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_ 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.
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_Prototyping mobile games_Mr Chris Morrisonogdc
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_ 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_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.
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_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_ 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.
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_Prototyping mobile games_Mr Chris Morrisonogdc
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_ 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_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.
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_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_ 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.
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.
The document describes 5 lesson plans that incorporate hands-on activities to teach various educational concepts. Lesson 1 uses Hershey bars to teach fractions. Lesson 2 has students pretend to be paleontologists digging chocolate chips out of cookies to learn about fossils. Lesson 3 involves students making individual bar graphs with M&Ms to learn graphing. Lesson 4 has students plant seeds and observe the growth of flowers to learn plant parts. Lesson 5 is a sight word game where students take turns pulling cards out of a bag to practice reading. Each lesson is aimed at elementary students and uses constructive and hands-on approaches to learning.
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!
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.
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.
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.
The document describes 5 lesson plans that incorporate hands-on activities to teach various educational concepts. Lesson 1 uses Hershey bars to teach fractions. Lesson 2 has students pretend to be paleontologists digging chocolate chips out of cookies to learn about fossils. Lesson 3 involves students making individual bar graphs with M&Ms to learn graphing. Lesson 4 has students plant seeds and observe the growth of flowers to learn plant parts. Lesson 5 is a sight word game where students take turns pulling cards out of a bag to practice reading. Each lesson is aimed at elementary students and uses constructive and hands-on approaches to learning.
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!
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.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
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!
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.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
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.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
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.
CAKE: Sharing Slices of Confidential Data on BlockchainClaudio Di Ciccio
Presented at the CAiSE 2024 Forum, Intelligent Information Systems, June 6th, Limassol, Cyprus.
Synopsis: Cooperative information systems typically involve various entities in a collaborative process within a distributed environment. Blockchain technology offers a mechanism for automating such processes, even when only partial trust exists among participants. The data stored on the blockchain is replicated across all nodes in the network, ensuring accessibility to all participants. While this aspect facilitates traceability, integrity, and persistence, it poses challenges for adopting public blockchains in enterprise settings due to confidentiality issues. In this paper, we present a software tool named Control Access via Key Encryption (CAKE), designed to ensure data confidentiality in scenarios involving public blockchains. After outlining its core components and functionalities, we showcase the application of CAKE in the context of a real-world cyber-security project within the logistics domain.
Paper: https://doi.org/10.1007/978-3-031-61000-4_16
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
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
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
6. Four-item rule
Baddeley, Alan D. (1986). Working Memory.
Focus ???
HOW MANY ITEMS CAN WE REMEMBER?
18006927753
11 NUMBERS
1800-692-7753
3 CHUNKS OF 3-4 NUMBERS
1800-MY-
APPLE
2 CHUNKS OF 2 OBJECTS
10. Goal-gradient effect
Hull (1932), Kivetz et al. (2006)
Bias: The nearer to a completion of a goal player gets, the quicker she
completes it
Focus Goal Progress ???
11. Quota anchoring
Camerer et al. (1997)
Bias: People have a tendency to adhere to quotas they set themselves
or that are set for them
Focus Goal Progress ???
12. A good goal is…
Specific
Challenging
• Swimming: 3.86 km
• Cycling: 180km
• Marathon: 42.195 km
Focus Goal Progress ???
