Office Space (Game Development Workplaces GDC2015) - Demetri DetsaridisDemetri Detsaridis
In 26 slides, this lecture by veteran game developer (and former architectural historian) Demetri Detsaridis examines one of the most significant and least talked-about aspects of developing games: the environment in which they're created. What do we do when we design or refit a room, suite or building for the purpose of creating games in it? Through three short case studies (a renovated space in an existing office building, an architect-designed loft, and an indie co-working storefront) this talk will look at how game-making spaces change as our industry evolves, as well as revealing spatial design best practices and unmasking trendy concepts that almost never work as planned. Where we create has a profound effect on how and what we create - let's start thinking and talking about it now.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.Nordeus Hub
Intro to gaming je serija događaja u organizaciji Nordeus Hub-a koja će vam pomoći da se upoznate sa svetom gaminga. Na prvom događaju pričamo o "Gamingu kao biznisu" sa fokusom na to kako izgleda sama industrija u Srbiji i svetu, na koji način igre zarađuju novac, kako dolaze do igrača i kako izgleda proces pravljenja jedne igre.
Kroz ove teme vode nas:
Nikola Čavić - Predsedsnik Serbian Games Association-a
Dušan Pantić - User Acquisition Manager u Nordeusu
Michael Movel - Creative Director u Nordeusu
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
This presentation covers tips and tricks for game developers and covers a little bit of everything for both work for hire developers, as well as those creating their own IP.
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
Office Space (Game Development Workplaces GDC2015) - Demetri DetsaridisDemetri Detsaridis
In 26 slides, this lecture by veteran game developer (and former architectural historian) Demetri Detsaridis examines one of the most significant and least talked-about aspects of developing games: the environment in which they're created. What do we do when we design or refit a room, suite or building for the purpose of creating games in it? Through three short case studies (a renovated space in an existing office building, an architect-designed loft, and an indie co-working storefront) this talk will look at how game-making spaces change as our industry evolves, as well as revealing spatial design best practices and unmasking trendy concepts that almost never work as planned. Where we create has a profound effect on how and what we create - let's start thinking and talking about it now.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.Nordeus Hub
Intro to gaming je serija događaja u organizaciji Nordeus Hub-a koja će vam pomoći da se upoznate sa svetom gaminga. Na prvom događaju pričamo o "Gamingu kao biznisu" sa fokusom na to kako izgleda sama industrija u Srbiji i svetu, na koji način igre zarađuju novac, kako dolaze do igrača i kako izgleda proces pravljenja jedne igre.
Kroz ove teme vode nas:
Nikola Čavić - Predsedsnik Serbian Games Association-a
Dušan Pantić - User Acquisition Manager u Nordeusu
Michael Movel - Creative Director u Nordeusu
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
This presentation covers tips and tricks for game developers and covers a little bit of everything for both work for hire developers, as well as those creating their own IP.
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Publishers, investors and partners: do you need them? This is a question every independent developer faces when deciding whether or not to self-publish. What do you give up and what do you get in return in each scenario? In the past the publisher was the gateway to the marketplace, but today anyone can publish a game by themselves. This talk will explore the financing and publishing options available to independent developers today, covering traditional publishers, investors, strategic partners and self-funding options such as Kickstarter. Each one offers different benefits and resources, from capital, to marketing and analytics, to strategic relationships with platform owners. This session will give you a better understanding of the modern publishing landscape and arm you with the tools to evaluate your options, ask the right questions and come to the decision that's best for your company
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
How to prepare a succesful game launch? [Game Industry Conference 2016]Natalia Dołżycka
It is said that there is only one chance to make a good first impression. As for games, launch day is one of the strongest marketing points in the lifetime of the title. So how should you prepare yourself, your title and your team for the premiere? What should you do to increase your chances on the market and minimize the risk of a failure? Learn how to prepare effective strategies to build your audience, gain publicity and nail your next product launch. And yes, there will be real-life examples.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Workplay: Agile development as a game, and how to make it more soMatthew Philip
Talk given at the 2011 Lean Agile Scrum Conference, Zurich, Switzerland
September 14, 2011
Abstract:
Jane McGonigal provoked an interesting discussion with her book "Reality Is Broken:. Why Games Make Us Better and How They Can Change the World" Agile teams experience many of the aspects of the gameplay benefits that McGonigal talks about: flow (from feedback) autotelic reward and happiness from working with others. This session explores the ways in Which agile development delivers to the four intrinsic rewards its Practitioners - satisfying work, experience of being successful, social connection and meaning - and looks into ways in Which We can design our work to further bridge the divide between games and reality.
