Mobile Game Asia 2015 Ho Chi Minh City: Mobile games for Asian womenGameLandVN
Bài chia sẻ của ông Yup Hwang đến từ Pati Games về chủ đề "Phát triển trò chơi di động cho phụ nữ Châu Á" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Vietnam online mobile game market ins...GameLandVN
Bài chia sẻ của ông Vương Vũ Thắng đến từ Soha Game về chủ đề "Tổng quan thị trường trò chơi di động tại Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Mobile game market in IndiaGameLandVN
Bài chia sẻ của ông Venkatesh C.R. đến từ Dot Com Infoway về chủ đề "Thị trường trò chơi di động Ấn Độ" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...GameLandVN
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: An overview of the mobile game market...GameLandVN
This document discusses global trends in panel computer and smartphone user growth from 2013 to 2018. It provides statistics on annual user growth in major Asian markets like China, Japan, and South Korea. The document also contains information on mobile app store monthly user coverage from 2014 to 2015 and the frequency of mobile game play during that period. Finally, it outlines the product and service system of a company called DataEye, including several analysis platforms and advantages of their data and consulting services.
Mobile Game Asia 2015 Ho Chi Minh City: Monetization strategies in Southeast ...GameLandVN
This document discusses monetization strategies for mobile games in Southeast Asia. It provides an overview of the gaming market and revenue potential in key Southeast Asian countries. It then outlines approaches for monetization from the perspective of game publishers and content owners. Common payment options for games in Southeast Asia are also examined, including credit cards, prepaid cards, mobile payments, and online banking. Factors to consider when selecting the right payment options like coverage, fees, and regulations are highlighted. The document concludes with an overview of MOL's expansion and leadership in facilitating payments across Southeast Asia since its founding in 2000.
Mobile Game Asia 2015 Ho Chi Minh City: Rewarded video adsGameLandVN
Bài chia sẻ của ông Nimit Panpalia đến từ POKKT về chủ đề "Kiếm tiền từ người dùng không chi tiền bằng video quảng cáo" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: The role of a game publisher in VietnamGameLandVN
Bài chia sẻ của ông Lê Hồng Minh, Tổng Giám đốc VNG, về chủ đề "Vai trò của nhà phát hành game tại thị trường Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Mobile games for Asian womenGameLandVN
Bài chia sẻ của ông Yup Hwang đến từ Pati Games về chủ đề "Phát triển trò chơi di động cho phụ nữ Châu Á" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Vietnam online mobile game market ins...GameLandVN
Bài chia sẻ của ông Vương Vũ Thắng đến từ Soha Game về chủ đề "Tổng quan thị trường trò chơi di động tại Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Mobile game market in IndiaGameLandVN
Bài chia sẻ của ông Venkatesh C.R. đến từ Dot Com Infoway về chủ đề "Thị trường trò chơi di động Ấn Độ" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Building a sustainable eSports ecosys...GameLandVN
Bài chia sẻ của ông Taewon Yun đến từ Super Evil Megacorp về chủ đề "Xây dựng hệ sinh thái thể thao điện tử trên các thiết bị cảm ứng" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: An overview of the mobile game market...GameLandVN
This document discusses global trends in panel computer and smartphone user growth from 2013 to 2018. It provides statistics on annual user growth in major Asian markets like China, Japan, and South Korea. The document also contains information on mobile app store monthly user coverage from 2014 to 2015 and the frequency of mobile game play during that period. Finally, it outlines the product and service system of a company called DataEye, including several analysis platforms and advantages of their data and consulting services.
Mobile Game Asia 2015 Ho Chi Minh City: Monetization strategies in Southeast ...GameLandVN
This document discusses monetization strategies for mobile games in Southeast Asia. It provides an overview of the gaming market and revenue potential in key Southeast Asian countries. It then outlines approaches for monetization from the perspective of game publishers and content owners. Common payment options for games in Southeast Asia are also examined, including credit cards, prepaid cards, mobile payments, and online banking. Factors to consider when selecting the right payment options like coverage, fees, and regulations are highlighted. The document concludes with an overview of MOL's expansion and leadership in facilitating payments across Southeast Asia since its founding in 2000.
