This document provides a brief history of user-generated content (UGC) in video games from early mods of games like Castle Wolfenstein in the 1980s to modern games that integrate UGC systems. It discusses how early games like Doom and Quake pioneered modding through add-on file formats. Over time, games incorporated more advanced modding tools, scripting languages, and content sharing platforms like Steam Workshop to better support UGC. The document also discusses challenges in bringing robust UGC systems to mobile games and how the speaker's company implemented UGC in their mobile game LEGO Cube through modular content packs, in-game editing tools, and a sharing platform.
The document discusses Playfab's new User Generated Content service, which allows game developers to empower players to create and share custom content. It describes how the service works, including how players can upload, manage, search for, and consume UGC items. It also covers basics of moderation and roadmap items like community moderation and deeper commerce support.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
MEMOIRE GAMIFICATION - Quand jouer c'est communiquer, la publicité à l'épreuv...Quentin Delamotte
How can we explain the recent interest that brands have in game? What are the benefits brought by the playful experience in advertising communication strategy? What is gamification and how can it be applied in a marketing perspective; which opportunities does it offer and what are its limits?
To answer these questions we conducted a study in several steps. First, we analyzed how the use of game as a tool and a communication medium results from a double evolution: on the one hand, the evolution of advertising from traditional communication to brand content; on the other hand, societal evolution, with the recent transformation of our society into a "society of game." Then, we studied the different ways brands appropriated game in their communication strategies. By outlining the opportunities but also the limitations of these tools, we tried to identify and define the value of the playful object. Thus, we could wonder if game would affect brands’ communication over the long term.
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Comment expliquer l’intérêt récent des marques pour le jeu ? Quels avantages apporte l’expérience ludique dans une stratégie de communication publicitaire ? Qu’est-ce que la gamification et comment peut-elle s’appliquer dans une perspective marketing ; quelles opportunités offre-t-elle et quelles sont ses limites ?
Pour répondre à ces questions nous avons mené une étude en plusieurs temps. Dans un premier temps, nous avons analysé en quoi l’utilisation du jeu en tant qu’outil et support de communication résulte d’une double évolution : publicitaire d’une part, avec la mutation de la communication traditionnelle en communication de contenu ; sociétale d’autre part, avec la transformation récente de notre société en « société du jeu ». Dans un deuxième temps, nous avons étudié les différentes formes de récupération du jeu par les marques dans leur communication : des advergames aux campagnes gamifiées. En exposant les opportunités mais aussi les limites de ces différents outils, nous avons tenté de déterminer et de circonscrire l’intérêt de l’objet ludique ; de sorte à se demander si le jeu pourrait influencer durablement la communication de marque.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games like Space Invaders and Pac-Man in the late 1970s (2nd generation), and the increasing popularity and technological advancements within console and PC games through each subsequent generation up to current 8th generation consoles like the PS4 and Xbox One.
The document discusses Playfab's new User Generated Content service, which allows game developers to empower players to create and share custom content. It describes how the service works, including how players can upload, manage, search for, and consume UGC items. It also covers basics of moderation and roadmap items like community moderation and deeper commerce support.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
MEMOIRE GAMIFICATION - Quand jouer c'est communiquer, la publicité à l'épreuv...Quentin Delamotte
How can we explain the recent interest that brands have in game? What are the benefits brought by the playful experience in advertising communication strategy? What is gamification and how can it be applied in a marketing perspective; which opportunities does it offer and what are its limits?
To answer these questions we conducted a study in several steps. First, we analyzed how the use of game as a tool and a communication medium results from a double evolution: on the one hand, the evolution of advertising from traditional communication to brand content; on the other hand, societal evolution, with the recent transformation of our society into a "society of game." Then, we studied the different ways brands appropriated game in their communication strategies. By outlining the opportunities but also the limitations of these tools, we tried to identify and define the value of the playful object. Thus, we could wonder if game would affect brands’ communication over the long term.