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
Learn how to plan, prioritise and deliver higher value features by thinking of deliverable features not in terms of what they cost, but of what they can deliver.
XScale is a set of practices based on BDD that enables a product team to efficiently define, budget and prioritise a roadmap or backlog.
It’s also a way to answer some questions Agile has traditionally avoided:
- How much will a set of features cost?
- How do we trade off different feature sets?
- How do we know a feature is ready to ship?
In this workshop, we outline several key practices and practice using a few of them. The main practices we cover include:
- Feature Points, a way to reconcile budgets with story points
- Backlog Bingo determines the dollar investment and relative return for a set of products and services
- Royal Cod applies Backlog Bingo to prioritize a Breadth-First Roadmap
- Release Refactoring enables product owners to make rational trade-offs between feature-sets.
Pipely is a turnkey, end to end gamification platform helping booth exhibitors generate new business and enhance conference engagement while providing real-time analytics, insights & ROI.
Play Matters - David Galiel CHIFOO January 2015davidgaliel
Presentation about play, Playful Design and the Dark Side of Gamification, by David Galiel, co-founder & CEO of Elbowfish, a meaningful games studio. Opening talk of 2015 CHIFOO Lecture Series, "Gamefully Employed - Innovation at Play".
Game development, Start-ups, and Technical debtEriks Klotins
Young companies often overlook software architecture due to a false belief that good architecture is not applicable or even feasible in their context. However, simple decisions such as choice of programming language, modularity, and applied tools can have a huge positive effect on reducing technical debt and saving from troubles down the road.
In this presentation I share my experiences with a game development project and provide simple tips, divided into team and individual level, to avoid common pitfalls
Xing User Group Agile Rhein-Main: Innovation Games™Michael Tarnowski
Michael Tarnowski from Plays-In-Business.com gave a presentation of a Teaser Event on Innovation Games™ for the Xing User Group Agile Rhein-Main (https://www.xing.com/net/pria952a0x/agilerheinmain/).
What are Innovation Games and for what you can use them... Questions over questions... Here you get the answers!
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Publishers, investors and partners: do you need them? This is a question every independent developer faces when deciding whether or not to self-publish. What do you give up and what do you get in return in each scenario? In the past the publisher was the gateway to the marketplace, but today anyone can publish a game by themselves. This talk will explore the financing and publishing options available to independent developers today, covering traditional publishers, investors, strategic partners and self-funding options such as Kickstarter. Each one offers different benefits and resources, from capital, to marketing and analytics, to strategic relationships with platform owners. This session will give you a better understanding of the modern publishing landscape and arm you with the tools to evaluate your options, ask the right questions and come to the decision that's best for your company
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
How to prepare a succesful game launch? [Game Industry Conference 2016]Natalia Dołżycka
It is said that there is only one chance to make a good first impression. As for games, launch day is one of the strongest marketing points in the lifetime of the title. So how should you prepare yourself, your title and your team for the premiere? What should you do to increase your chances on the market and minimize the risk of a failure? Learn how to prepare effective strategies to build your audience, gain publicity and nail your next product launch. And yes, there will be real-life examples.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Workplay: Agile development as a game, and how to make it more soMatthew Philip
Talk given at the 2011 Lean Agile Scrum Conference, Zurich, Switzerland
September 14, 2011
Abstract:
Jane McGonigal provoked an interesting discussion with her book "Reality Is Broken:. Why Games Make Us Better and How They Can Change the World" Agile teams experience many of the aspects of the gameplay benefits that McGonigal talks about: flow (from feedback) autotelic reward and happiness from working with others. This session explores the ways in Which agile development delivers to the four intrinsic rewards its Practitioners - satisfying work, experience of being successful, social connection and meaning - and looks into ways in Which We can design our work to further bridge the divide between games and reality.
