YetiZen Google AdMob Design Jam Kickoff Presentation by Michael Schipper (Head of Admob Marketing) and Sana Choudary (YetiZen CEO). Includes design jam overview and details for participation. Note international teams can participate online!
Pape studio Nikki UP2U: A Dressing StoryWenzhuo Duan
This presentation introduced a Chinese start-up which called Pape Studio, how they got success from nothing to something and made their game-Nikki UP2U famous in Japan, Mainland of China, Hong Kong, Macao and Taiwan just in two years.
Zeighted is a mobile app created by Kristian Luoma that turns sightseeing into a game by challenging users to discover and share locations. The $723 billion travel industry has opportunities for engaging apps like FourSquare and Geocaching, but Zeighted aims to make discovering new places through sponsored challenges more fun and rewarding. An initial version is in the App Store with potential travel destination partners willing to pilot the concept, and Luoma hopes to refine it into a simpler and more enjoyable experience.
Why bad design is your fault - UXPA 2016Gregory Raiz
The document discusses why design teams struggle to create impactful products and outlines several reasons for poor design outcomes. It touches on different roles like students, developers, designers, product managers, and clients that all contribute to design. Some key challenges mentioned are teams focusing on features over understanding, company cultures not supporting great design, and constraints not being well understood. The conclusion advocates for creating a design culture within organizations.
Ryan Junee has experience starting and investing in startups. He co-founded Omnisio in 2007 which was funded by Y Combinator, and later founded Inporia in 2011 which raised $1.3M from investors. Some of his advice for startups includes focusing your idea using surveys, minimizing cycle time between iterations, talking to customers early, and pitching with a compelling problem/solution narrative and demonstration of your product. Acqui-hires, where larger companies acquire startups primarily for their engineering talent, are also discussed as a potential exit.
The document discusses issues with Google+ and proposes solutions to increase user engagement time. It finds that Google+ is difficult to integrate with other social networks and has a non-intuitive circles interface. It proposes simplifying the interface, primarily making Google+ an aggregator of social content rather than a standalone social network. It also recommends improving the mobile app experience and leveraging other Google products to drive more sharing and engagement on Google+. The solution relies on collaboration with other social networks and experts to refine the user experience.
This document provides an overview of Ryan Junee's background and advice for startups. It discusses his experience founding two startups - Omnisio in 2007 and Inporia in 2011. For ideas, it recommends focusing on a problem and using surveys to validate solutions. For launching, it suggests an iterative process and optimizing for quick cycle times between versions. It also provides tips on fundraising, pitching to investors, and potential exit strategies like acquisitions. The document aims to share lessons learned from Ryan's experience launching and growing technology startups.
Spendometer.ie: Building a budgeting app that's kinda funBrian Donohue
This document summarizes a case study about building a budgeting app that aims to make personal finance fun and engaging rather than tedious. The designers focused on frequent, discretionary expenses that are easy for users to track in order to provide actionable savings goals. Their initial concept involved humorously riffing on Irish Catholic themes. User testing revealed that long funnels and good design are important for engagement. The challenge is how agencies can continue improving designs after launch through repeat testing and learning.
This document outlines goals and strategies to help customers choose a business over competitors through an improved online presence. It recommends hiring web developers and an SEO expert to implement changes like adding phone numbers and calls to action throughout the website, minimizing clicks, including customer testimonials and photos, creating Google and Yelp business pages, launching a blog, and saying no to distracting flash and music elements. The benefits would be maintaining the same number of visitors while doubling time on site and pages per visit through an optimized user experience.
Pape studio Nikki UP2U: A Dressing StoryWenzhuo Duan
This presentation introduced a Chinese start-up which called Pape Studio, how they got success from nothing to something and made their game-Nikki UP2U famous in Japan, Mainland of China, Hong Kong, Macao and Taiwan just in two years.
Zeighted is a mobile app created by Kristian Luoma that turns sightseeing into a game by challenging users to discover and share locations. The $723 billion travel industry has opportunities for engaging apps like FourSquare and Geocaching, but Zeighted aims to make discovering new places through sponsored challenges more fun and rewarding. An initial version is in the App Store with potential travel destination partners willing to pilot the concept, and Luoma hopes to refine it into a simpler and more enjoyable experience.