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Comment expliquer l’intérêt récent des marques pour le jeu ? Quels avantages apporte l’expérience ludique dans une stratégie de communication publicitaire ? Qu’est-ce que la gamification et comment peut-elle s’appliquer dans une perspective marketing ; quelles opportunités offre-t-elle et quelles sont ses limites ?
Pour répondre à ces questions nous avons mené une étude en plusieurs temps. Dans un premier temps, nous avons analysé en quoi l’utilisation du jeu en tant qu’outil et support de communication résulte d’une double évolution : publicitaire d’une part, avec la mutation de la communication traditionnelle en communication de contenu ; sociétale d’autre part, avec la transformation récente de notre société en « société du jeu ». Dans un deuxième temps, nous avons étudié les différentes formes de récupération du jeu par les marques dans leur communication : des advergames aux campagnes gamifiées. En exposant les opportunités mais aussi les limites de ces différents outils, nous avons tenté de déterminer et de circonscrire l’intérêt de l’objet ludique ; de sorte à se demander si le jeu pourrait influencer durablement la communication de marque.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games like Space Invaders and Pac-Man in the late 1970s (2nd generation), and the increasing popularity and technological advancements within console and PC games through each subsequent generation up to current 8th generation consoles like the PS4 and Xbox One.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document concise and engaging to read.
Find more of the right users with Google ads: best practices for GamingDevGAMM Conference
The focus of the presentation is Google App Campaigns. You will learn about Google Automation and Machine Learning and how to effectively use this machine powers. We present some trends / benchmarks in the industry and how these impact and imply to your UA strategy, share best practices on campaigns’ optimization and creatives advices.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
La démocratie locale et la participation des citoyens à l’action municipaleJamaity
La Tunisie est aujourd’hui en phase de transition démocratique. Le pays est engagé dans un processus de transformations fondamentales qui s’appuie sur de grands acquis dont notamment la consécration par la nouvelle constitution d’une démocratie locale participative. Sur cette base, la place du citoyen dans l’administration de sa ville prendra de plus en plus d’importance. Au-delà du simple électeur, il deviendra acteur entre les périodes d’élection par le fait d’obtenir le droit d’être informé sur les affaires de sa collectivité et de participer à ses décisions. Conscient de cet enjeux, le Centre de formation et d’appui à la décentralisation CFAD, en collaboration avec la coopération allemande GIZ, a élaboré ce manuel qui passe en revue les différentes pratiques et démarches participatives en faveur des élus locaux, des représentants de la société civile, des praticiens communautaires, des experts, des universitaires et des décideurs politiques. Il vise le renforcement des capacités des acteurs locaux pour la mise en œuvre du processus participatif. L’initiative d’élaborer ce manuel s’inscrit aussi dans une perspective globale de bonne gouvernance locale dont les principes portent sur la transparence, la redevabilité, la proximité de l’action locale associée à une réelle participation de la société civile. A vous tous qui tenez ce document entre les mains, cette nouvelle édition s’est construite autour d’un processus participatif, prenant en compte les suggestions, les exemples et les remarques des villes tunisiennes. Ce manuel reste ouvert aux futures expériences qui enrichiront la démocratie participative en Tunisie. Nous serons heureux de recevoir vos feedbacks.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
Matinée PMI : Le Business Case : Justifier et promouvoir un projetPMI-Montréal
Comment vendre son projet : les tenants et aboutissants de cet outil mal compris. Le gestionnaire de projet est amené de plus en plus à élaborer des plans d’affaires. Véritable tâche d’entrepreneur, cette étape est charnière pour aller vendre le projet auprès des partenaires, s’assurer de son financement et de l’alignement des parties prenantes. Dans le monde de la gestion de projet, ce volet est souvent méconnu. Le business case est un outil très puissant, quand il est bien élaboré. Durant la conférence, nous regarderons quels sont les caractéristiques d’un business case gagnant, afin de vous permettre de promouvoir vos projets autant à l’intérieur de vos organisations, que dans vos projets personnels. Nous en profiterons pour voir un cas concret appliqué au développement économique de l’arrondissement de Lachine à Montréal. Henri-Jean Bonnis, Yves Picard, et Ghislain Dufour
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
This document discusses idle clicker games and why they are popular. It begins by introducing the author and his background in the games industry. It then defines idle clicker games and explains their origins on PC and rise in popularity on mobile. Key points made include that these games have strong retention rates, are popular with players due to short sessions, and are profitable for developers and publishers. The document provides tips on idle clicker game monetization through in-app purchases and ads, and recommends features like limited time events and leaderboards to drive engagement.