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
Learn how to plan, prioritise and deliver higher value features by thinking of deliverable features not in terms of what they cost, but of what they can deliver.
XScale is a set of practices based on BDD that enables a product team to efficiently define, budget and prioritise a roadmap or backlog.
It’s also a way to answer some questions Agile has traditionally avoided:
- How much will a set of features cost?
- How do we trade off different feature sets?
- How do we know a feature is ready to ship?
In this workshop, we outline several key practices and practice using a few of them. The main practices we cover include:
- Feature Points, a way to reconcile budgets with story points
- Backlog Bingo determines the dollar investment and relative return for a set of products and services
- Royal Cod applies Backlog Bingo to prioritize a Breadth-First Roadmap
- Release Refactoring enables product owners to make rational trade-offs between feature-sets.
Pipely is a turnkey, end to end gamification platform helping booth exhibitors generate new business and enhance conference engagement while providing real-time analytics, insights & ROI.
Play Matters - David Galiel CHIFOO January 2015davidgaliel
Presentation about play, Playful Design and the Dark Side of Gamification, by David Galiel, co-founder & CEO of Elbowfish, a meaningful games studio. Opening talk of 2015 CHIFOO Lecture Series, "Gamefully Employed - Innovation at Play".
Game development, Start-ups, and Technical debtEriks Klotins
Young companies often overlook software architecture due to a false belief that good architecture is not applicable or even feasible in their context. However, simple decisions such as choice of programming language, modularity, and applied tools can have a huge positive effect on reducing technical debt and saving from troubles down the road.
In this presentation I share my experiences with a game development project and provide simple tips, divided into team and individual level, to avoid common pitfalls
Xing User Group Agile Rhein-Main: Innovation Games™Michael Tarnowski
Michael Tarnowski from Plays-In-Business.com gave a presentation of a Teaser Event on Innovation Games™ for the Xing User Group Agile Rhein-Main (https://www.xing.com/net/pria952a0x/agilerheinmain/).
What are Innovation Games and for what you can use them... Questions over questions... Here you get the answers!
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
9. PRODUCER’S ROLE IN TERMS OF
Helping Creativity
Leading Teams
Managing Process
PRODUCING A NEW GAME IP 9
10. PRODUCING A NEW GAME IP
New gameplay?
New characters?
New visuals?
New tech?
New type of VALUE PROPOSITION for the player
PRODUCING A NEW GAME IP 10
11. VALUE PROPOSITION ELEMENTS
Projected entertainment time
Venue for Relatedness/Social comparison
Venue for Autonomy/Self-expression
Pleasure
Novelty or Legacy Appeal
PRODUCING A NEW GAME IP 11
12. MAN PLAY AND GAMES
Pleasure Types:
Agon: Confrontation, victory
Alea: Chance, hope
Mimicry: Role play
Ilinx: High perceptual experiences
PRODUCING A NEW GAME IP 12
Roger Coillois
15. BLUE OCEAN STRATEGY
What to focus and not to focus on
when building a new product or
service
PRODUCING A NEW GAME IP 15
W. Chan Kim and Renée Mauborgne
22. IDEAS -- PRODUCTS OF ASSOCIATIONS
Divergent Associations
Convergent Associations
PRODUCING A NEW GAME IP 22
23. DIVERGENT ASSOCIATIONS
Combine different unusual elements from
worldview
Reformat an element through the prism of another
element
PRODUCING A NEW GAME IP 23
31. TYPICAL CREATIVE ISSUES
Indecision – Creative Block
Frequent Divergent Ideas with lack of Convergence
Creative Vision doesn’t translate into Player Value
Game lack’s Accessibility to the Player
PRODUCING A NEW GAME IP 31
32. INDECISION – CREATIVE BLOCK
Suggest a starting point
Safety and stress?