Intro:Chàomọi người.Trước hết, tôi xin tựgiớithiệuvềmình.Tôi tên là Minh, Lê Anh Minh.Hiện tôi đang làGameDesignercủaGameStudioSouth.Ask:Trước tiên, cho Minh hỏimọingười ở đây:Ai làgamedesigners?Ai làproduct managers?Mặc dù nội dung bàiviếtnàynhắmvào 2 đốitượngchính bên trên, tuy nhiên, Minh hy vọng các kiến thức tâm lý trong này có thể áp dụng trong cuộc sống của chúng ta.Trong bài viết Minh có sử dụng một số ví dụ minh hoạ, do đó cho Minh hỏi ở đây:Ai đãtừng chơi WorldofWarcraft? Ai đã từng nghe nói đến World of Warcraft?Ai đã từng chơi Candy Crush Saga?Đây là 2 thể loại game hoàn toàn khác nhau, MMORPG cực kỳ phức tạp, và Match-3 Puzzle cực kỳ đơn giản. Tuy nhiên, giữa chúng vẫn có rất nhiều điểm chung dưới góc độ tâm lý học.Talk:Hầu hết mọi người ở đây đều làmtrong ngành game, ít nhiều chúng ta đều chơi game, có khi nào mọi người tự hỏi:Tại sao chúng ta chơi game? Giải trí? Bạn bè?Cùng một cơ chế tại sao một số game cuốn hút, một số game không?Hoặc cụ thể hơn:Tại sao các game farming thường có nhiệm vụ hàng ngày?Phần thưởng cố định và ngẫu nhiên thì có gì khác nhau?Tâm lý học sẽ giúp trả lời các câu hỏi này.Hiểu rõ các nguyên lý tâm lý học đằng sau,sẽ giúp chúng ta không chỉ sao chép của game khác, mà có thể sáng tạo theo ý muốn của mình.Next:Bây giờ chúng ta sẽbắt đầu.
Intro:Chúng ta sẽ không có agenda.Thay vào đó, chúng ta sẽ có một thanh progress bar. Màu xanh cho biết vị trí hiện nay.Mỗi phần, chúng ta sẽ có 1-2 nhiệm vụ nhỏ.Next:Chúng ta sẽ bắt đầu với phần đầu tiên: Chú ý.Reference:100 Things Every Designer Needs to Know about People: http://www.amazon.com/Things-Designer-People-Voices-ebook/dp/B004X1V1CS/
Intro:Chúng ta sẽ xem một đoạn phim, có 2 đội đen-trắng.Mọi người sẽ đếm xem đội màu trắng chuyền bóng cho nhau bao nhiêu lần.PLAY!00:00:06: How many passes does the team in white make?00:00:25: PAUSE!Ask:Đội màu trắng chuyền bóng cho nhau bao nhiều lần? Answer: 13.Có ai thấy một người mặc đồ con gấu màu đen đi qua? Pause.PLAY!Talk:Mọi người thường nghĩ rằng mình có thể làm nhiều việc cùng lúc (multitask), nhưng thật sự thì chúng ta không thể.Do đó, mọi người không cần quá chú tâm ghi chú hay chụp hình.Tất cả những gì Minh trình bày đều có trong phần ghi chú của slide.Nội dung slide và phim sẽ được tải lên OGDC sau buổi hôm nay.Next:Khi chúng ta tập trung chú ý một điều gì đó, chúng ta rất dễ bỏ qua các chi tiết khác.Vậy thì tập trung có liên quan gì đến game?Reference:Chabris, Christopher, and Simons, D. (2010). The Invisible Gorilla.
Problems:Vậy thì tập trung có liên quan gì đến game?Rất nhiều là khác.Khi bắt đầu thiết kế game mới, chúng ta nghĩ rất nhiều về người chơi mới.Tuy nhiên, sau một thời gian, khi tính năng của game bắt đầu nhiều dần lên, chúng ta quên mất những người chơi này.Chúng ta tập trung chú ý đến người chơi cũ, những người đã quen thuộc với các tính năng này.Và kết quả là một giao diện như thế này!Giao diện này làm phân tán sự chú ý của người chơi mới.Ask:Vậy thì Thần Khúc làm thế nào?CLICK! (level 1)Thật ra, người chơi mới sẽ không thấy tất cả các giao diện.Thay vào đó, họ chỉ thấy những thông tin cần thiết đối với mình.Cứ mỗi một cấp độ, game sẽ mở ra một tính năng mới, đồng thời hướng dẫn người chơi làm quen với tính năng này.Solution:Phương pháp này được gọi là hé mở tuần tự (progressive disclosure), thường được áp dụng trong các game phức tạp, nhằm giúp người chơi làm quen với các tính năng của game.Next:Như vậy, để giúp người chơi tập trung hơn, chúng ta nên giảm bớt số lượng thông tin hiện ra trong 1 thời điểm.Nhưng,bao nhiêu thông tin hiện ra là đủ?
