This presentation is intended to share the insights, learned lessons and best practices of how our startup succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“An Overview of Gamification as a Tool for Sustained Engagement” By Dr Bobbie Fletcher, Head of the Games Technology Group (AGL) and Director of C-MAT
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
This document discusses how gamification can be used in enterprises to increase employee engagement and innovation. It defines gamification as embedding game mechanics into work to motivate employees, customers, and partners. The document outlines why gamification is important given trends in gaming and engagement. It provides examples of successful business uses of gamification and discusses different game mechanics and psychological factors that can intrinsically motivate users. The document cautions that gamification requires more than just points and rewards, and that the goals and experience must be compelling for long-term impact.
How did this conservative brand reverse declining trends in sales and marketing and experience double digit growth within six months? They dared to be different and found new and meaningful ways to engage with customers. PEMCO's "We're A Lot Like You. A Little Different" campaign has been one of the companies most successful campaigns moving them into first place for brands most likely to be shopped in their category. In this session you'll hear how PEMCO developed a detailed branding strategy rooted in a series of decisions all brands can (and the smart ones do) make, which have helped pave the way for their brands success.
It Pays to Hire Women in Games: Successful Female Game Devs SpeakSolveig Zarubin
The panel discussed the lack of female representation in the game development industry and shared experiences of successful female developers. Carrie Heeter discussed a study where girls designed games with both male and female players in mind, while boys did not consider female players. Panelists described getting into the industry and encouraged reaching out to make gaming careers aware to women and girls. They stressed the importance of work-life balance and supporting the next generation.
Google campus presentation 15 jan 2013ClevelandLLP
This document summarizes the main types of intellectual property - trademarks, patents, copyright, and designs. It focuses on explaining registered designs, their benefits over unregistered designs, requirements for protection, and provides examples of designs registered by Apple, Google, and Facebook. The key takeaway is that registered designs can be a valuable low-cost intellectual property asset.
This document provides an overview of an intellectual property workshop. The workshop objectives are to describe different types of intellectual property rights, explain the differences between registered and unregistered rights, discuss IP audits and strategies, and identify potential IP issues. It also discusses how intellectual property can benefit businesses through licensing, commercialization, and increasing business value. Key topics that will be covered include trademarks, copyright, patents, and how long various types of intellectual property protections last.
Using game-design pedagogies to embed skills in the law or social science curriculum - a 1 day conference held at Staffordshire University on behalf of the Higher Education Academy (HEA).
“An Overview of Gamification as a Tool for Sustained Engagement” By Dr Bobbie Fletcher, Head of the Games Technology Group (AGL) and Director of C-MAT
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
This document discusses how gamification can be used in enterprises to increase employee engagement and innovation. It defines gamification as embedding game mechanics into work to motivate employees, customers, and partners. The document outlines why gamification is important given trends in gaming and engagement. It provides examples of successful business uses of gamification and discusses different game mechanics and psychological factors that can intrinsically motivate users. The document cautions that gamification requires more than just points and rewards, and that the goals and experience must be compelling for long-term impact.
How did this conservative brand reverse declining trends in sales and marketing and experience double digit growth within six months? They dared to be different and found new and meaningful ways to engage with customers. PEMCO's "We're A Lot Like You. A Little Different" campaign has been one of the companies most successful campaigns moving them into first place for brands most likely to be shopped in their category. In this session you'll hear how PEMCO developed a detailed branding strategy rooted in a series of decisions all brands can (and the smart ones do) make, which have helped pave the way for their brands success.
It Pays to Hire Women in Games: Successful Female Game Devs SpeakSolveig Zarubin
The panel discussed the lack of female representation in the game development industry and shared experiences of successful female developers. Carrie Heeter discussed a study where girls designed games with both male and female players in mind, while boys did not consider female players. Panelists described getting into the industry and encouraged reaching out to make gaming careers aware to women and girls. They stressed the importance of work-life balance and supporting the next generation.
Google campus presentation 15 jan 2013ClevelandLLP
This document summarizes the main types of intellectual property - trademarks, patents, copyright, and designs. It focuses on explaining registered designs, their benefits over unregistered designs, requirements for protection, and provides examples of designs registered by Apple, Google, and Facebook. The key takeaway is that registered designs can be a valuable low-cost intellectual property asset.