Mobile Game Asia 2015 Ho Chi Minh City: Rewarded video adsGameLandVN
Bài chia sẻ của ông Nimit Panpalia đến từ POKKT về chủ đề "Kiếm tiền từ người dùng không chi tiền bằng video quảng cáo" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: The role of a game publisher in VietnamGameLandVN
Bài chia sẻ của ông Lê Hồng Minh, Tổng Giám đốc VNG, về chủ đề "Vai trò của nhà phát hành game tại thị trường Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: The roadmap of IP creationGameLandVN
Bài chia sẻ của ông Havene Liew đến từ Mediasoft Entertainment về chủ đề "Phát triển tài sản trí tuệ/sở hữu trí tuệ (IP)" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
This document provides an overview of Microsoft Azure's Mobile Services platform for building cloud-powered mobile apps. It describes key Mobile Services components like structured storage, authentication, push notifications, and offline sync capabilities. It also covers the REST API, server-side scripts, .NET backend development, file storage, scheduling jobs, and scaling options. The document concludes with a recommendation to visit azure.microsoft.com to get started with a free Azure trial account and view additional learning resources.
Anh Nguyễn Thiên Ca, Chuyên viên Hỗ trợ Đối tác Kinh doanh của Microsoft Việt Nam giới thiệu các hỗ trợ của Microsoft Việt Nam đối với các lập trình viên Việt Nam khi phát hành ứng dụng trên Windows Phone Store.
This document summarizes the key details of the mobile game "Captain Strike", including its release date, download numbers, gameplay loops, backend architecture, database usage, API services, room management, authentication process, user profiles, quests/events, and lessons learned. The backend uses MongoDB and Redis databases, Python API services, and distributes game rooms across multiple servers managed by a room controller. Authentication uses token-based authentication. User profiles are read-only on the client. Quests and events track action counts on the server. Connection handling, request batching, online parameters, and tracking systems were important lessons learned.
BizSpark là gói hỗ trợ dành riêng cho các công ty khởi nghiệp trong ngành game có tuổi đời dưới 5 năm và có doanh thu nhỏ hơn 1 triệu đô la Mỹ. Gói hỗ trợ BizSpark bao gồm bản quyền các phần mềm Visual Studio, Windows 8, Office và 150 đô la Mỹ mỗi tháng để sử dụng dịch vụ Microsoft Azure.
Microsoft Azure là nền tảng cung cấp dịch vụ của Microsoft hoạt động dựa trên công nghệ điện toán đám mây. Microsoft Azure có thể được sử dụng cho lưu trữ website, đặt máy chủ dịch vụ cho game online và nhiều thứ khác nữa.
OGDC 2014: Animation workflow with Spine in Tiny BustersGameLandVN
Tiny Busters' animation workflow involves artists designing and painting assets that are then exported and organized. The character is built in Spine by attaching images to bones and animating the bones. The animated character is then exported as atlas and JSON files for technical implementation in engines. The workflow allows characters to be animated and integrated into games.
OGDC 2014: Vietnam Smartphone game market 2013 overviewGameLandVN
This 3-point document discusses 1) popular topics of global discussion, 2) outdated concepts, and 3) the customers of a particular organization. It touches on understanding current events, progressing past old ways of thinking, and focusing on serving specific groups.
OGDC 2014: Speed up and make quality for your 3d modelsGameLandVN
Pham Duc Duy provides tips for 3D artists to speed up their modeling and texturing workflows while maintaining quality. He recommends building your own libraries of tools and assets for programs like Maya and Zbrush. Using plugins can also help streamline tasks like texture painting. To ensure quality, understanding anatomy, topology, and exaggerating characteristics are important, as is having good software skills and a powerful computer. His advice is based on experience completing projects with tight deadlines like creating over 300 tools in under 100 days.
