The SOOMLA Project's mission is to help mobile game developers build better economies more quickly. We have gathered 5 mistakes that most 1st time mobile game developers do. We are hoping to help people avoid them.
Ingrid Maes and Adam Druissi's presentation at Mumbrella Retail Marketing Sum...Ruperta Daher
Ingrid Maes (Woolworths) and Adam Druissi (Quantium) present on Woolworths Get Personal in Drive for Customer Loyalty at Mumbrella's Retail Marketing Summit.
Blue print - framework for worlds, levels, missions and records in mobile gamesYaniv Nizan
New open source framework by SOOMLA. Building worlds, levels, quests, missions, challenges, gates, records, badges and rewards is now a lot easier for mobile game developers.
Apple iOS 7.1 new options for In-App Purchase RestrictionsYaniv Nizan
iOS 7.1 added new restrictions and warnings for in-app purchases. A warning now notifies users after 15 minutes of in-app purchase activity to remind them of ongoing charges. Users can now require a password for every in-app purchase by changing settings under "Restrictions" in "General." Settings also allow blocking in-app purchases completely.
Viral Installs - getting your users to share and rate your gameYaniv Nizan
Why some games have what we call "the k factor" while others don't? What makes users want to share some games. Design a narrative that entice users to socially engage with the game, improve the ease of sharing game acheivements and identify the best timing to ask users to connect, share and rate.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
Why is a player willing to spend 30 minutes collecting virtual coins with no real value in the real world? Because they see genuine, tangible value the virtual goods and benefits in your game! Creating demand for your virtual goods, and engaging players with your virtual money translates to retention, conversion, and…yes…monetization.
App developers needs to know the LTV - user lifetime value. This is mostly needed for financing and marketing purposes. This slideshare shows how to extract the needed data from Flurry analytics and leverage a free online calculator to get the result.
Ingrid Maes and Adam Druissi's presentation at Mumbrella Retail Marketing Sum...Ruperta Daher
Ingrid Maes (Woolworths) and Adam Druissi (Quantium) present on Woolworths Get Personal in Drive for Customer Loyalty at Mumbrella's Retail Marketing Summit.
Blue print - framework for worlds, levels, missions and records in mobile gamesYaniv Nizan
New open source framework by SOOMLA. Building worlds, levels, quests, missions, challenges, gates, records, badges and rewards is now a lot easier for mobile game developers.
Apple iOS 7.1 new options for In-App Purchase RestrictionsYaniv Nizan
iOS 7.1 added new restrictions and warnings for in-app purchases. A warning now notifies users after 15 minutes of in-app purchase activity to remind them of ongoing charges. Users can now require a password for every in-app purchase by changing settings under "Restrictions" in "General." Settings also allow blocking in-app purchases completely.
Viral Installs - getting your users to share and rate your gameYaniv Nizan
Why some games have what we call "the k factor" while others don't? What makes users want to share some games. Design a narrative that entice users to socially engage with the game, improve the ease of sharing game acheivements and identify the best timing to ask users to connect, share and rate.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
Why is a player willing to spend 30 minutes collecting virtual coins with no real value in the real world? Because they see genuine, tangible value the virtual goods and benefits in your game! Creating demand for your virtual goods, and engaging players with your virtual money translates to retention, conversion, and…yes…monetization.
App developers needs to know the LTV - user lifetime value. This is mostly needed for financing and marketing purposes. This slideshare shows how to extract the needed data from Flurry analytics and leverage a free online calculator to get the result.
At every job fair, there's a company missing: yours. Here's a quick look at the types of companies you might start (pursuing scale, reliability, or freedom) and how to get started.
Book coming soon at http://startupcareerguide.com
Topic: What is the role of analytics in running live games? Game studios generally know that they need to instrument and use analytics, but often don't know how to use the data they are presented with to improve their games. Allison presents a "playbook" with detailed instructions on how to analyze the health of a game, what data to be focusing on to get insights and direction, and a framework by which everyone can be involved in the analysis process. This presentation pulls on Allison's experience building the game analytics function at PopCap Games, as well as bring insights from other leaders in the game industry and analytics space. [These were the supporting slides for Allison's talk at Nordic Game 2014].
Allison Bilas Bio: Hailing from Seattle, Washington, Allison earned her MBA at the University of Washington and then joined mobile games giant PopCap in 2011, where she built the game analytics team from scratch and assisted on hit titles Bejeweled Blitz and Plants vs. Zombies 2, amongst others. Now with several years of high-level user behavior analysis under her belt, Bilas joined the GameAnalytics team as VP of Product to manage the product design team and align efforts in making the best game analytics tool for game developers of all sizes.