This document provides an overview of an intellectual property workshop. The workshop objectives are to describe different types of intellectual property rights, explain the differences between registered and unregistered rights, discuss IP audits and strategies, and identify potential IP issues. It also discusses how intellectual property can benefit businesses through licensing, commercialization, and increasing business value. Key topics that will be covered include trademarks, copyright, patents, and how long various types of intellectual property protections last.
Bildspel från en workshop/utbildning i Malmö 2014-11-06 som anordnades av Unionen Sydväst. Det var del två av två utbildningstillfällen. Utbildare var Marie Westling, Metodbanken
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
How to efficiently and simple and practical way conducting a workshop, with a high commitment from the participants.
Hur du på ett effektivt och enkelt och praktiskt sätt genomför en workshop, med högt engagemang från deltagarna.
Connecta Event: Identifing the value for business in moving to Windows Azure ...ConnectaDigital
Meeting the challenge of the Cloud transition is an important step in a company's digital maturity. Having a clear goal, an organization that is ready for a change, a clear idea of business objectives, and clear processes for development and innovation is the foundation for a great customer experience. With today's cloud solutions are the foundation for all of this.
This document summarizes a workshop hosted by Quantiply Scotland to help companies get investment ready. The agenda includes an introduction to the Quantiply process, connecting with experts, and networking. Quantiply delivers tools and analysis to ensure companies are investment ready and connects them with IP-intelligent finance. They aim to address challenges such as capital not flowing to innovators and the shortening technology cycle. Their solution includes signposting companies to support services, identifying funding sources, and delivering tools to fill risk and validation gaps. The workshop features speakers from various support organizations and includes one-on-one sessions between companies and service providers.
The document discusses intellectual property (IP), which refers to creations of the human mind such as inventions, literary and artistic works, designs, symbols, names, and images. IP is intangible property that arises from human intellectual effort. Some key types of IP discussed include patents, which protect inventions; trademarks, which protect signs used to distinguish goods/services; industrial designs, which protect aesthetic designs; and copyright, which protects literary and artistic works. The document also notes that a single product can be protected by multiple IP rights that restrict how the design, brand name, software, and other elements can be used by others.
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
20 Things Successful Game Developers Do Beyond Making GamesVlad Micu
This presentation with outline a collection of stories, examples and tricks that will offer the audience the solutions to some of the most recurring challenges game developers are confronted with in the areas of business and PR & Marketing.
The document provides lessons learned from running a game startup. It emphasizes the importance of having proper legal agreements in place to define responsibilities and protect the business. It also stresses embracing challenges and constant growth. Key advice includes getting outside perspectives from advisors, veterans, and peers. Continuous learning, resilience, and fostering a supportive community are also highlighted as critical skills for startup success.
An introduction for game developers in traditional game companies to the product mindset I believe is needed to succeed more (or, at least, fail less) when making Games As A Service.
20 Questions You Should Ask Yourself and Your Team If You Want To Be A Succes...Vlad Micu
The document provides 20 questions that game developers should ask themselves and their team if they want to be successful. Some of the key questions addressed include: spending time ensuring the first 15 minutes of the game are engaging; understanding where potential players are and how to reach them; constantly testing the game with new players; preparing marketing materials and pitches; understanding the market and competitors; focusing on retention, virality, and revenue strategies; and getting feedback from influencers like YouTubers and streamers. The document emphasizes the importance of research, preparation, and continual improvement for game studios.
Building a solid foundation for a game startupVlad Micu
This presentation focuses on independent game developers who want to adopt a startup mentality to how they run their business. Regardless whether you do that through work for hire, being self-funded or by chasing funding. The main content of this talk include insights, examples and proven practices that will allow game developers to improve the foundation of their game startup.
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
The document discusses various unconventional marketing techniques that were used by the founder to promote Scoreoid, a gaming backend service he previously founded. It describes reaching out directly to individual game developers on platforms like Android to personally promote Scoreoid. It also discusses writing guest content, developing community partnerships, and creating SDKs and videos to slowly gain exposure over time through small, focused efforts rather than aiming for sudden virality. The document advocates for marketing approaches that are personalized and don't rely on mass advertising.