(Synthèse du mémoire) LE FINANCEMENT PARTICIPATIF : Réflexions autour du succ...Jonathan Doquin
Quels éléments sous-jacents permettent d'expliquer le succès du financement participatif et comment les exploiter en vue d'optimiser la levée de fonds ?
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
Video game development is the process of creating video games, which can range from one person to a large team of developers. Mainstream games typically take several years to develop with teams of 20-100 people working in roles like designer, artist, programmer, tester, and producer. Indie and mobile games can be developed more quickly and cheaply by individuals or small teams. The size and complexity of development teams has increased over time due to advancing technology and rising costs of games.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document concise and engaging to read.
Find more of the right users with Google ads: best practices for GamingDevGAMM Conference
The focus of the presentation is Google App Campaigns. You will learn about Google Automation and Machine Learning and how to effectively use this machine powers. We present some trends / benchmarks in the industry and how these impact and imply to your UA strategy, share best practices on campaigns’ optimization and creatives advices.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
La démocratie locale et la participation des citoyens à l’action municipaleJamaity
La Tunisie est aujourd’hui en phase de transition démocratique. Le pays est engagé dans un processus de transformations fondamentales qui s’appuie sur de grands acquis dont notamment la consécration par la nouvelle constitution d’une démocratie locale participative. Sur cette base, la place du citoyen dans l’administration de sa ville prendra de plus en plus d’importance. Au-delà du simple électeur, il deviendra acteur entre les périodes d’élection par le fait d’obtenir le droit d’être informé sur les affaires de sa collectivité et de participer à ses décisions. Conscient de cet enjeux, le Centre de formation et d’appui à la décentralisation CFAD, en collaboration avec la coopération allemande GIZ, a élaboré ce manuel qui passe en revue les différentes pratiques et démarches participatives en faveur des élus locaux, des représentants de la société civile, des praticiens communautaires, des experts, des universitaires et des décideurs politiques. Il vise le renforcement des capacités des acteurs locaux pour la mise en œuvre du processus participatif. L’initiative d’élaborer ce manuel s’inscrit aussi dans une perspective globale de bonne gouvernance locale dont les principes portent sur la transparence, la redevabilité, la proximité de l’action locale associée à une réelle participation de la société civile. A vous tous qui tenez ce document entre les mains, cette nouvelle édition s’est construite autour d’un processus participatif, prenant en compte les suggestions, les exemples et les remarques des villes tunisiennes. Ce manuel reste ouvert aux futures expériences qui enrichiront la démocratie participative en Tunisie. Nous serons heureux de recevoir vos feedbacks.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
Matinée PMI : Le Business Case : Justifier et promouvoir un projetPMI-Montréal
Comment vendre son projet : les tenants et aboutissants de cet outil mal compris. Le gestionnaire de projet est amené de plus en plus à élaborer des plans d’affaires. Véritable tâche d’entrepreneur, cette étape est charnière pour aller vendre le projet auprès des partenaires, s’assurer de son financement et de l’alignement des parties prenantes. Dans le monde de la gestion de projet, ce volet est souvent méconnu. Le business case est un outil très puissant, quand il est bien élaboré. Durant la conférence, nous regarderons quels sont les caractéristiques d’un business case gagnant, afin de vous permettre de promouvoir vos projets autant à l’intérieur de vos organisations, que dans vos projets personnels. Nous en profiterons pour voir un cas concret appliqué au développement économique de l’arrondissement de Lachine à Montréal. Henri-Jean Bonnis, Yves Picard, et Ghislain Dufour
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
This document discusses idle clicker games and why they are popular. It begins by introducing the author and his background in the games industry. It then defines idle clicker games and explains their origins on PC and rise in popularity on mobile. Key points made include that these games have strong retention rates, are popular with players due to short sessions, and are profitable for developers and publishers. The document provides tips on idle clicker game monetization through in-app purchases and ads, and recommends features like limited time events and leaderboards to drive engagement.
