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While the fundamentals of free-to-play game design seem simple, adapting to this model and understanding it to the depth required to make a successful game has proved a tough challenge even for the most experienced game creators. One effective way to tackle F2P design is to think of its various techniques as a "toolbox"; by building up a collection of design "tools" which you can use to acquire, retain and monetise your players, you can build a comprehensive understanding of how this new business model interacts with your existing game design talents. This lecture will give you concrete examples of F2P "tools" which you can apply to your design, and show you how to create your own tool-based approach.
The toolbox approach to f2 p design nicholas lovell
The toolbox approach to f2 p design nicholas lovell
Mary Chan
This talk will discuss the parallels between interior design techniques and level art and design. Interior designers create spaces which inform people to the function and aesthetics of a space, just as we do in game development. We will examine how interior designers and environment artists are alike, the rules found in interior design, and why they are used. We will then explore how these rules can be applied in modern game spaces and the ways they can change our visual storytelling tool sets.
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What interior design teaches us about environment art dan cox
Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources. The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more. Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists. The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine. Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D. Game Credits: Rayman Origins (Ubisoft Montpellier) Rayman Legends (Ubisoft Montpellier) Tetrobot and Co. (Swing Swing Submarine) Seasons After Fall [working title] (Swing Swing Submarine)
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Stefan has spent many nights debugging hard-to-find bugs. Memory overwrites leading to random crashes, well-hidden stack overflows and other atrocities that will eventually give each programmer nightmares. In this talk, Stefan shares tips and tricks how to identify the root cause of such problems and how to debug them with little or no help from a debugger. He will also go into detail about which memory management techniques can be applied in order to prevent some of those bugs in the first place. Readers will learn techniques that help with finding and identifying problems that are due to the low-level access granted by C++ and the sometimes careless use of pointers. The presented techniques are applicable to the PC as well as console platforms.
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Using Battlefield as an example, this talk will: examine the importance of user-generated video content in today’s games landscape, identify some ways in which to work well with Youtubers and Streamers from both development and marketing points of view, as well as highlight some of the key pitfalls to avoid.
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The talk will expose the value of randomness as a gameplay component from a high level point of view and then will present two ways to deal with it based on the experience of the speaker, who has worked on match-3 games and a hack'n slash, among others. Level design levers and tools for casual games will be discussed as well as content generation through Treasure Classes.
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Being part of the entertainment world, video games, gaming consoles and computers are everywhere. More and more people play on home theatre systems and believe that good sound plays a major role in their gaming experience. The topic of mixing will be approached from technical, artistic and aesthetic standpoints. Levels and measurement tools will be presented and explained.
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Mixing for games levels and more... jocelyn daoust
Mary Chan
"Game AI is no longer limited to making smart in-game opponents. It can now enhance every aspect of games. In this talk, Stephane will showcase some of these improvements, such as: - AI directors that manage the player experience -New ways of approaching the AI opponent problem -On-the-fly creation of contextually relevant content -Offline uses of AI for QA and production Then, he will explore some of the new types of games that have become possible by making AI a gameplay component and what new paths this opens to game designers."
The future of game ai stephane bura
The future of game ai stephane bura
Mary Chan
After a quick history overview from 1998 to 2014, we will analyze the main competitive Esports Games to show their common factors and specificities in order to better understand the paths which led them to success.
Esports games nicolas cerrato
Esports games nicolas cerrato
Mary Chan
This presentation is a crossroads between Business, Marketing, Data Analysis, and Production. It presents what is important from a free2play business perspective, how and what needs to be tracked, and how a company can make sure results are delivered based on the data gathered. A basic business awareness of the free2play market is necessary, but data analysts and production-oriented people can attend and get useful insights.
Free2 play soft launch obtaining tangible results through action-oriented a...
Free2 play soft launch obtaining tangible results through action-oriented a...