OGDC 2014: Sky Garden Mobile conceptualization: From PC to MobileGameLandVN
This document discusses the 2D artwork for a mobile game. It introduces Luc Hoang Hieu as the senior 2D artist and Le Quang Duy as the associate 2D artist. Some of the 2D artwork discussed includes ingame plants, pots, bug machines, mission NPCs like Tu Tu Owl, and walking NPCs. The document also discusses unique and funny story elements based on Jack and the Beanstalk and Little Red Riding Hood, as well as emoticons sets, banner ads, and UI elements like experience icons, buttons, and optimization of image sizes.
OGDC 2014: One-Man Studio: How to make a game prototypeGameLandVN
The document discusses how to make a game prototype as a one-man studio. It recommends starting with a playable prototype to demonstrate the game idea. As a one-man studio, it is important to use free or inexpensive tools to create prototypes efficiently. Examples of prototypes made in Unity are provided to illustrate the process. The document also stresses the value of collaborating with others, like designers, programmers and artists, to strengthen prototypes and take games further.
The document discusses developing the Farmery game using the cocos2d-x game engine. It describes how the game uses over 125 animations optimized through tools like Dragon Bone. It also covers how cocos2d-x allows for multi-screen support across different devices by adjusting screen sizes and resolutions. Finally, it provides steps for debugging cocos2d-x games on Android using Eclipse instead of Cygwin on Windows.
OGDC 2014: Optimize or Die: Key disciplines to optimize your mobile gameGameLandVN
Pham Hoang Long presented on optimizing game performance by reducing source code, game size, files, and textures. The presentation discussed frame rates dropping below acceptable levels of 15-30 FPS and how to address this through performance testing, evaluating frameworks, and reducing package sizes. Texture optimization was also covered, such as using sprite sheets to improve frame rates and decrease costs.
OGDC 2014: Tips and Tricks for seasonal events and community building in Drag...GameLandVN
This document discusses strategic planning for events in the Dragon Island mobile game. It analyzes user behavior data over time, including spikes during holidays and festivals. Event planning aims to increase active users and revenue. Graphics show daily and hourly user patterns, with more activity on Saturdays. Successful community building requires understanding user types, moderating visible and invisible groups, and hosting gamer meetings to foster trust and connections while managing costs.
OGDC 2014: Cross Platform Mobile Game Application DevelopmentGameLandVN
This document discusses different approaches for developing cross-platform mobile applications, including using a virtual machine/interpreter, embedding a web browser, and converting source code. It notes common issues with the first two approaches like large install sizes, excessive memory use, and limited API access. The document then introduces a source code conversion approach using a programming language translator. This allows creating small installers, optimal memory use, native performance, and full API access across platforms. An example of converting Eqela code to Java code is provided.
OGDC 2014: Component based entity system mobile game developmentGameLandVN
This document discusses using a component-based entity system architecture for mobile game development. It describes some issues that arise with object-oriented designs as game complexity increases. A component-based entity system separates game logic and data using three core elements: entities, components, and systems. Entities contain unique IDs and collections of components, components contain only data, and systems contain game logic and process relevant entity-component combinations. This architecture promotes reusability, flexibility, and parallelization. The document recommends using the Artemis entity system framework and describes how it has been adapted for use with Cocos2d.
OGDC 2014: Community building in Dragon IslandGameLandVN
The document discusses community building in Dragon Island through the use of avatars, moderators, and gamer meetings. It notes that 30% of users are "visible" and 70% are "invisible", and moderators are needed for both groups. Moderators for visible users need to be understanding while moderators for invisible users require care, understanding, and trust to be built. Gamer meetings are also proposed to further community development, but they come at a cost of people's time and need to be properly organized.
OGDC 2014: Build your own particle systemGameLandVN
1. The document describes how to build a customizable particle system by breaking it down into emitters, particle groups, and individual particle instances.
2. Key properties that can be customized include position, scale, rotation, opacity, anchor points, life span, birth rate, wind, gravity, bouncing, and time controls.
3. The properties of individual particles are calculated based on inputs to the parent emitter and particle group, combined with randomization and animation over each particle's lifetime.