Why bad design is your fault - UXPA 2016Gregory Raiz
The document discusses why design teams struggle to create impactful products and outlines several reasons for poor design outcomes. It touches on different roles like students, developers, designers, product managers, and clients that all contribute to design. Some key challenges mentioned are teams focusing on features over understanding, company cultures not supporting great design, and constraints not being well understood. The conclusion advocates for creating a design culture within organizations.
Ryan Junee has experience starting and investing in startups. He co-founded Omnisio in 2007 which was funded by Y Combinator, and later founded Inporia in 2011 which raised $1.3M from investors. Some of his advice for startups includes focusing your idea using surveys, minimizing cycle time between iterations, talking to customers early, and pitching with a compelling problem/solution narrative and demonstration of your product. Acqui-hires, where larger companies acquire startups primarily for their engineering talent, are also discussed as a potential exit.
The document discusses issues with Google+ and proposes solutions to increase user engagement time. It finds that Google+ is difficult to integrate with other social networks and has a non-intuitive circles interface. It proposes simplifying the interface, primarily making Google+ an aggregator of social content rather than a standalone social network. It also recommends improving the mobile app experience and leveraging other Google products to drive more sharing and engagement on Google+. The solution relies on collaboration with other social networks and experts to refine the user experience.
This document provides an overview of Ryan Junee's background and advice for startups. It discusses his experience founding two startups - Omnisio in 2007 and Inporia in 2011. For ideas, it recommends focusing on a problem and using surveys to validate solutions. For launching, it suggests an iterative process and optimizing for quick cycle times between versions. It also provides tips on fundraising, pitching to investors, and potential exit strategies like acquisitions. The document aims to share lessons learned from Ryan's experience launching and growing technology startups.
Spendometer.ie: Building a budgeting app that's kinda funBrian Donohue
This document summarizes a case study about building a budgeting app that aims to make personal finance fun and engaging rather than tedious. The designers focused on frequent, discretionary expenses that are easy for users to track in order to provide actionable savings goals. Their initial concept involved humorously riffing on Irish Catholic themes. User testing revealed that long funnels and good design are important for engagement. The challenge is how agencies can continue improving designs after launch through repeat testing and learning.
This document outlines goals and strategies to help customers choose a business over competitors through an improved online presence. It recommends hiring web developers and an SEO expert to implement changes like adding phone numbers and calls to action throughout the website, minimizing clicks, including customer testimonials and photos, creating Google and Yelp business pages, launching a blog, and saying no to distracting flash and music elements. The benefits would be maintaining the same number of visitors while doubling time on site and pages per visit through an optimized user experience.
The document summarizes a meeting of the Imagine Austin Comprehensive Plan Working Groups. It recaps previous phases of the planning process and outlines the roles and procedures of the working groups. The working groups will provide implementation strategies, language and images for the plan and prioritize actions. They will also define different development types like regional centers, town centers and mixed use corridors to guide planning in their respective building blocks.
The document provides information and resources for running a successful popcorn sale fundraiser. It outlines the mission to help Scout units raise money through popcorn sales. It then details steps for success, including setting goals, planning an informative kickoff event, and effective communication. New for the 2010 sale are better product value with more product, improved flavors, healthier oils, and redesigned packaging. Scouts can earn higher rewards through gift cards for reaching sales thresholds. The sale provides online selling options in addition to traditional face-to-face methods.
Presentation given to more than 200 attendees at the Berkeley Board Fellows program kickoff for 2013.
Oct 7, 2013
International House, Berkeley CA
For more information on the Berkeley Board Fellows program, visit http://bit.ly/boardfellows
The document summarizes arts and humanities in Montgomery County, Maryland. It states that arts, heritage and culture enhance quality of life, drive the economy, and convene communities in the county. It then provides details on the large number of performing venues, galleries, theaters, historical venues, arts groups, and independent artists located in the county. It discusses how arts and cultural activities positively impact residents' quality of life and the county's business location. The document ends by outlining the county's budgets and grants for arts and humanities organizations in the current and upcoming fiscal years.