Broaden worldview
PRODUCING A NEW GAME IP 32
34. LACK OF CONVERGENCE
Help establish constraints and intensions
Switch attention to MVPs
PRODUCING A NEW GAME IP 34
35. CREATIVE VISION DOESN'T TRANSLATE INTO
PLAYER VALUE
Always question player value of all Ideas
Need an analyst and empath on your team
Make sure game-makers and not specialists are in
charge
Organize a Braintrust
PRODUCING A NEW GAME IP 35
36. CREATIVITY, INC.
Overcoming the unforeseen forces
that stand in the way of true
inspiration.
PRODUCING A NEW GAME IP 36
Ed Catmull
37. GAME LACKS ACCESSIBILITY TO THE PLAYER
Need an empath designer
Help establish Braintrust
Culture of player testing
Analytics!
PRODUCING A NEW GAME IP 37
39. BUILDING NEW IP TEAM
Structure vs. Organization
Process vs. Culture
PRODUCING A NEW GAME IP 39
40. TYPICAL TEAM ISSUES
Inability to Hire the Team
Lack of Experience on the team
Lack of Cohesion or Infighting
Lack of Motivation
PRODUCING A NEW GAME IP 40
41. INABILITY TO HIRE THE TEAM
Need a salesmen on your team
Need to build an employment brand
Communicate!
PRODUCING A NEW GAME IP 41
42. LACK OF EXPERIENCE ON THE TEAM
Start with experienced core
Training
Internal Game Jams or focus efforts
Give talent a chance
PRODUCING A NEW GAME IP 42
44. LACK OF COHESION OR INFIGHTING
Reduce the number of
games being built to One
Identify common end
Team empathy training
Patiently build
organization and culture
PRODUCING A NEW GAME IP 44
46. LEGO MINDSTORMS
Role empathy training
Switch roles (producers
code, coders produce)
Build a Lego Mindstorms
robot to navigate and claim
reward
Iterate
PRODUCING A NEW GAME IP 46
47. LACK OF MOTIVATION
Regular Q&A with the team
Give autonomy
Provide Learning opportunities
Give outlets for social comparison with peers
PRODUCING A NEW GAME IP 47
50. LEADERSHIP VS. MANAGEMENT
Leadership is about people
Management is about planning
PRODUCING A NEW GAME IP 50
51. TYPICAL PROCESS ISSUES
Over-Scoped
Demo to Demo to Demo
Chaotic Process
Overly Inflexible Process
PRODUCING A NEW GAME IP 51
52. OVER-SCOPED
The amount of content ≠ More playing time
Quality ≠ High Fidelity
What not to re-invent
Delay production planning until MVP is built
PRODUCING A NEW GAME IP 52
54. THINKING FAST AND SLOW
Intuition, logic and cognitive biases
PRODUCING A NEW GAME IP 54
Daniel Kahneman
55. DEMO TO DEMO TO DEMO
Maintain trust and transparency with your
publisher
Find a champion
Simplify your message
PRODUCING A NEW GAME IP 55
56. PRODUCING A NEW GAME IP 56
1. The Skunk Works manager must be delegated practically complete control of
his program in all aspects. He should report to a division president or higher.
#1 of Kelly Johnson’s 14 Rules of Skunkworks
57. CHAOTIC PROCESS
Establish minimal process
Set 3-5 clear key goals per milestone
Change the process when needed
PRODUCING A NEW GAME IP 57
58. OVERLY INFLEXIBLE PROCESS
Change it!
You won’t be able to make it on
budget/time/scope and quality anyway…
Fire the inflexible producer
PRODUCING A NEW GAME IP 58
59. PRODUCING A NEW IP THE ART OF
Understanding and Patience
Asking Right Questions
Intentional Underinvestment
Focused Investment and Support
PRODUCING A NEW GAME IP 59