(Synthèse du mémoire) LE FINANCEMENT PARTICIPATIF : Réflexions autour du succ...Jonathan Doquin
Quels éléments sous-jacents permettent d'expliquer le succès du financement participatif et comment les exploiter en vue d'optimiser la levée de fonds ?
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
Video game development is the process of creating video games, which can range from one person to a large team of developers. Mainstream games typically take several years to develop with teams of 20-100 people working in roles like designer, artist, programmer, tester, and producer. Indie and mobile games can be developed more quickly and cheaply by individuals or small teams. The size and complexity of development teams has increased over time due to advancing technology and rising costs of games.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
The document introduces MobileBits GmbH and their multiplatform game development engine called the Delta Engine. The Delta Engine allows developers to create games using .NET and deploy them with one click to various platforms including iPhone, Android, Windows Phone 7 and more. It aims to make multiplatform game development easier by eliminating the need to learn different languages for each platform.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
XNA Game Studio 2.0 is a free framework that allows developers to easily create games for Windows and Xbox 360 using C#. The presentation provided an overview of XNA and demonstrated how to implement basic game development elements like graphics, input, collision detection, text, audio, and deployment to Xbox 360. The distribution model was also briefly discussed, noting Microsoft's plans to launch an XBL Community Blade for distributing XNA games.
This document contains information about Muhammad Maaz Irfan, including that he is a comic artist and final semester student of BSCS at Preston University Islamabad. It also provides recommendations for game development with Windows, lists some major game engines, and gives an overview of the Unity game engine including its features, assets store, project structure involving scenes and game objects/components, and 2D and 3D asset creation tools.
This document discusses hacking in Minecraft. It provides an overview of Minecraft's history and the author's history playing the game. It then covers topics like decompiling Minecraft, running your own server, scanning for servers like LiveOverflow, connecting to LiveOverflow, using mods like Fabric and mixins, coordinate exploits from 2018, and the 2021 Log4Shell vulnerability. The document concludes by discussing X-ray mods and expressing concern that Minecraft taught players it is okay to run random JAR files from servers.
Cocos2D is an open source 2D game framework for building games and interactive applications. It is built on top of OpenGL and supports multi-platform development for iOS, Android, Mac OS X and more. Cocos2D provides a scene graph structure and classes like CCNode, CCLayer and CCSprite that make it easy to build 2D games. It includes features like actions, effects, tiled maps and a physics engine. Cocos2D games are easy to develop and it has a large community and tools to support game development.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
In this chapter of computer games development, we will answer to following questions
■ What is level design and how is it related to gameplay?
■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression?
■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered?
■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries?
■ How are reality and style achieved in a game environment?
my site: umairshafique.com
Multiplayer RogueLike Game for the Commodore 64Leif Bloomquist
This document summarizes the evolution and development of multiplayer roguelike games for the Commodore 64 platform. It discusses early networking solutions for the C64 that enabled multiplayer games starting in 2007. It outlines several games released between 2007-2018 that increased the number of simultaneous players and introduced server-controlled enemies and dynamic game worlds. The document then discusses plans for a new untitled roguelike game featuring a shared game world, object and monster persistence, and support for multiple client platforms. It provides implementation details and discusses the model-view-controller architecture and entity behavior systems.
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
JS Fest 2019. Денис Радин. AAA 3D графика в Web с ReactJS, BabylonJS и Unity3DJSFestUA
Создать фотореалистичное 3D приложение для Web не просто. Сделать это с React еще сложнее, но окупается с лихвой если вы все таки справились. Этот доклад о том как Evolution Gaming использует WebGL и ReactJS для создания самого сложного и дорогого WebGL приложения из когда либо разработанных.