This document repeatedly discusses folk and traditional arts. It focuses solely on folk and traditional arts by mentioning that topic multiple times without providing any other details.
The document summarizes the agenda and information presented at the Arts and Humanities Council of Montgomery County's annual kickoff meeting. The agenda included staff introductions, a new strategic plan focusing on inclusivity and diversity, grant award information for FY17 and deadlines for FY18, marketing and advocacy updates, and a networking reception. Additional sections provided information on the Council's mission, values, strategic goals, and grant programs. Charts and graphics showed funding amounts, numbers of grantees by region and discipline, and services provided to help grantees engage audiences and increase efficiency.
O documento discute pesquisa em design centrado no usuário (UCD) e experiência do usuário (UX). Apresenta os processos de UCD e pesquisa em UX, destacando a importância de entender as necessidades e perspectivas dos usuários para o desenvolvimento de produtos. Também diferencia usabilidade de UX e discute quando realizar pesquisas com usuários.
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
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.
Vlad Micu, Head of Studio Critical Force Entertainment - The complete game st...How to Web
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
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5Sociality Rocks!
This document discusses how to monetize emotions in free-to-play mobile games. It suggests allowing players to pay to satisfy desires like impatience, curiosity, comfort, and ambition. Specific examples are given such as letting players boost progress, expand session time, skip grinding to satisfy impatience or get sneak peeks of new content to satisfy curiosity. The document also discusses partnering with G5 Entertainment for publishing support across platforms.
This document summarizes an emoji guessing game app called Emoji Pop that was created by a Hong Kong development team. It was their first mobile app and was intended as a trial to explore something easy to implement, viral through fun content, and scalable through renewable content. The app became very successful, reaching the top 5 in the US app store without any marketing spent. It also became the #1 game in Hong Kong and Taiwan for a month without marketing. The document attributes this success to cultural localization of the content for those regions through things like TV hosts and celebrities. It provides details on the app's development and revenue model. The presentation encourages signing up for promotional campaigns for their other apps.
Startups: The Scene in Korea. (TechCrunch, Japan)Richard Min
TechCrunch 2010? 2009? I don't remember(-_-);; But it was sometime ago, but it still holds true today! (2019). This was at the Youth Venture Summit, Japan.
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.
Insider Strategies for Creating Successful Mobile GamesStephan Smith
This document provides an overview of strategies for successfully developing mobile games. It discusses focusing on compelling gameplay through addiction loops and monetizing through free-to-play models. Social sharing is also important to achieve virality. Data-driven development is key, using analytics to optimize retention, monetization, and user acquisition. Other tips include iterating on the game design, optimizing the app store listing, soft launching to test, and utilizing user acquisition and public relations. With the right formula of gameplay, monetization, and social features, along with polish and testing, developers can create hit mobile games.
SuperFeet is a cross-browser Mario Bros clone built using HTML5
This application has many characters: SuperFeet (main character), snakes, bats, spiders (the enemies)
The main goal of the hero is to kill the enemies and collect all the coins and diamonds in its path. Each level has one diamond.
It must collect all the diamonds to finish the game. We created a 3-level game and SuperFeet has 6 lives.
Each time it comes in contact with its enemies, it loses a life. When it loses all its lives, the game ends
Zondle is an education website that combines games and social networking to support learning. It empowers teachers, parents and students to create, play and share games on any subject at any level. The presentation pitches Zondle to investors, noting its large addressable market, growth in users and content created on the platform, and plans to continue growth and engagement to become a leading global education website. It seeks funding to accelerate growth and engagement, achieve new user and usage milestones, and eventually pursue a trade sale or IPO exit.
Unreal Engine Foundation Course is a short term condensed learning of the fundamentals of Unreal Engine and how to use such programs to develop your own game
The document summarizes a meeting of the Imagine Austin Comprehensive Plan Working Groups. It recaps previous phases of the planning process and outlines the roles and procedures of the working groups. The working groups will provide implementation strategies, language and images for the plan and prioritize actions. They will also define different development types like regional centers, town centers and mixed use corridors to guide planning in their respective building blocks.