How to monetize your passion - An example in the game industryVlad Micu
This document provides a summary of a presentation about how to monetize your passion in the game industry. The presentation includes the following key points:
1. Add value by volunteering your time and skills, writing about others to gain experience and connections, and being where others cannot to gain unique insights.
2. Embrace opportunities as they arise through hard work and building connections over time via the "snowball effect".
3. Define your unique value and find your niche to stand out from competitors. Promote your work and network aggressively to become indispensable.
4. Focus on quality over quantity and use the 20/80 rule to maximize returns on your investments of time and money. Continually improve
Bildspel från en workshop/utbildning i Malmö 2014-11-06 som anordnades av Unionen Sydväst. Det var del två av två utbildningstillfällen. Utbildare var Marie Westling, Metodbanken
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
How to efficiently and simple and practical way conducting a workshop, with a high commitment from the participants.
Hur du på ett effektivt och enkelt och praktiskt sätt genomför en workshop, med högt engagemang från deltagarna.
Connecta Event: Identifing the value for business in moving to Windows Azure ...ConnectaDigital
Meeting the challenge of the Cloud transition is an important step in a company's digital maturity. Having a clear goal, an organization that is ready for a change, a clear idea of business objectives, and clear processes for development and innovation is the foundation for a great customer experience. With today's cloud solutions are the foundation for all of this.
This document summarizes a workshop hosted by Quantiply Scotland to help companies get investment ready. The agenda includes an introduction to the Quantiply process, connecting with experts, and networking. Quantiply delivers tools and analysis to ensure companies are investment ready and connects them with IP-intelligent finance. They aim to address challenges such as capital not flowing to innovators and the shortening technology cycle. Their solution includes signposting companies to support services, identifying funding sources, and delivering tools to fill risk and validation gaps. The workshop features speakers from various support organizations and includes one-on-one sessions between companies and service providers.
The document discusses intellectual property (IP), which refers to creations of the human mind such as inventions, literary and artistic works, designs, symbols, names, and images. IP is intangible property that arises from human intellectual effort. Some key types of IP discussed include patents, which protect inventions; trademarks, which protect signs used to distinguish goods/services; industrial designs, which protect aesthetic designs; and copyright, which protects literary and artistic works. The document also notes that a single product can be protected by multiple IP rights that restrict how the design, brand name, software, and other elements can be used by others.
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Similar to Vlad Micu, Head of Studio Critical Force Entertainment - The complete game startup turnoaround (How to Web Conference 2014 - Game Development Track)
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
20 Things Successful Game Developers Do Beyond Making GamesVlad Micu
This presentation with outline a collection of stories, examples and tricks that will offer the audience the solutions to some of the most recurring challenges game developers are confronted with in the areas of business and PR & Marketing.
The document provides lessons learned from running a game startup. It emphasizes the importance of having proper legal agreements in place to define responsibilities and protect the business. It also stresses embracing challenges and constant growth. Key advice includes getting outside perspectives from advisors, veterans, and peers. Continuous learning, resilience, and fostering a supportive community are also highlighted as critical skills for startup success.
An introduction for game developers in traditional game companies to the product mindset I believe is needed to succeed more (or, at least, fail less) when making Games As A Service.
20 Questions You Should Ask Yourself and Your Team If You Want To Be A Succes...Vlad Micu
The document provides 20 questions that game developers should ask themselves and their team if they want to be successful. Some of the key questions addressed include: spending time ensuring the first 15 minutes of the game are engaging; understanding where potential players are and how to reach them; constantly testing the game with new players; preparing marketing materials and pitches; understanding the market and competitors; focusing on retention, virality, and revenue strategies; and getting feedback from influencers like YouTubers and streamers. The document emphasizes the importance of research, preparation, and continual improvement for game studios.
Building a solid foundation for a game startupVlad Micu
This presentation focuses on independent game developers who want to adopt a startup mentality to how they run their business. Regardless whether you do that through work for hire, being self-funded or by chasing funding. The main content of this talk include insights, examples and proven practices that will allow game developers to improve the foundation of their game startup.
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
The document discusses various unconventional marketing techniques that were used by the founder to promote Scoreoid, a gaming backend service he previously founded. It describes reaching out directly to individual game developers on platforms like Android to personally promote Scoreoid. It also discusses writing guest content, developing community partnerships, and creating SDKs and videos to slowly gain exposure over time through small, focused efforts rather than aiming for sudden virality. The document advocates for marketing approaches that are personalized and don't rely on mass advertising.