A game engine is the core software that handles various components of a game like graphics, physics, sound, and artificial intelligence. Game engines provide tools and technologies to simplify game development while supporting multiple platforms. Key components of game engines include graphics rendering, physics simulation, sound, scripting, animation, and networking. Game engine architecture typically involves modules for these components that communicate through an application programming interface while abstracting the underlying hardware.
The document summarizes sessions from the 2015 Game Developers Conference (GDC) related to high-end graphics. It provides details on sessions focused on specific AAA titles like Sunset Overdrive, Far Cry 4, Destiny, and Assassin's Creed Unity. It also discusses sessions on new graphics technologies like DirectX 12 and Vulkan. Additional sessions covered topics such as virtual reality, game engines, middleware, and techniques from developers like Naughty Dog and Insomniac Games.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
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About the event
14th Edition of International conference on computer vision
Computer conferences organized by ScienceFather group. ScienceFather takes the privilege to invite speakers participants students delegates and exhibitors from across the globe to its International Conference on computer conferences to be held in the Various Beautiful cites of the world. computer conferences are a discussion of common Inventions-related issues and additionally trade information share proof thoughts and insight into advanced developments in the science inventions service system. New technology may create many materials and devices with a vast range of applications such as in Science medicine electronics biomaterials energy production and consumer products.
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1. UGC In Game:
A Brief History And
How We Bring It To Mobile
Name Zhuo Yue
Job Title Senior Engineer
Company Tencent
2. What does UGC mean in video games?
From wiki:
...Video games can have fan-made content in the form of mods, fan
patches, fan translations or server emulators. Some games come
with level editor programs to aid in their creation. A few massively
multiplayer online role-playing games ... have UGC systems integrated
into the game itself. A metaverse can be a user-generated world...
User-generated content
4. Doom
1981 : Castle
Wolfenstein
1993 :
Doom
Year: 1993
★First commercial game to
provide user-friendly modding
support/tools
★WAD files! (Media assets
separated from game engine)
Inspired by Wolfenstein 3D
(1992) mods
5. Doom : WAD file
1981 : Castle
Wolfenstein
1993 :
Doom
Where's All the Data?
Pros
• An important step to make modding easier!
• Level structures, Graphics, SFX, Music...
• IWAD(base) and PWAD(patch)
• Easy to share
• Open and extendable data lump structure (like data chunks)
• Lots of third-party editors!
Cons
• Only one IWAD & PWAD can be loaded at a time
• No behaviors...(had to patch game exe)
Media assets separated
from game engine
7. Quake
1981 : Castle
Wolfenstein
1993 :
Doom
• Year: 1996(Quake) / 1998(Quake II)
• Evolutionary 3D engine
• WAD / BSP / PAK files
• Quake Introduced QuakeC as scripting
language(which was replaced by DLL subsystem in Quake II)
• Level editors
• Console alias
• Built-in demo record functionality
1996 :
Quake
8. QuakeC Language & DLL Sub System
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
QuakeC
• Interpreted language based on C syntax
• Ability to control much of the game
logic
• Weapons
• Enemy AIs
• Triggers
• Game rules
• ...
• Officially released qcc compiler
(with source code)
DLL Sub System (Quake II)
• Pre-compiled C/C++ DLLs to be
loaded by the game
• Used by Quake II and later games
• Can do EVERYTHING
• Much faster
• Less secure
• Source code released in 2001
9. Demos & Machinima (“Quake Movies”)
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
• Doom introduced (simple) demo recording functionality, Quake inherited and
enhanced this feature.
• Demos could be shared to the community (in .DEM files)
• Speedruns
• Deathmatches
• In 1996, the Rangers released the first “quake movie” - Diary of a Camper
• Featuring not only deathmatch, but a simple story, with dialogs in form of chat text
• Greatly inspired the whole community
• The name Machinima was created in 1998, and gradually became well-known
UGC goes beyond mods
(Mechanical + Cinema)
10. Half-Life & Counter-Strike
• Year: 1998(Half-Life) / 1999(CS Mod) / 2000(Valve CS Release)
• Counter Strike first released as a mod of Half-Life, then became one
of the Valve games
• “Open Development” - Mods of mods
• Maps
• Bots
• Server Plugins
• Game Modes
• Based on a heavy-modified Quake engine.