The document provides information and resources for running a successful popcorn sale fundraiser. It outlines the mission to help Scout units raise money through popcorn sales. It then details steps for success, including setting goals, planning an informative kickoff event, and effective communication. New for the 2010 sale are better product value with more product, improved flavors, healthier oils, and redesigned packaging. Scouts can earn higher rewards through gift cards for reaching sales thresholds. The sale provides online selling options in addition to traditional face-to-face methods.
Presentation given to more than 200 attendees at the Berkeley Board Fellows program kickoff for 2013.
Oct 7, 2013
International House, Berkeley CA
For more information on the Berkeley Board Fellows program, visit http://bit.ly/boardfellows
The document summarizes arts and humanities in Montgomery County, Maryland. It states that arts, heritage and culture enhance quality of life, drive the economy, and convene communities in the county. It then provides details on the large number of performing venues, galleries, theaters, historical venues, arts groups, and independent artists located in the county. It discusses how arts and cultural activities positively impact residents' quality of life and the county's business location. The document ends by outlining the county's budgets and grants for arts and humanities organizations in the current and upcoming fiscal years.
This document repeatedly discusses folk and traditional arts. It focuses solely on folk and traditional arts by mentioning that topic multiple times without providing any other details.
The document summarizes the agenda and information presented at the Arts and Humanities Council of Montgomery County's annual kickoff meeting. The agenda included staff introductions, a new strategic plan focusing on inclusivity and diversity, grant award information for FY17 and deadlines for FY18, marketing and advocacy updates, and a networking reception. Additional sections provided information on the Council's mission, values, strategic goals, and grant programs. Charts and graphics showed funding amounts, numbers of grantees by region and discipline, and services provided to help grantees engage audiences and increase efficiency.
O documento discute pesquisa em design centrado no usuário (UCD) e experiência do usuário (UX). Apresenta os processos de UCD e pesquisa em UX, destacando a importância de entender as necessidades e perspectivas dos usuários para o desenvolvimento de produtos. Também diferencia usabilidade de UX e discute quando realizar pesquisas com usuários.
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
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.
Vlad Micu, Head of Studio Critical Force Entertainment - The complete game st...How to Web
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
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5Sociality Rocks!
This document discusses how to monetize emotions in free-to-play mobile games. It suggests allowing players to pay to satisfy desires like impatience, curiosity, comfort, and ambition. Specific examples are given such as letting players boost progress, expand session time, skip grinding to satisfy impatience or get sneak peeks of new content to satisfy curiosity. The document also discusses partnering with G5 Entertainment for publishing support across platforms.
This document summarizes an emoji guessing game app called Emoji Pop that was created by a Hong Kong development team. It was their first mobile app and was intended as a trial to explore something easy to implement, viral through fun content, and scalable through renewable content. The app became very successful, reaching the top 5 in the US app store without any marketing spent. It also became the #1 game in Hong Kong and Taiwan for a month without marketing. The document attributes this success to cultural localization of the content for those regions through things like TV hosts and celebrities. It provides details on the app's development and revenue model. The presentation encourages signing up for promotional campaigns for their other apps.
Startups: The Scene in Korea. (TechCrunch, Japan)Richard Min
TechCrunch 2010? 2009? I don't remember(-_-);; But it was sometime ago, but it still holds true today! (2019). This was at the Youth Venture Summit, Japan.
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.
Insider Strategies for Creating Successful Mobile GamesStephan Smith
This document provides an overview of strategies for successfully developing mobile games. It discusses focusing on compelling gameplay through addiction loops and monetizing through free-to-play models. Social sharing is also important to achieve virality. Data-driven development is key, using analytics to optimize retention, monetization, and user acquisition. Other tips include iterating on the game design, optimizing the app store listing, soft launching to test, and utilizing user acquisition and public relations. With the right formula of gameplay, monetization, and social features, along with polish and testing, developers can create hit mobile games.
SuperFeet is a cross-browser Mario Bros clone built using HTML5
This application has many characters: SuperFeet (main character), snakes, bats, spiders (the enemies)
The main goal of the hero is to kill the enemies and collect all the coins and diamonds in its path. Each level has one diamond.