Google Analytics is a popular choice among app developers. Getting LTV using GA is hard and this slideshare explains how to use retention and DAU data along side an online lifetime value calculator to get the result.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Messenger Gaming - New Platform, New OpportunitiesTom Kinniburgh
This document discusses opportunities for game developers on the Messenger platform. It notes that Messenger apps are inherently social since they leverage a user's phone contacts. The platform has potential for high engagement since messaging apps see lengthy average session times of over 20 minutes. However, relatively few developers currently create for Messenger, leaving opportunities for growth. The document recommends designing Messenger games around short, meaningful sessions to take advantage of the platform's engagement capabilities.
Get ready to lock and load through this quick overview of some of the newest most innovative, tools around. Source: http://www.takipiblog.com/7-new-tools-java-developers-should-know/
The Dark Side Of Lambda Expressions in Java 8Takipi
This document discusses the "dark side" of Lambda expressions in Java 8. It notes that while Lambda expressions allow for more concise code, they can make debugging more difficult since the bytecode generated no longer closely matches the source code written. This is due to the JVM remaining oblivious to Lambda expressions. The distance between source code and bytecode is even greater for languages like Scala, JavaScript, and Nashorn, leading to longer, harder to understand call stacks when exceptions occur.
All new features, expected features and speculations regarding the upcoming Java 9 release: the Jigsaw project, performance improvements and long awaited APIs:
www.takipiblog.com/java-9-the-ultimate-feature-list/
This document outlines the culture code of Possible, an organization aiming to deliver high-quality, low-cost healthcare to the world's poor. The 11 principles that drive Possible's "for-impact" culture are: 1) Put patients first, 2) Embrace challenges with grit, 3) Treat efficiency as a moral must, 4) Think big, 5) Build simple solutions, 6) Challenge conventional thinking, 7) Realize great design creates dignity, 8) Be transparent until it hurts, 9) Balance professional intensity with personal support, 10) Make commitments with integrity, and 11) Believe that everything is impossible until it isn't. The overarching goal of this culture is to get remarkable results for patients.
Production debugging is hard, and it’s getting harder. With architectures becoming more distributed and code more asynchronous and reactive, pinpointing and resolving errors that happen in production is no child’s game. This session covers some essential tools and more advanced techniques Scala developers can use to debug live applications and resolve errors quickly. It explores crucial techniques for distributed debugging - and some of the pitfalls that make resolution much harder, and can lead to downtime. The talk also touches on some little-known JVM tools and capabilities that give you super-deep visibility at high scale without making you restart it or attach debuggers.
Project Jigsaw in JDK 9: Modularity Comes To JavaC4Media
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/1WCnj0v.
Simon Ritter looks at the fundamentals of how modularity in Java works. He explains the impact project Jigsaw has on developers in terms of building their applications, as well as helping them to understand how things like encapsulation will change in JDK 9. Filmed at qconlondon.com.
Simon Ritter is the Deputy CTO at Azul and was previously a Java Technology Evangelist at Oracle Corporation. He continues to develop demonstrations that push the boundaries of Java for applications like gestural interfaces.
In Java 9, Garbage First Garbage Collector (G1 GC) will be the default GC. This presentation makes an effort to help Hotspot VM users to understand the concept of G1 GC as well as provides some tuning advice.
AppNexus is a cloud computing infrastructure company founded by Brian O'Kelley and Michiel Nolet. It aims to solve scaling, globalization, and integration challenges faced by Right Media through a global cloud architecture with multiple "Nexuses" around the world running the same services. It plans to generate revenue through renting servers and storage, bandwidth, backup services, and profit-sharing with service providers. The company's growth plan involves attracting applications to use its cloud which will then attract software providers, building network effects. It has 3 phases - building the initial cloud infrastructure, gaining credibility by recruiting major platforms, and focusing on network effects through partnerships.
Many people don't like their jobs, and many organizations fail to survive in changing environments.
Here's a story of what happened before, and what should (or could) happen now, to try and make things better.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
The document discusses the challenges of implementing effective network segmentation across modern distributed systems. It outlines several common mechanisms used for segmentation, such as VPC networks, security groups, Docker networking, and eBPF/Calico policies. However, it notes that individually these approaches face issues with scalability, coordination, and potential for misconfiguration. The document advocates for a hierarchical approach to segmentation that enforces consistent policies across layers from IAM roles to security groups to individual networks or segments. It raises open questions around coordinating policy specification and management across the different available mechanisms.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
AppDynamics VS New Relic – The Complete GuideTakipi
This document compares the application performance monitoring (APM) tools AppDynamics and New Relic. It discusses their supported languages and environments, key features for backend, frontend, and mobile monitoring, how each tool helps users solve errors, pricing differences, and concludes that AppDynamics is better for on-premise use while New Relic caters more to startups and smaller businesses.