Intro:Nhưng,bao nhiêu thông tin hiện ra là đủ?Ask:Theo mọi người, cùng một lúc, người ta có thể nhớ được bao nhiêu mẩu thông tin? Ai cho rằng (giơ tay) 20? 15? 10? 7? 7+/-2?Câu trả lời là 4.CLICK!Implementation:Có rất nhiều ứng dụng của nghiên cứu này trong thực tế, ví dụ:CLICK!18006927753 11 numbers rất khó nhớCLICK!1800-692-7753 3 chunks of 3-4 numbers dễ nhớ hơn, đúng không?CLICK!1800-MY-APPLE 2 chunks of 2 objects dễ nhất, táo của tui, đây là số điện thoại support của Apple ở US.Còn games thì sao?CLICK!Trong Diablo III, mặc dù có rất nhiều skill, nhưng Blizzard đã làm rất tốt trong việc dạy cho người chơi.1. Skill được mở khoá theo từng level, mỗi level chỉ học được 1 vài skill. Disclosure progression2. Người chơi chỉ có thể chọn 1 số skill nhất định.Có 2 nhóm: 2 chuột & 4 bàn phímVới mỗi skills, người chơi cũng chỉ có 3-4 lựa chọn khác nhauVới mỗi skill, người chơi có 5 lựa chọn khác nhauSkill thụ động có nhiều lựa chọn hơn, nhưng đây là những skill người chơi không cần phải nhớ.Next:Với việc cung cấp vừa đủ lựa chọn cho người chơi, họ sẽ ít bị phân tán, hay nói cách khác, họ có thể tập trung hơnCLICK!Do đó, họ có thể đạt được mục tiêu của game dễ dàng hơnReference:Baddeley, Alan D. (1986). Working Memory.
Intro:Tất cả các game đều có các mục tiêu để người chơi theo đuổi.Next:Vậy mộtmục tiêu trong game phải đáp ứng được những tiêu chí nào thì mới có thể hấp dẫn người chơi?
Ask:Vậy mộtmục tiêu trong game phải đáp ứng được những tiêu chí nào thì mới có thể hấp dẫn người chơi?Thứ nhất: cụ thể.Cụ thể:Mục tiêu trong những game này là gì?CLICK!Cờ vuaChiếu tướngCandy Crush SagaĂn hết jellyWorld of WarcraftGiết trùm cuối.Mặc dù mức độ phức tạp của các game này khác nhau, nhưng tất cả người chơi đều biết rất rõ mình phải làm gì.Next:Sau khi có mục tiêu cụ thể, làm thế nào để dụ người chơi hoàn thành mục tiêu đó?
Theory:Chúng ta dựa vào một hiệu ứng gọi là: Goal-gradient effectHiệu ứng này cho thấy rằng:Bias:Người chơi càng tiến gần đến mục tiêu, họ càng nôn nóng đạt nó.Implementation:Ứng dụng như thế nào?CLICK!ProgressionTrong Candy Crush Saga, mỗi màn chơi đều có một mục tiêu cụ thểMỗi bước đi đều cho thấy ta đang tiến đến mục tiêu như thế nàoNếu như hết bước rồi mà ta chưa hoàn thành mục tiêu thì sao?Còn quá xa mục tiêu: chơi lại!Mục tiêu ngay trước mắt: bỏ tiền!Và khi hoàn thành một màn chơi, mục tiêu nhỏ, CCS sẽ đẩy ta đến một mục tiêu cao hơn:CLICK!Lênlevel cao hơn.Level trong gamelà một trong các hình thức tạo nên ảo giác người chơi đang tiến gần hơn đến mục tiêu, mặc dù bản thân cấp độ không phải là mục tiêu.Next:Nhưng thỉnh thoảng, với một số thể loại game như nuôi trồng, xây dựng, chúng ta không có mục tiêu cụ thể.Vì thế, chúng ta phải đưa ra những mục tiêu nhỏ để người chơi theo đuổi, áp dụng hiệu ứng quota