It must collect all the diamonds to finish the game. We created a 3-level game and SuperFeet has 6 lives.
Each time it comes in contact with its enemies, it loses a life. When it loses all its lives, the game ends
Zondle is an education website that combines games and social networking to support learning. It empowers teachers, parents and students to create, play and share games on any subject at any level. The presentation pitches Zondle to investors, noting its large addressable market, growth in users and content created on the platform, and plans to continue growth and engagement to become a leading global education website. It seeks funding to accelerate growth and engagement, achieve new user and usage milestones, and eventually pursue a trade sale or IPO exit.
Unreal Engine Foundation Course is a short term condensed learning of the fundamentals of Unreal Engine and how to use such programs to develop your own game
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
This document summarizes a presentation about good and bad gamification. It discusses examples like Foursquare, Waze, Google News badges, and Ribbon Hero 2. Some key points made are:
- Gamification works best when applied to problems that are highly relevant to motivate users.
- Elements like goals, progression, badges, and points systems can engage users if implemented well.
- Gamification may feel unnecessary or "over gamified" if not integrated thoughtfully into the user experience.
- Fun comes from the overall approach, not just game mechanics. Creativity is important for good gamification.
Google & YouTube - The Big Social Network [Home Contractor's Ultimate Social ...Surefire Local
With digital marketing constantly changing, there's a lot a business has to keep up with to stay ahead of the competition. Google has introduced these 12 new features that make it the biggest social network...how can you use them for your business?
What is the Ultimate Social Media Marketing Academy all about?
Join us for an end-of-the-year webinar series about how contractors are successfully using Facebook, Nextdoor, Houzz, YouTube and (surprise) Google!
Our Ultimate Social Media Marketing Academy will bring together hundreds of home contracting businesses for a free online workshop with 4 sessions. You helped us identify the most-talked-about social media marketing platforms in 2018. Our in-house gurus have heard your questions and will be diving into ideas, training and secrets on Facebook, Nextdoor, Houzz, YouTube and the surprise social network of the year - Google.
Over the last year, we've held 81 educational seminars with industry thought-leaders and partners to share actionable ideas on marketing and business growth. We're humbled to have been able to share valuable information with over 10,000 home improvement contractors across the country. We've learned a lot from all of you...namely the biggest marketing challenges that contractors like you face. We're really looking forward to sharing solutions that can help you turn these challenges into successes.
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.
The document provides an overview of Benjamin Joffe's experience with startups in Asia over the past decade. It discusses three startups - Newt Games, an early location-based social game startup from 2003; Cmune, a social gaming company he was involved with from 2008 to present day; and DayDeed, a social networking startup he founded in 2011. It highlights the challenges each company faced, such as being too innovative ahead of their time, long financing periods, and pivoting business models multiple times before finding product-market fit. The document also shares lessons learned around networking, fundraising, hiring strategies, and evaluating different startup ecosystems.
Similar to YetiZen Google AdMob Design Jam Kickoff Presentation (20)
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
8. And to make all this happen
We are partnering with
Sana the YetiZen CEO will share more about
YetiZen and this weekend!
9. Cornerstone of the
Game Industry
• Innovation Lab -- largest game network globally (10,000
developers in YetiZen community) housed in a 20,000 square feet
space in the heart of San Francisco
• Over 150 events designed to raise all ships in gaming
10. Accelerator
•
•
•
•
World’s only games focused accelerator program
30 startups since 2011, all with funding
9 most active gaming VCs on board of advisors (back to that in a sec)
1500 yearly applicants. Only top 16-20 are chosen
Notable YetiZen success stories:
•
•
•
Over 100 million Downloads! Exclusive Star
Trek licensing
Top 10 on iOS in over 20 countries
• #1 on Kindle store!
• Collaboration with Condé Nast on new
game Teen Me Girl
Apple Game of the Week for 2 games!