Mary Chan
With new powers come new responsibilities. How next generation consoles can offer better realistic immersion via new open world possibilities to create deeper player experiences ? Thousands of NPC are displayed in the streets of revolutionary Paris, player can seamlessly enter and exit buildings, experiment realistic crowd ecosystem reactions, while the real scale we used for every building allow a real city size where everything looks real. Immersion is at maximum. But how can we provide fun through this feeling of realism ? Is there still a place for simple and accessible gameplay in this living and breathing world ? This talk will explain what we did in ACU, which choices we made between gameplay, immersion, art, story, world size and player freedom to create a deeper experience and merge between gameplay and exploration.
Assassin’s creed unity building the next generation open world games marc ...
Assassin’s creed unity building the next generation open world games marc ...
Mary Chan
In 2012 Team Lumo was formed within Blitz Games Studio and created their first mobile title Kumo Lumo - Apple Editors Choice in 72 countries, and winner of Mac World Game of the Year 2014. Over the next 2 years Blitz Games went bust, and the team, alongside many others, lost their jobs. Now the team has reunited as equal partners, formed their own studio [Lumo Developments], and helped create a co-working space for other like minded game developers. In this frank and honest session Lumo Developments will share the highs and lows of the past two years. Sharing valuable insights into their creative process, the commercial realities of developing for a saturated market, monetisation lessons learnt, and innovative studio models for the future of game development.
Power to the people the rewards for complete trust - steve stopps
Power to the people the rewards for complete trust - steve stopps
Mary Chan
Brazil looks as one of the most promising markets for gaming business. The lecture will present the real challenges that local and international gaming companies face when operating business in Brazil. Learn how taxation, legal and employment regulations e local tastes can affect your business. Learn how to deal with the brazilian bureaucracy and plan you budget in a more realistic way.
Brazil the real challenges of gaming business marcus imaizumi
Brazil the real challenges of gaming business marcus imaizumi
Mary Chan
This presentation will be very straight forward. David Stelzer will talk about how to effectively pitch in person. This means how to create the paper pitch, what needs to be in that pitch, how to deliver the pitch, and other areas that will be helpful along with pitching.
How to pitch
How to pitch
Mary Chan
Have you expanded your organization across multiple locations, or are you a client that utilizes external partners that provide outsourcing services? Both have their "cost savings" challenge where cost savings analysis is often a topic well scrutinized. However, in the grand scheme of your organization, is it a metric that really matters? See actual analytics on multiple game projects and why cost savings isn't as important a metric when making informed decisions about project planning for scalable and distributed development. It's all about the Metrics that Matter.
The metrics that matter using scalability metrics for project planning of a d...
The metrics that matter using scalability metrics for project planning of a d...
Mary Chan
In real life, combat is unpredictable and chaotic. If games tried to realistically model combat, it would create random-feeling combat, and wouldn’t be very much fun, and far too difficult. In action games, we use systems and design principles to create scenarios were we can control the chaos, and teach the player to predict what may happen. Once they feel comfortable, the player can start playing the game intentionally; understanding the choices they are making, and anticipating what challenges the designers might throw at them next. Once the player understands how to make meaningful choices in a combat experience, your game can become an engaging and compelling experience. We will look at decisions designers often make about weapons, player abilities, cameras, combat intensity and difficulty, enemy design and patterns and see how these choices affect a player’s experience and enjoyment. By examining how designers can clearly communicate the options the player has and whether or not they chose the right option, we can learn about how the player and the designers have a dialogue through the game. Players who understand the choices that they are making in combat, can predict probable outcomes, and aren’t overwhelmed by the chaos of the game will be more engaged and will have more fun, even when the game is challenging.
Controlling chaos designing compelling combat in action games adam bormann
Controlling chaos designing compelling combat in action games adam bormann
Mary Chan
Humans are born storytellers. We use them to understand our world — and in the gaming universe, stories can become our guides. But players don't want to hear a story - they want to create a story. How can we build narratives that allow players freedom of choice — but still deliver a meaningful, emotional experience? The answer is desire — and obstacle. By developing an understanding what the player wants from the game — and then building a storyline that fuels that desire — game developers can create an experience that connects with players and inspires them to keep playing until the final level.