Video: https://www.parleys.com/tutorial/life-beyond-illusion-present
Summary: The idea of the present is an illusion. Everything we see, hear and feel is just an echo from the past. But this illusion has influenced us and the way we view the world in so many ways; from Newton’s physics with a linearly progressing timeline accruing absolute knowledge along the way to the von Neumann machine with its total ordering of instructions updating mutable state with full control of the “present”. But unfortunately this is not how the world works. There is no present, all we have is facts derived from the merging of multiple pasts. The truth is closer to Einstein’s physics where everything is relative to one’s perspective.
As developers we need to wake up and break free from the perceived reality of living in a single globally consistent present. The advent of multicore and cloud computing architectures meant that most applications today are distributed systems—multiple cores separated by the memory bus or multiple nodes separated by the network—which puts a harsh end to this illusion. Facts travel at the speed of light (at best), which makes the distinction between past and perceived present even more apparent in a distributed system where latency is higher and where facts (messages) can get lost.
The only way to design truly scalable and performant systems that can construct a sufficiently consistent view of history—and thereby our local “present”—is by treating time as a first class construct in our programming model and to model the present as facts derived from the merging of multiple concurrent pasts.
In this talk we will explore what all this means to the design of our systems, how we need to view and model consistency, consensus, communication, history and behaviour, and look at some practical tools and techniques to bring it all together.
At every job fair, there's a company missing: yours. Here's a quick look at the types of companies you might start (pursuing scale, reliability, or freedom) and how to get started.
Book coming soon at http://startupcareerguide.com
Topic: What is the role of analytics in running live games? Game studios generally know that they need to instrument and use analytics, but often don't know how to use the data they are presented with to improve their games. Allison presents a "playbook" with detailed instructions on how to analyze the health of a game, what data to be focusing on to get insights and direction, and a framework by which everyone can be involved in the analysis process. This presentation pulls on Allison's experience building the game analytics function at PopCap Games, as well as bring insights from other leaders in the game industry and analytics space. [These were the supporting slides for Allison's talk at Nordic Game 2014].
Allison Bilas Bio: Hailing from Seattle, Washington, Allison earned her MBA at the University of Washington and then joined mobile games giant PopCap in 2011, where she built the game analytics team from scratch and assisted on hit titles Bejeweled Blitz and Plants vs. Zombies 2, amongst others. Now with several years of high-level user behavior analysis under her belt, Bilas joined the GameAnalytics team as VP of Product to manage the product design team and align efforts in making the best game analytics tool for game developers of all sizes.
Google Analytics is a popular choice among app developers. Getting LTV using GA is hard and this slideshare explains how to use retention and DAU data along side an online lifetime value calculator to get the result.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Messenger Gaming - New Platform, New OpportunitiesTom Kinniburgh
This document discusses opportunities for game developers on the Messenger platform. It notes that Messenger apps are inherently social since they leverage a user's phone contacts. The platform has potential for high engagement since messaging apps see lengthy average session times of over 20 minutes. However, relatively few developers currently create for Messenger, leaving opportunities for growth. The document recommends designing Messenger games around short, meaningful sessions to take advantage of the platform's engagement capabilities.
Get ready to lock and load through this quick overview of some of the newest most innovative, tools around. Source: http://www.takipiblog.com/7-new-tools-java-developers-should-know/
The Dark Side Of Lambda Expressions in Java 8Takipi
This document discusses the "dark side" of Lambda expressions in Java 8. It notes that while Lambda expressions allow for more concise code, they can make debugging more difficult since the bytecode generated no longer closely matches the source code written. This is due to the JVM remaining oblivious to Lambda expressions. The distance between source code and bytecode is even greater for languages like Scala, JavaScript, and Nashorn, leading to longer, harder to understand call stacks when exceptions occur.
All new features, expected features and speculations regarding the upcoming Java 9 release: the Jigsaw project, performance improvements and long awaited APIs:
www.takipiblog.com/java-9-the-ultimate-feature-list/
This document outlines the culture code of Possible, an organization aiming to deliver high-quality, low-cost healthcare to the world's poor. The 11 principles that drive Possible's "for-impact" culture are: 1) Put patients first, 2) Embrace challenges with grit, 3) Treat efficiency as a moral must, 4) Think big, 5) Build simple solutions, 6) Challenge conventional thinking, 7) Realize great design creates dignity, 8) Be transparent until it hurts, 9) Balance professional intensity with personal support, 10) Make commitments with integrity, and 11) Believe that everything is impossible until it isn't. The overarching goal of this culture is to get remarkable results for patients.
Production debugging is hard, and it’s getting harder. With architectures becoming more distributed and code more asynchronous and reactive, pinpointing and resolving errors that happen in production is no child’s game. This session covers some essential tools and more advanced techniques Scala developers can use to debug live applications and resolve errors quickly. It explores crucial techniques for distributed debugging - and some of the pitfalls that make resolution much harder, and can lead to downtime. The talk also touches on some little-known JVM tools and capabilities that give you super-deep visibility at high scale without making you restart it or attach debuggers.