This document outlines the process an artist named Vu Danh took to develop concepts for characters. It includes sections on his specialties and experience as an illustrator. There are concepts presented for characters including references to Dragonball, ancient symbols, and biblical figures. The document discusses the stages of concept development including gathering references, sketching ideas, and considering the advantages and disadvantages of habits in the creative process.
Mobile Game Asia 2015 Ho Chi Minh City: The roadmap of IP creationGameLandVN
Bài chia sẻ của ông Havene Liew đến từ Mediasoft Entertainment về chủ đề "Phát triển tài sản trí tuệ/sở hữu trí tuệ (IP)" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
This document provides an overview of Microsoft Azure's Mobile Services platform for building cloud-powered mobile apps. It describes key Mobile Services components like structured storage, authentication, push notifications, and offline sync capabilities. It also covers the REST API, server-side scripts, .NET backend development, file storage, scheduling jobs, and scaling options. The document concludes with a recommendation to visit azure.microsoft.com to get started with a free Azure trial account and view additional learning resources.
Anh Nguyễn Thiên Ca, Chuyên viên Hỗ trợ Đối tác Kinh doanh của Microsoft Việt Nam giới thiệu các hỗ trợ của Microsoft Việt Nam đối với các lập trình viên Việt Nam khi phát hành ứng dụng trên Windows Phone Store.
This document summarizes the key details of the mobile game "Captain Strike", including its release date, download numbers, gameplay loops, backend architecture, database usage, API services, room management, authentication process, user profiles, quests/events, and lessons learned. The backend uses MongoDB and Redis databases, Python API services, and distributes game rooms across multiple servers managed by a room controller. Authentication uses token-based authentication. User profiles are read-only on the client. Quests and events track action counts on the server. Connection handling, request batching, online parameters, and tracking systems were important lessons learned.
BizSpark là gói hỗ trợ dành riêng cho các công ty khởi nghiệp trong ngành game có tuổi đời dưới 5 năm và có doanh thu nhỏ hơn 1 triệu đô la Mỹ. Gói hỗ trợ BizSpark bao gồm bản quyền các phần mềm Visual Studio, Windows 8, Office và 150 đô la Mỹ mỗi tháng để sử dụng dịch vụ Microsoft Azure.
Microsoft Azure là nền tảng cung cấp dịch vụ của Microsoft hoạt động dựa trên công nghệ điện toán đám mây. Microsoft Azure có thể được sử dụng cho lưu trữ website, đặt máy chủ dịch vụ cho game online và nhiều thứ khác nữa.
OGDC 2014: Animation workflow with Spine in Tiny BustersGameLandVN
Tiny Busters' animation workflow involves artists designing and painting assets that are then exported and organized. The character is built in Spine by attaching images to bones and animating the bones. The animated character is then exported as atlas and JSON files for technical implementation in engines. The workflow allows characters to be animated and integrated into games.
OGDC 2014: Vietnam Smartphone game market 2013 overviewGameLandVN
This 3-point document discusses 1) popular topics of global discussion, 2) outdated concepts, and 3) the customers of a particular organization. It touches on understanding current events, progressing past old ways of thinking, and focusing on serving specific groups.
OGDC 2014: Speed up and make quality for your 3d modelsGameLandVN
Pham Duc Duy provides tips for 3D artists to speed up their modeling and texturing workflows while maintaining quality. He recommends building your own libraries of tools and assets for programs like Maya and Zbrush. Using plugins can also help streamline tasks like texture painting. To ensure quality, understanding anatomy, topology, and exaggerating characteristics are important, as is having good software skills and a powerful computer. His advice is based on experience completing projects with tight deadlines like creating over 300 tools in under 100 days.
OGDC 2014: Sky Garden Mobile conceptualization: From PC to MobileGameLandVN
This document discusses the 2D artwork for a mobile game. It introduces Luc Hoang Hieu as the senior 2D artist and Le Quang Duy as the associate 2D artist. Some of the 2D artwork discussed includes ingame plants, pots, bug machines, mission NPCs like Tu Tu Owl, and walking NPCs. The document also discusses unique and funny story elements based on Jack and the Beanstalk and Little Red Riding Hood, as well as emoticons sets, banner ads, and UI elements like experience icons, buttons, and optimization of image sizes.