• Half-Life SDK
• Team Fortress / Day of Defeat
1998 :
Half-Life
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
11. Modding made easy
• Has official support for mods
• Doom / Quake Series
• Fallout / Elder Scrolls Series
• Call of Duty Series
• StarCraft / WarCraft Series
• Has unofficial support for mods
• Grand Theft Auto Series
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
12. Steam Workshop
• Year: 2003(Steam Official Release) / 2011 (Workshop)
• Steam all-in-one service for distributing videogame official
add-ons and user-generated content
• Favored by independent game creators, mod creators and
players
• Easy to share & subscribe
• Search, category, ranking and comment services
• Compatibility check
2011 :
Steam
Workshop
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
13. Minecraft
• Year: 2011
• A new type of sandbox game
• The game itself is a mix of map editor experience and survial RPG
elements
• Redstone & Command Block -> Customizable game logic
• Very large UGC community
• Mods
• Custom servers
• Builder teams
• Game record / live streaming videos
• No offcial mod support at first
But Minecraft (Java edition) is easy to modify
2011 :
Minecraft
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
• Forge API
• OptiFine
• Server Plugins
2011:
SteamWorkshop
14. Minecraft-like games
• Voxel-based (3D) or tile-based (2D)
• Procedurally generated worlds
• Free building as core gameplay element
• Highly customizable
• Fun to create
• Easy to be shared as snapshots or videos
2011 :
Minecraft
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
2011:
SteamWorkshop
15. Game Creation Platform/Games
• Roblox / Super Mario Maker / Garry’s Mod
• Game = player + editor + official assets + sharing platform +
BBS
?
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
2011:
SteamWorkshop
2011:
Minecraft
16. User-generated contents
?
1981 : Castle
Wolfenstein
1993 :
Doom
1996 :
Quake
1998 :
Half-Life
2011:
SteamWorkshop
2011:
Minecraft
Texture
3D Model
Sound
&
Music
Level
(Map)
Item
Data
Enemy
Data
PowerUp
Data
Skill
Data
Crafting
Recipe
Enemy
AI
Trigger
&
Event
Game
Rule Item
Behavior
Text
&
Dialog
Custom
UI
Logic
Machinima
Fan Arts Demos Story
Live
Streaming
Game Guide
&
Walkthrough
Visual
Effect
17. What game/engine can do to support UGCs
Easier to use
More extendable
Level/Map Editor
Asset Editor
Gameplay Data Editor
Trigger System
Script System
SDK
Open Source
Demo Record & EditVideo Record
Live Streaming
Editor Studio / IDE
In-game UGC sharing platform / marketShare-to-SNS
Requires Asset Pack and/or Add-on System
● Appearance
●Gameplay Data
●Logic
●Game experience
●Platform
18. What about mobile games?
• Modding:
• Most mobile games don’t come with official mod support
• Android APK could be easily modified by third-party
(not so easy on iOS)
• User-generated content
• Some strategy games features user-created levels (e.g. CoC)
• Voxel/tile based sandbox games (e.g. Minecraft/Terraria)
• Mobile edition of game creation platforms – play only(e.g. Roblox)
• Logic editing is difficult
• Game experience sharing is easy on all mobile games
19. UGC in LEGO®️CUBE
• Voxel-based sandbox game
• Full mobile-functional game creation platform
How did we do that?
Appearance customization
Gameplay data customization
Logic customization
Game experience sharing
UGC
20. First of all...a mod pack system
Internal (non-customizable)
Base (customizable)
Bricks Items Monsters Effects
Mod Pak 1
Bricks Items
Monsters
Mod Pak 2
Items Effects
... ...
Mod Pak 3
21. First of all...a mod pack system
Internal (non-customizable)
Base (customizable)
Bricks Items Monsters Effects
User Map 1
Bricks Items
Monsters
User Map 2
Items Effects
... ...