Project Jigsaw in JDK 9: Modularity Comes To JavaC4Media
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/1WCnj0v.
Simon Ritter looks at the fundamentals of how modularity in Java works. He explains the impact project Jigsaw has on developers in terms of building their applications, as well as helping them to understand how things like encapsulation will change in JDK 9. Filmed at qconlondon.com.
Simon Ritter is the Deputy CTO at Azul and was previously a Java Technology Evangelist at Oracle Corporation. He continues to develop demonstrations that push the boundaries of Java for applications like gestural interfaces.
In Java 9, Garbage First Garbage Collector (G1 GC) will be the default GC. This presentation makes an effort to help Hotspot VM users to understand the concept of G1 GC as well as provides some tuning advice.
AppNexus is a cloud computing infrastructure company founded by Brian O'Kelley and Michiel Nolet. It aims to solve scaling, globalization, and integration challenges faced by Right Media through a global cloud architecture with multiple "Nexuses" around the world running the same services. It plans to generate revenue through renting servers and storage, bandwidth, backup services, and profit-sharing with service providers. The company's growth plan involves attracting applications to use its cloud which will then attract software providers, building network effects. It has 3 phases - building the initial cloud infrastructure, gaining credibility by recruiting major platforms, and focusing on network effects through partnerships.
Many people don't like their jobs, and many organizations fail to survive in changing environments.
Here's a story of what happened before, and what should (or could) happen now, to try and make things better.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
The document discusses the challenges of implementing effective network segmentation across modern distributed systems. It outlines several common mechanisms used for segmentation, such as VPC networks, security groups, Docker networking, and eBPF/Calico policies. However, it notes that individually these approaches face issues with scalability, coordination, and potential for misconfiguration. The document advocates for a hierarchical approach to segmentation that enforces consistent policies across layers from IAM roles to security groups to individual networks or segments. It raises open questions around coordinating policy specification and management across the different available mechanisms.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
AppDynamics VS New Relic – The Complete GuideTakipi
This document compares the application performance monitoring (APM) tools AppDynamics and New Relic. It discusses their supported languages and environments, key features for backend, frontend, and mobile monitoring, how each tool helps users solve errors, pricing differences, and concludes that AppDynamics is better for on-premise use while New Relic caters more to startups and smaller businesses.
Video: https://www.parleys.com/tutorial/life-beyond-illusion-present
Summary: The idea of the present is an illusion. Everything we see, hear and feel is just an echo from the past. But this illusion has influenced us and the way we view the world in so many ways; from Newton’s physics with a linearly progressing timeline accruing absolute knowledge along the way to the von Neumann machine with its total ordering of instructions updating mutable state with full control of the “present”. But unfortunately this is not how the world works. There is no present, all we have is facts derived from the merging of multiple pasts. The truth is closer to Einstein’s physics where everything is relative to one’s perspective.
As developers we need to wake up and break free from the perceived reality of living in a single globally consistent present. The advent of multicore and cloud computing architectures meant that most applications today are distributed systems—multiple cores separated by the memory bus or multiple nodes separated by the network—which puts a harsh end to this illusion. Facts travel at the speed of light (at best), which makes the distinction between past and perceived present even more apparent in a distributed system where latency is higher and where facts (messages) can get lost.
The only way to design truly scalable and performant systems that can construct a sufficiently consistent view of history—and thereby our local “present”—is by treating time as a first class construct in our programming model and to model the present as facts derived from the merging of multiple concurrent pasts.
In this talk we will explore what all this means to the design of our systems, how we need to view and model consistency, consensus, communication, history and behaviour, and look at some practical tools and techniques to bring it all together.
2. Mistake 0 – No Virtual Economy
90% of Revenue is in Selling Coins
Users spend over 50% of the time in the store
3. Mistake 1 – Focusing on Selling
Focus on
Earning
Game Soft
Play Store
• Increased User Engagement
• Users will buy if they have coins
4. Mistake 2 – Balance = 0
• Give users some coins
• Show them the Store before the game
5. Mistake 3 – Goods lasts forever
• Rentable or consumable are Better
• Opportunities for tweaking
• Sell Everlasting items only for hard
currency
6. Mistake 4 – Single Currency
• Having 2 or 3 currencies gives more
opportunity for tweaking
• Allows some of the goods to be
purchasable only with real money
7. Mistake 5 – Boring
• Users should be exposed to new goods as
they progress in the game
8. MORE INFO AT –
BLOG.SOOM.LA
PROJECT@SOOM.LA Yaniv Nizan, Dec 2012