OGDC 2014: One-Man Studio: How to make a game prototypeGameLandVN
The document discusses how to make a game prototype as a one-man studio. It recommends starting with a playable prototype to demonstrate the game idea. As a one-man studio, it is important to use free or inexpensive tools to create prototypes efficiently. Examples of prototypes made in Unity are provided to illustrate the process. The document also stresses the value of collaborating with others, like designers, programmers and artists, to strengthen prototypes and take games further.
The document discusses developing the Farmery game using the cocos2d-x game engine. It describes how the game uses over 125 animations optimized through tools like Dragon Bone. It also covers how cocos2d-x allows for multi-screen support across different devices by adjusting screen sizes and resolutions. Finally, it provides steps for debugging cocos2d-x games on Android using Eclipse instead of Cygwin on Windows.
OGDC 2014: Optimize or Die: Key disciplines to optimize your mobile gameGameLandVN
Pham Hoang Long presented on optimizing game performance by reducing source code, game size, files, and textures. The presentation discussed frame rates dropping below acceptable levels of 15-30 FPS and how to address this through performance testing, evaluating frameworks, and reducing package sizes. Texture optimization was also covered, such as using sprite sheets to improve frame rates and decrease costs.
OGDC 2014: Tips and Tricks for seasonal events and community building in Drag...GameLandVN
This document discusses strategic planning for events in the Dragon Island mobile game. It analyzes user behavior data over time, including spikes during holidays and festivals. Event planning aims to increase active users and revenue. Graphics show daily and hourly user patterns, with more activity on Saturdays. Successful community building requires understanding user types, moderating visible and invisible groups, and hosting gamer meetings to foster trust and connections while managing costs.
OGDC 2014: Cross Platform Mobile Game Application DevelopmentGameLandVN
This document discusses different approaches for developing cross-platform mobile applications, including using a virtual machine/interpreter, embedding a web browser, and converting source code. It notes common issues with the first two approaches like large install sizes, excessive memory use, and limited API access. The document then introduces a source code conversion approach using a programming language translator. This allows creating small installers, optimal memory use, native performance, and full API access across platforms. An example of converting Eqela code to Java code is provided.
OGDC 2014: Component based entity system mobile game developmentGameLandVN
This document discusses using a component-based entity system architecture for mobile game development. It describes some issues that arise with object-oriented designs as game complexity increases. A component-based entity system separates game logic and data using three core elements: entities, components, and systems. Entities contain unique IDs and collections of components, components contain only data, and systems contain game logic and process relevant entity-component combinations. This architecture promotes reusability, flexibility, and parallelization. The document recommends using the Artemis entity system framework and describes how it has been adapted for use with Cocos2d.
OGDC 2014: Community building in Dragon IslandGameLandVN
The document discusses community building in Dragon Island through the use of avatars, moderators, and gamer meetings. It notes that 30% of users are "visible" and 70% are "invisible", and moderators are needed for both groups. Moderators for visible users need to be understanding while moderators for invisible users require care, understanding, and trust to be built. Gamer meetings are also proposed to further community development, but they come at a cost of people's time and need to be properly organized.
OGDC 2014: Build your own particle systemGameLandVN
1. The document describes how to build a customizable particle system by breaking it down into emitters, particle groups, and individual particle instances.
2. Key properties that can be customized include position, scale, rotation, opacity, anchor points, life span, birth rate, wind, gravity, bouncing, and time controls.
3. The properties of individual particles are calculated based on inputs to the parent emitter and particle group, combined with randomization and animation over each particle's lifetime.
This document outlines the process an artist named Vu Danh took to develop concepts for characters. It includes sections on his specialties and experience as an illustrator. There are concepts presented for characters including references to Dragonball, ancient symbols, and biblical figures. The document discusses the stages of concept development including gathering references, sketching ideas, and considering the advantages and disadvantages of habits in the creative process.