A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
2015年10月25日(日)に、社会・経済システム学会で発表した、「妖怪ウォッチ」の制作・販売会社レベルファイブの経営戦略に関するスライドです。
These slides presented at the Japan Association for Social and Economic Systems Studies on 25th October are about business strategies of "Level5", a game company, which has developed and sold "Yo-kai Watch".
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
2015年10月25日(日)に、社会・経済システム学会で発表した、「妖怪ウォッチ」の制作・販売会社レベルファイブの経営戦略に関するスライドです。
These slides presented at the Japan Association for Social and Economic Systems Studies on 25th October are about business strategies of "Level5", a game company, which has developed and sold "Yo-kai Watch".
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Unite Tokyo 2018 Training Day「ProBuilderで学ぶレベルデザイン レベルデザインについて」の資料です。
講師:大野 功二(QAマネージャー|ユニティ・テクノロジーズ・ジャパン合同会社)
※【Unite Tokyo 2018 Training Day】ProBuilderで学ぶレベルデザイン ProBuilderをマスターしよう! の資料はこちら
https://www.slideshare.net/UnityTechnologiesJapan/unite-tokyo-2018-training-dayprobuilder-probuilder
■ワークショップ内容
人気アセットProBuilderはUnityに統合され、3Dゲームのレベルデザインを行う上で欠かすことのできないツールとなりました。
今回、Unite Tokyo 2018開催に先立ち、ProBuilderの操作を一通りマスターし、その使いやすさや柔軟性を実感していただくと共に、レベルデザインのコツを学ぶためのワークショップを開催いたします。
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Unite Tokyo 2018 Training Day「ProBuilderで学ぶレベルデザイン レベルデザインについて」の資料です。
講師:大野 功二(QAマネージャー|ユニティ・テクノロジーズ・ジャパン合同会社)
※【Unite Tokyo 2018 Training Day】ProBuilderで学ぶレベルデザイン ProBuilderをマスターしよう! の資料はこちら
https://www.slideshare.net/UnityTechnologiesJapan/unite-tokyo-2018-training-dayprobuilder-probuilder
■ワークショップ内容
人気アセットProBuilderはUnityに統合され、3Dゲームのレベルデザインを行う上で欠かすことのできないツールとなりました。
今回、Unite Tokyo 2018開催に先立ち、ProBuilderの操作を一通りマスターし、その使いやすさや柔軟性を実感していただくと共に、レベルデザインのコツを学ぶためのワークショップを開催いたします。
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
54. 2D3D画像比較:レースゲーム
Ridge Racer(1993)
3Dレースゲーム
Final Lap R(1993)
2Dレースゲーム
出典
Ridge Racer: https://www.youtube.com/watch?v=Jrd5cxfpvcU
Final Lap R: https://www.youtube.com/watch?v=ZbkAE_TZxcM
ナムコから同年に発売されたレースゲームでの比較。レースゲームは3D
化による表現力上昇の恩恵が目に見えてわかりやすいジャンル。コースの
立体交差、コースの逆走、ヘアピンカーブなどは2Dでは表現できない。