anchoring.CLICK!Reference:http://www.marketingpower.com/AboutAMA/Pages/AMA%20Publications/AMA%20Journals/Journal%20of%20Marketing%20Research/TOCs/SUM_2006.1/Goal_Gradient_Hypothesis.aspxLoss aversion in Facebook games: http://www.slideshare.net/JuhoHamari/loss-aversion-in-facebook-gamesHull (1932), Kivetz et al. (2006)100 Things Every Designer Needs to Know about People: http://www.amazon.com/Things-Designer-People-Voices-ebook/dp/B004X1V1CS/50. People are More Motivated as they Get Closer to a Goal
IntroNhưng thỉnh thoảng, với một số thể loại game như nuôi trồng, xây dựng, chúng ta không có mục tiêu cụ thể.Vì thế, chúng ta phải đưa ra những mục tiêu nhỏ để người chơi theo đuổi, áp dụng hiệu ứng quota anchoring.Theory:Hiệu ứng này cho thấy rằng:Bias:Con người có xu hướng hoàn thành các định mức họ tự đặt ra, hoặc được giao cho.Implementation:Ứng dụng như thế nào?CLICK!Đối với các thể loại game nuôi trồng, người chơi không có các mục tiêu cụ thể như một số thể loại game khác.Do đó, chúng ta phải đặt ra các nhiệm vụ hàng ngày để người chơi theo đuổi.3 nhiệm vụ, 1 nhiệm vụ rất dễ làm, hầu như chỉ click là xonghiệu ứng goal-gradient effectSau khi hoàn thành, FarmVille 2 cho thấy một thanh progress để hoàn thành các nhiệm vụ hàng ngày tiếp theo…hiệu ứng goal-gradient effectNext:Khi đã có mục tiêu cụ thể, và cho người chơi thấy họ có thể đạt được mục tiêu đó thông qua progress bar, level, họ sẽ có động lực hoàn thành mục tiêu đó hơn.Reference:Camerer et al. (1997)
Ask:Vậy mộtmục tiêu trong game phải đáp ứng được những tiêu chí nào thì mới có thể hấp dẫn người chơi?Nếu chỉ cụ thể thôi thì có đủ chưa?Challenging:Lấy chạy bộ làm ví dụAsk:Ai ở đây có thể chạy 5km liên tục? (giơ tay lên)Mục tiêu này có thách thức không?Không quá thách thức. Hầu hết chúng ta đều làm được.Vậy marathon thì sao?Bắt đầu thách thức hơn. Tuy nhiên, nếu tập luyện chúng ta vẫn có thể hoàn thành.CLICK!Tuy nhiên, với một số người, marathon vẫn chưa đủ thách thức. Do đó, họ tham gia một cuộc thi:CLICK!Oops!CLICK!Ironman: 1 day, 7:00 – 24:00 (17h) https://en.wikipedia.org/wiki/Ironman_TriathlonSwimming 3.86 kmCycling 180.25 kmMarathon 42.195 km28 events world wideThousands of finishersCó thể thấy, con người luôn đặt ra các mục tiêu ngày càng thách thức hơn.Quay lại với Candy Crush Saga, nếu chỉ có 1 màn chơi thì sao?CLICK!Candy Crush (without saga)Đây là tiền thân của game Candy Crush Saga, chỉ có 1 màn chơi duy nhất, trong một khoảng thời gian giới hạn.Mặc dù, Candy Crush là một game hay, nhưng không nhiều người ở đây sẽ chơi nó nếu chỉ có 1 màn.Next:Do vậy, mục tiêu trong game phải ngày càng thách thức hơn,bằng không người chơi sẽ nghỉ sau khi hoàn thành một mức độ khó nhất định.
Intro:Khi người chơi tập trung vào một mục tiêu và để đi đến đó, họ sẽ phải vượt qua các thách thức.Next:Tại sao thách thức lại thú vị đối với người chơi như vậy?