User Map 3
23. References between elements
Internal (non-customizable)
Base (customizable)
Bricks Items Monsters Effects
User Map 1
Bricks Items
Monsters
User Map 2
Items Effects
... ...
User Map 3
26. Customizable elements
Base Bricks
Brick 01
Mod Pak 1 Bricks
Brick 02 Brick 03
Brick 01 Brick 02 (Clone)
Override : same GUID
(‘Brick 01’ from Base
Bricks is hidden)
27. Customizable elements
Base Bricks
Brick 01
Mod Pak 1 Bricks
Brick 02 Brick 03
Brick 01 Brick 02 (Clone)
Clone : new GUID is
generated for newly
cloned element
Brick 02 & Brick 02
(Clone) both visible
29. Mod Pak Sharing Platform
Internal (non-customizable)
Base (customizable)
Bricks Items Monsters Effects
Mod Pak 1
Bricks Items
Monsters
Mod Pak 2
Items Effects
... ...
Mod Pak 3
Market
Server
• User Map (Mod Pak) is shared as a whole
• Compressed
• Identified by GUID
• References well reserved
• Simple version control
(update only)
• Author info
• Tags & descriptions
• Ranking & comments
Download
(Update)
30. Data edit framework
• One solution for editing multiple types of hierarchical structure data
(Map Config, Brick, Item, Monster ...)
• User friendly for mobile devices
• Program generated UI
• Tabbed or wizard style
• Dynamic hide or show UI elements
• Can handle references as well as instances
• Data validation
• Automatic serialization / deserialization
33. How to do that
• The solution is a bit like Unity’s inspector system
• Uses C# reflection
34. How to do that
• Different widget types
• No more UI work
Check button
Slider
Reference link
35. Voxel-based sandbox game
• Building (map editing) is part of the game
• Customizable random world generation
36. Performance problem on mobile devices
• Server simply can’t afford to run world generation for every player
(millions!)
• Clients are short in memory and CPU
• Want to support 20+ players in a single room for every one on every
device
• ... How to?
37. Distribute the load to every client
• Logic update
• Every active section of the map has an owner player designated
by server
• The owner do the logic updates (mostly monster AIs)
• Map update
• World generation is performed on every (according to view)
• Server only holds modified voxel data
• Combat & crafting
• For safety reasons, server controls the skill and item system
38. Enhance the building part
• Creative mode (infinite building materials)
• Section edit tools (copy, erase, move)
39. Game logic customization
DLL
Script
Code
• Can we create an interesting map without the use of PC?
• To control as many things as possible
Not supported
by mobile devices
Too difficult to type
on touch screen
40. What have we tried to bring to mobile...
Some node based scripting system
41. What have we tried to bring to mobile...
Some sequence circuit simulator
Input
A Button
B Button
Press Sensor
Output
And
OutIn #1
In #2
Door
Open
Close
42. Trigger System
• Event - Condition – Action simple enough!