Desire and obstacle the building blocks of gaming narratives susan o'connor
Desire and obstacle the building blocks of gaming narratives susan o'connor
Mary Chan
This session is about some important aspects of the rendering pipeline of the upcoming Action-RPG "Lords of the Fallen", developed by Deck13 Interactive and CI Games for PS4, Xbox One, and PC. The topic covers several closely related areas like the deferred rendering system, image-based lighting using deferred cubemaps, deferred decals, and an approach for transparent object lighting and shadowing. More specifically, the lecture will cover several strategies to keep the G-Buffer as small and efficient as possible. This includes the description of a G-Buffer attribute-packing scheme and how per-material attributes can be exposed using special parameter lookup tables. Furthermore, a traditional problem of most deferred rendering systems is the seamless integration of transparent objects into the lighting. The lecture will present several ways to approach this problem, for example multi-pass deferred rendering, coloured transparent shadows, and a novel method for deferred particle lighting.
The rendering technology of 'lords of the fallen' philip hammer
The rendering technology of 'lords of the fallen' philip hammer
Mary Chan
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Only in battlefield” how user generated video took center stage in the battle...
Only in battlefield” how user generated video took center stage in the battle...
Playing with chance good luck marc pestka
Playing with chance good luck marc pestka
Mixing for games levels and more... jocelyn daoust
Mixing for games levels and more... jocelyn daoust
The future of game ai stephane bura
The future of game ai stephane bura
Esports games nicolas cerrato
Esports games nicolas cerrato
Free2 play soft launch obtaining tangible results through action-oriented a...
Free2 play soft launch obtaining tangible results through action-oriented a...
Assassin’s creed unity building the next generation open world games marc ...
Assassin’s creed unity building the next generation open world games marc ...
Power to the people the rewards for complete trust - steve stopps
Power to the people the rewards for complete trust - steve stopps
Brazil the real challenges of gaming business marcus imaizumi
Brazil the real challenges of gaming business marcus imaizumi
How to pitch
How to pitch
The metrics that matter using scalability metrics for project planning of a d...
The metrics that matter using scalability metrics for project planning of a d...
Controlling chaos designing compelling combat in action games adam bormann
Controlling chaos designing compelling combat in action games adam bormann
Desire and obstacle the building blocks of gaming narratives susan o'connor
Desire and obstacle the building blocks of gaming narratives susan o'connor
The rendering technology of 'lords of the fallen' philip hammer
The rendering technology of 'lords of the fallen' philip hammer
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It’s never been easier to get your Google Shopping Ads campaigns up and running…but there’s also never been this much competition. So how can you ensure you’re maximizing ROI on your ad spend? Let us help. Watch this panel discussion tailored for retailers and brands eager to elevate their ecommerce strategy through Google Shopping Ads. You’ll hear the ways to craft compelling product listings using Google Merchant Center Next, strategically bid on keywords, and leverage audience targeting to reach the right customers at the right time. We’ll show you: - How to reduce costs while maximizing ROI using the entire Google Ads ecosystem. - The ways to target new shoppers with keyword bidding while maintaining engagement with your current audience. - How to set up Google Shopping feeds flawlessly with Google Merchant Center Next. In this engaging session, Bryan Butler, Joshua Young, and Ben Riggle will unpack the ways to create powerful product listings and measure your success using best-in-class metrics. If you’re an ecommerce brand or retailer using Google Shopping Ads, you won’t want to miss this discussion.
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Labour Day Celebrating Workers and Their Contributions.pptx
elizabethella096
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PR Wires
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tbatkhuu1
WebEngage's report found D2C and E-Commerce sectors accounting for 35.8% of respondents, reflecting the growing focus on customer retention for long-term profitability and the increasing demand for retention marketing talent.
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Transports Advertising
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Labour Day Celebrating Workers and Their Contributions.pptx
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Consumer
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