11. Board of Advisors
Tim Chang
Mayfield Fund
Ping Li
Accel
Baris Aksoy
Intel Capital
Ankur Jain
Phil Sanderson
Rob Coneybeer
Shasta Ventures Nexus Venture Partners IDG Ventures
Jeff Karras
Sing Tel Innov8
Michael Klein
Canaan Partner
Thorsten Claus
T-Venture
12. What is happening this weekend?
• Game concept pitch to judges 6pm Feb 1st
• Judges choose finalists (20 max)
• Finalists submit developed games to The
•
•
AdMob Student App Challenge
Get PS4s with proof of game submission—
one per team
The AdMob Student App Challenge winners
get many more prizes (see link for details)
13. Schedule for weekend
Friday January 31st
6pm Dinner + Networking
7:15pm Event Kickoff, Goals, and Instructions
7:30pm Kushagra shares some Indie successes from the
world of Google Play games
8pm Teams begin brainstorming
10pm YetiZen Innovation Lab door closes, no more
entries until the next morning
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14. Schedule continued
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Saturday February 1st
9am YetiZen Innovation Lab doors open
again
Noon Lunch + Mentoring begins
3pm International team pitch submission
deadline. Send in to jdillman@yetizen.com:
o team name
o presenter name
o high concept pitch
15. Schedule continued
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4pm Bay Area teams email high concept
pitch documents to sana@yetizen.com
(shared with judges as reference material
for ppt presentation)
5pm ppt on USBs must be handed to
Japheth Dillman
6pm Pitching to judges begins
16. Here are the mentors
Eugene Wang, Google AdMob Engineer
Eugene recently joined Google and currently works with the
AdMob SDK iOS team to develop automated test
infrastructure.
Eugene love's a good story, and hopes to be amazed by
the endless wonder students come up with!
17. Here are the mentors continued
Japheth Dillman, CCO YetiZen
Japheth Dillman is equal parts Producer, Game Designer,
and Evangelist. He is a veteran to the game space,
having worked as an Executive Producer and Lead
Designer at numerous studios such as Digital Chocolate,
Flying Wisdom Studios, BigPoint, Chugulu, Aftershock
Innovations, and many others.
Finding enormous success in mobile and social games,
Japheth now has co-founded the YetiZen Game
Accelerator program (www.YetiZen.com) as Chief
Creative Officer, along with his business partner Sana
Choudary, to help other startups find monumental
success.
18. Here are the judges
Kushagra Shrivastava, Product Marketing & Strategy, Google Play
Kushagra is the man behind all things Google Global Product
Marketing for Android Apps & Games, Google Play Store.
Currently, living it up in the world of entertainment, apps & games
and working to make Google Play.
Ian McGee, Captain at SailByte, a game consulting firm
Ian McGee was the co-founder and Software VP of Expresso
Fitness, where he drew on his long experience in console, PC and
online casual games to bring a rich virtual world experience to highend commercial stationary bikes. Ian helped Expresso raise $40m in
venture capital over 7 years. Prior to Expresso Fitness Ian worked a
number of startups and large companies including Sony where
launched the original Sony Playstation in 1995.
19. Judges continued
Dave Wright, Google Lead Mobile Designer
Dave is currently working on a suite of touchbased products for Google Analytics. Dave has
been with Google for two years and in that time
he has spearheaded the design of Google Web
Designer and AdMob. Prior to Google, Dave ran
his own creative agency where he designed
numerous mobile apps.
20. Note for all in person attendees
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If you need help with the facilities—water, toilet
roll, paper towels and anything else best guy to talk to
o Melvin Cullen (goes by Mel)—guy with longest beard
you will see this weekend (may be ever)
o If you don’t see Mel on floor he is in the Yeti Cavern
room in the back to the side
o If he isn’t there (in restroom, walking the
dog, managing logistics needed) please leave post-it
with your request on door of Yeti Cavern
For your meetings feel free to use any room except for
the conference room and rooms marked private on door.
21. Note for all online attendees
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All talks and instructions will be recorded and put on
youtube as soon as possible after they are completed
If you are interested in getting mentored you must email
jdillman@yetizen.com asap. All requests received after
noon Saturday PST may not be handled in a timely
manner as Japheth will be mentoring
Pitching will be through Google hangout. If you are
pitching you MUST email team name, presenter
name, high concept pitch to jdillman@yetizen.com by
3pm tomorrow. You will receive further instructions at
this point