When any player dies
If the player is in team #1
Respawn him on the spawn point
44. Function & Variable
• Functions are
folded/expanded vertically
• Maximize screen usage
• Hide unnecessary detail
• Parameter can be reference to variable or
position/area/monster placed in the world
45. Handle multiplayer games
• Like other logic, triggers are executed distributly
• One player only knows about what’s inside his view range
• When an event is triggered, only one player(client) is chosen to check all the
conditions (for example
• PlayerMoveEvent : the player who moved
• MonsterDieEvent : the owner of the monster
• TimerEvent : the room host
• Once all the conditions are satisfied, the chosen player(client) broadcasts the
event context to all players (himself included)
• Trigger actions are then executed on every client with the same input
46. Sharing game experiences
• Plugins are available to
• Share snapshots to QQ / WeChat
• Invite your friends from QQ / WeChat
• Video recording on Android / iOS
• Storytelling could be done with the help of Trigger System
Quake中的用户创造内容不仅在游戏玩法方面有惊人的突破,在其他方面也创造了历史。
Doom引入了游戏录像功能,这个功能允许玩家录制一局游戏的数据录像,这个录像会被保存成文件,并且可以分享给其他人观看。在那个年代,互联网文件传输速度还不足以支撑大容量视频文件的传输,而数据录像的占用的容量很小,可以很方便的分享到爱好者社区。
Quake继承了这个功能,并且做了一系列的改进,其中就包括支持以观察者的视角来观看录像。
起初这个特性经常被玩家或者战队用来录制游戏速通或者对战录像,直到某一天,the Rangers,一群爱好者组成的战队,发布了一段名为Diary of a Camper的demo,在社区上引起了轰动
这段demo特殊的地方在于,它不仅仅是普通的对战录像,而是包含了剧本和对话、经过导演的“小电影”。原来demo还可以这么玩——这个主意激发了爱好者社区的想象力,导致了大量带剧情的作品涌现,这些使用Quake的录像功能录制的爱好者电影作品逐渐被称为Quake Movies,这个现象也逐步地发展到其他游戏的爱好者社区中。
1998年,游戏电影(Machinima)这个词被首次提出,用来指代哪些使用游戏引擎功能(或第三方工具)录制的电影作品。
Machinima = Mechanical + Cinema,游戏电影
在1998年,Valve的经典游戏作品半条命发售,由于其极高的游戏性和吸引人的游戏剧情而大受欢迎。半条命使用的GoldSrc引擎是基于QuakeWorld引擎的深度改造版,在对MOD的支持和理念上也继承了Quake的优良传统——官方提供了Half-Life SDK,其中包含了Hammer Editor作为官方的地图制作工具,同时采用了类似Quake II的DLL系统来实现游戏逻辑的自定义,给mod制作者带来了很大的自由度和便利。
正如辛勤劳作能带来丰收,好的引擎支持总能带来好的UGC内容——1999年,大家所熟知的反恐精英(Counter-Strike)首次以半条命Mod的形式进入大家的视线。
反恐精英MOD的制作者完全自定义了游戏的模式与武器,而爱好者社区则提供了更多重要的东西,地图、机器人、服务器插件等等。作者称之为Open Development,即社区驱动了整个MOD的开发,并给其不断地添加新的功能。这展现了社区的力量,并且从技术上来说,我认为这与游戏引擎对游戏MOD的优秀支持是分不开的。
由于反恐精英MOD的成功,Valve收购了其IP,并于2000年作为官方游戏发售,而反恐精英成为了游戏爱好者通过创作游戏内容来实现自己创意并最终成功的最好例子。
The power of the community
Valve Software, the first major studio to regularly hire the best mod developers and the most talented level designers from the community to work on its official titles.
Mods of mods
Good Engine Support Brings Good UGCs
而另外一些游戏,则采用了更加激进的方案——游戏本身不包含或者只包含少量的第一方内容,而是提供了完整的游戏制作工具、游戏内容库和分享平台。这样的游戏被称为游戏创作平台,或者创作平台游戏。
Roblox、Super Mario Maker和Garry’s Mod就属于这一类的游戏。这类游戏与真正的游戏引擎工具相比,通常具有更低的上手难度,具有一定的制作趣味性,同时可能会提供非PC平台的制作工具。
我们选择的做法是将服务器的负载平均地分配到各个客户端上。
首先,服务器从一个负责所有更新和维护的角色,转变为负责部分更新和调度工作的角色。
服务器管理着每个玩家的视野,以视野为依据,将世界中各种逻辑更新交由特定的玩家来执行;而每一个玩家,则只需要关心自己视野内发生的事情,尽可能少地关注视野外发生的事件,以降低开销;
由客户端负责的执行结果经由服务器验证后,再依据视野广播给其他玩家。服务器执行世界生成算法,而是在每一个客户端上根据各自的视野来执行。服务器会缓存一局游戏内所有改变过的体素数据,以支持玩家中途加入游戏
对于一些关键的运算,例如战斗、道具等等,这些运算由服务器来负责以防止作弊;而客户端之间,当视野交叠的时候,也会进行交叉校验以防止作弊行为。
Clients can do cross-checks to avoid cheating