How to monetize your passion - An example in the game industryVlad Micu
This document provides a summary of a presentation about how to monetize your passion in the game industry. The presentation includes the following key points:
1. Add value by volunteering your time and skills, writing about others to gain experience and connections, and being where others cannot to gain unique insights.
2. Embrace opportunities as they arise through hard work and building connections over time via the "snowball effect".
3. Define your unique value and find your niche to stand out from competitors. Promote your work and network aggressively to become indispensable.
4. Focus on quality over quantity and use the 20/80 rule to maximize returns on your investments of time and money. Continually improve
1) The document is a presentation by Amy Jo Kim, CEO of Shufflebrain, about using game thinking techniques to accelerate early product design.
2) She provides 4 strategies for better, faster product design: design for evolution over time; find the fun in the core loop; connect with superfans; build a roadmap with game thinking.
3) The presentation includes examples and case studies of how these techniques helped companies create successful MVPs in less time by engaging the right early customers.
Improve your product design with Game Thinking (UIE Webinar)Amy Jo Kim
The document provides an overview of how to improve product design using game thinking. It discusses finding super fans to provide early feedback by asking them 5 discovery questions about their existing habits. This helps identify their customer's journey from discovery to mastery. The document also presents a case study of how game thinking was used to create a successful fashion game by finding fashionista super fans to understand what they wanted in a mobile game.
Go From Idea To MVP – FAST! - By Amy Jo KimSynerzip
You’ll discover:
How coaching hundreds of design teams worldwide revealed huge, costly blunders in MVP experiments
How dozens of early-stage teams are using Game Thinking techniques to save months of time and wasted effort
How leading startups like Slack and Crowdstar use these techniques to build products that people love and come back to
How the CEO of fast-growing startup Pley used Game Thinking discovery techniques to go from idea to validated MVP in 5 weeks
Learn how to accelerate YOUR path to product/market fit by applying these powerful, proven success habits to your business.
Original copy at https://www.synerzip.com/webinar/innovation-cycle-discovery-technique/
Vlad Micu “20 things succesful game developers do beyond making games”Lviv Startup Club
The document provides a 20-point list of things that successful game developers do beyond making games. It begins with an introduction to the author and his background. The main list includes recommendations such as prototyping quickly, ensuring the first 15 minutes of a game are engaging, preparing for business aspects early, gathering industry research, embracing analytics, and getting out of the trenches to network. Throughout are examples and the author's own experiences to illustrate each point.
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
This document provides advice for independent game developers on self-publishing. It discusses establishing legal agreements with collaborators, exploring different publishing options like self-publishing or working with a publisher, the importance of finishing games to leverage opportunities, and considerations for various monetization strategies like advertising. Key steps outlined include doing legal homework, finding funding, completing games, and choosing whether to go independent or sign a publishing deal. References for further reading are also provided.
Turbo-charge your product with Game Thinking - Lean Startup Conference 2015Amy Jo Kim
It’s easier than ever to create a new, innovative product, game, app or service. But most innovative projects never take off and reach their intended audience. What differentiates the ones that DO? What do teams who create genre-defining hits do differently? In this talk, you’ll learn 5 early design hacks that will help you find and delight your aspirational audience – illustrated with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify and Pley. You’ll come away with a smarter approach to early product design – and 5 practical, actionable hacks that will increase your odds of success.
This document discusses game thinking and how to harness the power of games to drive long-term engagement. It outlines three key components of game thinking: social actions to find the fun for different player types, skill-building core loops to make customers more capable, and a four-stage customer narrative to guide the end-to-end experience from discovery to mastery. The document advocates applying gaming principles like feedback loops, progression systems, and social motivation to product design to accelerate growth and better engage customers.
Turbo-charge you product with Game ThinkingAmy Jo Kim
This document summarizes Amy Jo Kim's presentation on using game thinking to accelerate early product design. She discusses how to identify the core gameplay loop to build skills in users over time. Focusing on what kind of fun or engagement customers seek can help design discovery, onboarding, habit-building and mastery stages. Connecting with super fans through early problem-solving helps cross the chasm to broader adoption. Game thinking can help accelerate design, engage the right early customers, and develop a compelling minimum viable product.
