of actions.
So I’ll give you an example of how to do juiciness in a game prototype. The problem with feedback is that it can take days to polish, when really you want to spend minutes. The solution is to build up a selection of code-based effects that are flexible. This is pseudo-code for a simple scaling effect that can look a lot of different ways to players if you give it different timing. Especially if you combine it with another simple effect like fading in or out. Then copy & paste them over and over in your prototype. Each time you reuse simple code in your prototypes, you’ll save 30 minutes or more.
Famous game designer: “If it takes under 2 days, just do it” Mobile version: If it takes under 2 hours.
Engineering for a prototype is completely different from engineering for a game. If your code is clean and elegant, you’re doing it wrong Example from my prototyping: needed pathfinding, chose a recursive function that I was sure wouldn’t work -- but I did it anyway because it took less than 1 hour to build & test (faster features first!). It was a big win because the gameplay was actually more fun than I expected. Peter Molyneux story: “The fact that I programmed it meant some of the fundamental things that programmers can do in their sleep I couldn’t do.” A particular problem was getting the virtual people to navigate around walls rather than getting stuck. “I didn’t know how to do that. I tried to do it, tried to invent it myself and couldn’t and I thought ‘oh fuck it, I’ll just get the player to solve the prolem for me by raising and lowering the land’. That became the game’s fundamental mechanic. Pure and utter luck. Suddenly you’re raising and lowering land with little people, “Ah! You must be a god’.”
I’ll talk for a second about something that’s just for mobile devices. I think it’s almost as important as juiciness. For a mobile device, even though we’ve had touch screens for over 5 years, game designers are still figuring out how to use it as a controller. A lot of games come out with bad touch control, and they fail. The best games, especially the arcade games, have really simple controls. So this is a good thing to focus on prototyping for mobile. Even if your game has turns and doesn’t seem like it needs good controls, you can use prototyping to figure out ways to really improve how players use it.
This is more about arcade games on mobile. I think one of the most important things we can experiment with is changing the ideas we have from computer games, changing the ideas we got from console games. On mobile, you can’t assume that players can play same way. If you take an old game like, let’s say you could put Street Fighter on a mobile phone, if you don’t change how much the player has to react, I guarantee you it will fail. That’s why there are hundreds of old games from handheld devices on mobile phones and almost all of them have failed. So think about how much the player has to touch the screen and do things. Taps allow the most actions per minute; swipes are less (more concentration). Each interaction type you add makes it harder. Time people playing other games, count the taps / swipes in a minute.
Normally people are only interested in successful games. For a prototyper, knowing about the thousands of mediocre or failed games is useful too. Knowing about mechanics from other games is a shortcut for actually building them.
Whether a game is big or small it includes a “toy”: some thing the player does over and over, that makes them feel powerful. This is an Asian-style social battle game with hundreds of features, but if you prototyped it you would make this screen first. The toy here is the cards: you wait and time it out, then when you finally click, you feel powerful and successful.
Going back to the Mario 64 example from before, they prototyped for the motion and the camera: not for boss fights or level design. They didn’t have to prototype for the level design because the toy was perfect.
I’ve mentioned failure at the beginning and middle of the presentation... now I’ll also end with it. It’s really important. And it’s the one thing that’s the same for any prototyping. You want to fail. When you do, you want to be disciplined enough to admit that you failed and move on. Let it burn.