Intro:Trong game, hầu như người chơi chỉ sử dụng kỹ năng trí tuệ:Candy Crush Saga: quan sát, lên kế hoạchFarming: quản lý thời gian, lên kế hoạch, tổ chứcWorld of Warcraft: lên kế hoạch, thực hiện chiến lược, phối hợp, giao tiếpNiềm vui có được khi kỹ năng của người chơi vượt lên thách thức trong trò chơi.Thách thức càng cao, kỹ năng càng nhiều, thì niềm vui mang được càng lớnKỹ năng đòi hỏi trong game là một con dao hai lưỡi:Game càng đòi hỏi nhiều kỹ năng, càng ít người chơi, càng khó chơi, thì người chơi càng trung thành.Có thể thấy điều này ở các game MMORPG.Game đòi hỏi ít kỹ năng, người chơi sẽ đông hơn, tuy nhiên người chơi kém trung thành hơn.Có thể thấy nhiều nhất ở game Social.Next:Học được một điều mới mang lại niềm vui cho chúng ta.Nhưng học được là một chuyện, hoàn thiện nó là một vấn đề khác.Reference:Daniel Cook (2007). The Chemistry of Game Design. http://www.lostgarden.com/2007/07/chemistry-of-game-design.html
Intro:Học được một điều mới mang lại niềm vui cho chúng ta.Nhưng học được là một chuyện, hoàn thiện nó là một vấn đề khác.Như chúng ta có thể thấy ở đây, sau khi vượt qua được trở ngại ban đầu, chúng ta bắt đầu thành thạo hơn.Tuy nhiên, không có một điểm dừng của kỹ năng, bạn có thể chơi ngày càng tốt hơn, nhưng không có điểm dừng.Đây chính là một trong các lí do hoàn thiện kỹ năng là một động lực hấp dẫn.Candy Crush Saga: 1 sao vs. Perfect, dễ qua, nhưng khó perfect được.Next:Ngoài 2 yếu tố kể trên, mục tiêu còn cần phải có thêm gì?Reference:Juan C. Méndez & Whitney Johnson (2012). HBR: Throw Your Life an S-Curve: http://whitneyjohnson.com/hbr-throw-your-life-an-s-curve/
Ask:Vậy mộtmục tiêu trong game phải đáp ứng được những tiêu chí nào thì mới có thể hấp dẫn người chơi?Nó phải cụ thể, thách thức, và… xứng đáng.Khi đạt Mục tiêu phải đáng để bạn theo đuổi, nếu không thì bạn đã không theo đuổi nó.Chạy 10 km mỗi ngày? Phần thưởng: sức khoẻ.Chạy marathon? Phần thưởng: dẻo dai.Ironman? Không đáng.Candy Crush Saga, ZumaNext:Hay nói cách khác, phần thưởng phải tương xứng với nỗ lực của người chơi bỏ ra.Vậy thì phần thưởng như thế nào thì mới hấp dẫn người chơi?Chúng ta sẽ đi đến slide cuối cùng…
Intro:Phần thưởng này tôi sẽ để dành để các bạn đọc khi tải bài này trên OGDCNext:Giờ thì chúng ta sẽ đi đến slide cuối cùng…
Intro:Chúng ta làm việc vì tiền, đây là phần thưởng ngoại thân (extrinsic).Chúng ta chơi game vì nó vui. Không ai buộc chúng ta phải chơi game cả.Về cơ bản, game là một hoạt động nội tại (intrinsic).Nếu như mục tiêu cụ thể, và thách thức vừa đủ (không quá khó, không quá dễ), thì việc đạt mục tiêu bản thân nó đã là phần thưởng.Nếukỹ năng đủ phức tạp, thì hoàn thiện sẽ là một mục tiêu mà người chơi luôn theo đuổi.Điều này có thể thấy trong các game thiên về kỹ năng: đua xe, bắn súng, RTS,…Ví dụ:Candy Crush Saga Hoàn thành một màn chơi bản thân nó là phần thưởng.World of Warcraft:Giết được trùm là phần thưởng, không phải vũ khí.Trái lại, xét thử các sự kiện trong game:Bản thân hoạt động không có gì vui.Mà chỉ phần thưởng mới đáng nói. (extrinsic)Sau một thời gian, người chơi sẽ không quan tâm nếu như không có phần thưởng, hay events.References:Intrinsic & Extrinsic Motivation: http://www.immersyve.com/downloads/conference-presentations/SRigby_GDC%202012_Intrinsic%20and%20Extrinisic%20Motivation%20in%20Players.pdfDaniel H. Pink (2009). Drive: The Surprising Truth About What Motivate Us: http://www.amazon.com/Drive-Surprising-Truth-Motivates-ebook/dp/B0033TI4BW/You can watch the animated video of Drive at: http://www.youtube.com/watch?v=u6XAPnuFjJchttp://en.wikipedia.org/wiki/Motivation#Intrinsic_and_extrinsic_motivation