The document summarizes the 10-year history of the speaker's previous company, Zango, including its startup phase and growth as a startup, period of hyper-growth fueled by funding rounds, eventual debt issues that led to its demise when a debt covenant was triggered, and lessons learned from the experience. The last part outlines core values and recommendations for building a successful company, including making principled decisions, understanding equity structure, planning for replacement, focusing on core values like putting customers first, and surrounding oneself with the right team.
The document summarizes highlights from the 2010 Game Developers Conference (GDC). The GDC is the largest annual gathering of the video game industry, with over 18,000 attendees in 2010. Key highlights included big announcements from game studios, the Independent Games Festival winner LIMBO, and valuable insights from lectures on emerging trends. These trends included the rise of social and mobile games for women, the importance of community features, and using game mechanics and rewards to create engaging long-term experiences. The document emphasizes that GDC provides invaluable opportunities for networking, learning, and identifying the latest developments in the game industry.
Similar to Vlad Micu, Head of Studio Critical Force Entertainment - The complete game startup turnoaround (How to Web Conference 2014 - Game Development Track) (20)
Marketing Technologies, Tools and Tactics by Travis Wright at How to Web Conf...How to Web
This document provides an overview of marketing technologies, tools, and tactics from Travis Wright, the Chief Marketing Technology Officer of CCP Global. It discusses the growing number of marketing tools available, the importance of collecting and owning customer data across channels, and using tag management and a data layer to integrate tools. It also provides examples of specific technologies and tactics for content marketing, social media, and measurement.
No bullshit, just hard work! This is the tagline of the MVP Academy accelerator and nothing could better reflect the essence of the program. From product to business development, marketing strategy and fundraising, the MVP Academy alumni learn valuable lessons that they could further apply. This presentation presents some of these lessons, in the words of our alumni.
28 startups accelerated, 13 products launched on the global market, more than 1 million USD seed funding raised. Check out the results of the MVP Academy alumni.
How to Web Conference 2015 - Event ReportHow to Web
How to Web Conference 2015 in a nutshell: 89 speakers, mentors & investors from all around the world… 28 remarkable keynotes & talks… 11 insightful panels… 30 promising startups from 9 CEE countries pitching on stage… 384 curated mentoring sessions… 21 communities presenting their initiatives during How to Web Community Spotlight… 8 “Ask the expert” sessions… 12 innovative products presented in the expo area… 6 live product demos on stage… 2 exclusive parties… A great vibe created by all the people there… In a nutshell, this is how How to Web Conference 2015 looks
How to Web Conference 2015 brings together 1000+ startup founders, product managers, developers, marketers & community leaders from all around the CEE. Beyond high-quality content, including case studies and hands-on talks on different topics, the attendees have great networking opportunities by connecting with the who’s who in the regional tech industry and they get to feel the vibe of the CEE startupe cosystem at its best.
You need to choose the right metrics to look at and have a good understanding of them in order to be able to optimize every single stage of your product development process. This is what this presentation is about.
Michael Ni, Senior VP Marketing & Products Avangate - What's a Product? Servi...How to Web
The new services economy is changing the nature of what is being sold and how it is being sold, with products now an excuse to sell services to an empowered, connected buyer.
Agnieszka Szostak, Founder PR Outreach - The Good, The Bad and the PR (How to...How to Web
Are there things you always wanted to ask journalists about, in regards to promoting your game, but never had the opportunity to do so? What they need, hate and what their expectations are? Then this presentation is for you!
Cristian Diaconescu, Founder Sand Sailor Studio - Black The Fall: the story b...How to Web
A case study on an indie project that was approved by the Kickstarter community. The presentation shares insights on the game’s concept featuring elements from Romanian’s comunist period to the game’s design and visuals
Roberto Mangiafico, CTO BadSeed Entertainment - Sleep Attach: A Technical Pos...How to Web
This presentation tackles the technical challenges behind the creation of Sleep Attack for iOS and Android, a 3D game with a 2D look, with all the movements of a 3D world. The challenges and solutions regarding the rendering process, the memory and the performance of the game were reviewed.
Dan Olthen, Game of Thrones Producer @ BigPoint GmbH - Make it happen: the st...How to Web
The presentation covers the phases of one entire production cycle from having an idea/IP/plan to actually releasing the game. It is focused on the various stages and mostly on the gates each product has to go through (concept validation, 1st playable, stakeholder milestones, feature complete, beta, the vertical slice, release) and also the relationships towards the external influencers.
Mathieu Muller, Field Engineer Unity Technologies - Unity 5: Easier, Better, ...How to Web
In this talk, you will see how EASIER it is to build a GUI, create your own physical based shader and mix your audio sources, how a scene can look BETTER with the new global illumination system, how FASTER your applications can be with multi-threaded physics and Metal, and how STRONGER your team and company can be with our profiling tools and upcoming cloud services.
Valerian Banu, Product Analyst UberVu via HootSuite - What we've learnt while...How to Web
The document summarizes lessons learned from failing a startup called Daisy Pi. It provides a framework for starting product development based on those lessons. The framework includes owning your ideas, painting a consistent vision, getting the team together under one roof, and ensuring marketing is a priority. It emphasizes focusing on building the prototype rather than perfecting a pitch. It also notes the lack of product expertise is a challenge for startups in Bucharest compared to Silicon Valley.
Mark Tolmacs, Product Manager UStream Inc. - How I stopped worrying and start...How to Web
Working on products targeting a market with language, expectations and culture different from your own is challenging. Ustream, a Silicon Valley video startup, faced this issue from the very beginning. With engineering and product management located in Budapest, Hungary, the company quickly needed to figure out the answers to these in order to remain competitive on a fast paced market. In this presentation I will talk about what solutions and framework Ustream came up with in order to succeed, despite these challenges
Salim Virani, Partner Founder Centric - Craft (HTW Conference 2014)How to Web
People who change the world pursue their craft. They become masters of their game and build the tools they need. What does it mean to be a master founder? How can we develop our craftsmanship?
Alex Hunter, CEO Rushmore - Getting and keeping customersHow to Web
Alex Hunter - CEO, Rushmore (United Kingdom), offers a guide to customer experience in the digital age by sharing key learnings from his experience at Virgin and at Rushmore.fm.
This was one of the most talked about keynotes at How to Web 2013!
Marco Cecconi, Software Developer @ Stack Exchange - The architecture of Stac...How to Web
The Stack Exchange network is a huge success story counting 109 sites, many millions of visitors per month. What software architecture powers a global top 100 website? How is our software structured? How many servers are there? Come find out!
More details on: http://2013.howtoweb.co/
Sitar Teli, Managing Partner, Connect Ventures - Core Metrics: What Web and M...How to Web
Lots of people talk about KPIs and how important it is to focus on them. But what are the most important KPIs for a product and startup to focus on? How does it change by industry and device (web vs mobile)? And how should your focus change over time?
More details on: http://2013.howtoweb.co/
Simon Stewart, Facebook engineer - Building Facebook for AndroidHow to Web
How does Facebook build its Android app? How are they working to improve the quality, speed and stability? In this talk, we'll cover everything Facebook's Android team does from source control, builds, testing and release, and show you how you can do the same.
More details on: http://2013.howtoweb.co/
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.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
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.
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
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
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
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.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Vlad Micu, Head of Studio Critical Force Entertainment - The complete game startup turnoaround (How to Web Conference 2014 - Game Development Track)
1. The Complete Game Startup
Turnaround
HD Redux EditionHD Redux Edition
Tips and TricksTips and Tricks from thefrom the
TrenchesTrenches to (Re)Build Yourto (Re)Build Your
Studio ForStudio For
The FutureThe Future
Slides: www.slideshare.net/VGVisionary
3. Table of contents
• The story of Critical Force Entertainment
• What does a damn game startup turnaround look like?
• The lessons we’ve learned so you don’t have to go
through this crap
• Summary
• Questions
4. Who am I?
This is a talk by
Vlad Micu
Head of Studio at
Critical Force Entertainment
Used to be the PR Manager of
Grambleworld.com
Did production, game design and creative direction for
arkavis Siam co. ltd. in Thailand
Wrote for many other international outlets including
Gamesauce.org, TechInAsia.com,
PocketGamer.biz, Control Magazine,
Gamer.nl, XBLAFans.com, Casual Connect
Magazine and many more.
@vgvisionary
6. Where does this all come from?
• 600+ developers
interviewed
• Personal start-up
experience
• Advising multiple
international studios &
getting tons of advice
• Reading a BUTTLOAD on
the interwebz & listening
to other devs.