Next:But sometimes, you have to reward players to motivate them.How to do it right?Interval schedules.You provide a food pellet after a certain interval of time has passed, for example, five minutes. The rat gets a food pellet the first time he presses the bar after five minutes is up. Ratio schedules.Instead of basing the reinforcement on time, you base it on the number of bar presses. The rat gets a food pellet after every 10 bar presses. These schedules can be fixed or variable. So altogether there are four possible schedules: Reference:http://en.wikipedia.org/wiki/Behaviorismhttp://en.wikipedia.org/wiki/Reinforcement#Types_of_Operant_Conditioninghttp://en.wikipedia.org/wiki/Reinforcement#Simple_schedules
Ratio vs. IntervalRatio schedules produce higher rates of responding than interval schedules, when the rates of reinforcement are otherwise similar.Variable vs. FixedVariable schedules produce higher rates and greater resistance to extinction than most fixed schedules. This is also known as the Partial Reinforcement Extinction Effect (PREE).Variable RatioThe variable ratio schedule produces both the highest rate of responding and the greatest resistance to extinction (for example, the behavior of gamblers at slot machines).Fixed interval. Reinforcement is based on time and the time interval is always the same. washing machine cycle Variable interval. Reinforcement is based on time. The amount of time varies, but it averages to a particular time. checking mail pop-upchecking Facebook, Twitterfishing Fixed ratio. Reinforcement is based on the number of bar presses, and the number is always the same. sale bonus: $1,000 for 10 cars sold buy 10, get 1 free Variable ratio. Reinforcement is based on the number of bar presses. The number varies, but it averages to a particular ratio. slots machine
Intro:Khi người chơi tập trung vào một mục tiêu, mà mục tiêu này vừa đủ thách thức người chơi, họ sẽ đạt đến một trạng thái gọi là Flow.Reference:http://en.wikipedia.org/wiki/Flow_(psychology)
Intro:Khi người chơi tập trung vào một mục tiêu, mà mục tiêu này vừa đủ thách thức người chơi, họ sẽ đạt đến một trạng thái gọi là Flow.Nhìn lên đồ thị, ta có thể thấy 3 trạng thái +điểm xuất phát (trạng thái 0)State 0: apathy, notinterestNgười chơi sẽ vào game với trạng thái này: hờ hững, chưa hứng thú lắmState 1: worry, anxiety, arousalNếu như thách thức quá khó, chúng ta sẽ rơi vào trạng thái lo lắngState 2: boredom, relaxation, controlNgược lại, nếu thách thức không có gì thay đổi, chúng ta sẽ mau chán nảnState 3: flowNếu thách thức và kỹ năng cân bằng nhau, chúng ta sẽ rơi vào một trạng thái gọi là flowCó thể nói, Flow là khái niệm nền tảng trong thiết kế game, vì nó cho thấy cách con người tương tác với hoạt động thu hút như thế nào.thatgamecompany, một công ty indie chỉ với 12 người, họ làm rất ít game, nhưng tất cả đều rất cuốn hút.Flow là game đầu tiên của họ, đây cũng là đề tài tốt nghiệp của Jenova ChenGame thứ 2 là FlowerGame thứ 3, gần đây nhất là là Journey, game hay nhất năm 2012.Next:Nghiên cứu cho thấy, con người chỉ có thể tập trung trong một thời gian ngắn.Khoảng 1/3 thời gian, trí óc chúng ta lan man đi dạo.Có nghĩa là bạn chỉ có thể nghe khoảng 2/3.Sau ngày hôm nay, bạn sẽ quên khoảng 1/3.Có nghĩa là bạn chỉ có thể nhớ khoảng 1/3.Nếu bạn chỉ có thể nhớ 1 thứ trong bài trình bày này, hãy nhớ hình này.CLICK!Thank you!Reference:http://en.wikipedia.org/wiki/Flow_(psychology)Flow: The Psychology of Optimal Experience: http://www.amazon.com/Flow-P-S-ebook/dp/B000W94FE6/Flow in Games: http://interactive.usc.edu/projects/cloud/flowing/
Intro:Mọi người ai có câu hỏi nào không?Next:Mọi người có thể gởi câu hỏi về địa chỉ email: minhla@vng.com.vn, Minh sẽ trả lời.CLICK!Autoplay.