7.
8.
9. Not enough to succeed!
The past 9 months looked like this:
• (A) Post traumatic stress from
layoffs,
• (B) then just hoping the wheels
don’t fall entirely off the car,
• (C) then investing in product
pipeline,
• (D) then on-boarding new team
members and leads, then —
and this is the place we’re at
now —
• (E) solving for a repeatable
viable business model.
10. Coincidence
• Jason Gold
This talk is inspired by a blogpost on Startup Turnaround by
Jason Goldberg, Founder and CEO of Fab
He took a lot of words right of my mouth…
11. “The experience we will gain in this turnaround will be the
most valuable experience of our lives.”
– Random Fab Employee
13. #1 What is our culture?
• Team = Not a family, but
a sports team.
• Responsibility > Authority
• The ‘24H bother’-rule
• Weekly reports
• Shareholder agreement
“I can say with confidence that Fab will win or lose based on our ability
to assemble and manage the right people for right now.”
– Jason Goldberg, Founder and CEO of Fab
14. Adding the right people
Ben + Minh =
25+ years of game development experience
15. Do we foster young talent
the right way?
• First month of
intensive research &
training
• Giving them more
responsibility
• The simple rule:
make informed
decisions based on
proven practices.
Free or Unpaid internships?
16. #2 Do we optimally exploit our
own products?
300+ websites iframed the web version of Critical Strike Portable
from Kongregate.com
23. #3 How are we handling our
budget?
• Monthly burn-rate:
+- 20.000 euros
• Major budget cuts!
• Improve our existing
revenue sources
– ad optimization
– IAP design
• Find alternative
sources of revenue
24. Bootstrapping: my example
• No salary
• Living in the office
• Travel costs covered
as a speaker
• Computers from
university
• Collected cans on the
street for ‘pant’
(Finnish for change)
28. = Perfectly alligned jobs that allow you to
work on/prepare for your own dreams
(Smart) Work for Hire
29. Early results
“The Last Tinker is particularly eye-catching for
being so colorful in a Viva Piñata-esque manner” –
Destructoid
At first, I thought The Last Tinker: City of Colors was a childish
game. It turned out to be the game that has made me smile the most
in the past year. – TheDailyChill.co.uk
"The Last Tinker is a colorful and truly beautiful game." - IndieMag.fr
“Although The Last Tinker feels like a blending of different genres
and earlier games, the gorgeous art style and creative story offer a
vibrant new appeal.” – VentureBeat
115 Preview articles from February – April 2014
32. #4 Is all of that enough for us to
keep running?
33. Focus > Growth
• Different platforms
• Reskinning
• Growing audience
• 3rd
party devices
• SDKs SDKs SDKs
34. We’re a fucking start-up!
“What is Fab right now? Right now it’s a fucking startup.
It’s really hard. It’s intense. It’s a struggle. It’s ambiguous. It
changes a lot. It’s all consuming. It’s a lot of sausage making. It’s
working weekends to hit numbers and dates. It’s stretching people
beyond their comfort zone. It’s insisting on doing it better even
when it’s already pretty good. It’s being brutally honest about gaps
and weaknesses. It’s one day you’re headed in one direction and the
next day another, because the first move wasn’t the best move. It’s
being ok with things not working because that creates opportunities
to learn how to fix it.
It’s a fucking startup.”
– Jason Goldberg, Founder and CEO of Fab
35. Vision: become the Riot Games of
Scandinavia!
Company Mantra:
Become market leader of real-time multiplayer mobile
games with a competitive e-sports community
36. Different attitude & vocabulary
Get standardized legal documents for your startup here:
http://seriesseed.fi/
• Sustainable traction
– who’s ever used that word?
• Cash flow positive
– or this one?
• Share holders agreement
• Business plan!?
37. Having everything in written
• Every important
meeting
• E-mail followup
• Contracts, jezus!
38. #5 Pitching = Knowing thyself
• Know who you are and
who you aren’t
• Know what the other
person wants and doesn’t
have
• Use that to disarm your
opponent and put
him/her in the defensive
• Make yourself rare/scarce
Learn from Eminem!
http://techcrunch.com/2014/01/18/how-to-get-an-mba-from-eminem/