The BASICS of MONETIZATION for GAMES in GAME MAKER

The BASICS of MONETIZATION for GAMES in GAME MAKER PDF Author: Bishnu Goswami
Publisher: Bishnu Goswami
ISBN:
Category : Computers
Languages : en
Pages : 81

Get Book Here

Book Description
For beginner developers in Game Maker (Studio 2 and earlier versions), monetization is one of the aspects that is often neglected and less known. However, unless the monetization aspects are well thought out, especially for small teams or individual developers, a game can rarely turn out to be successful. This book aims at filling that gap with an introduction to the monetization aspects with examples from real-life projects.This book discusses the unique challenges and opportunities the mobile platform brings for developers in game maker. In the first part the book includes the aspects of the target users and target devices, which is very different from console or PC gamers. It also includes the special considerations that should be kept in mind for sandboxed environments of mobile devices. In later parts, the nuances of advertisements, pricing and the use of analytics is touched upon. Examples of the implementation of monetization is illustrated by two game projects. Developers considering a more step-by-step approach on the games themselves can consult the books " GAME DEVELOPMENT FOR BEGINNERS IN GAME MAKER: 10 complete step by step projects!" (http://a.co/d/ccKdUnx ) and the book "INDIE GAME DEVELOPMENT: 30 challenging ideas for beginners!", which is also a recommendation for supplementary reading with this book.While this book is aimed at Game Maker with mobile targets, beginner developers on different targets and development tools can also find this book useful. While the book is targeted at the users of Game Maker, developers using other tools can also benefit from this book.

The BASICS of MONETIZATION for GAMES in GAME MAKER

The BASICS of MONETIZATION for GAMES in GAME MAKER PDF Author: Bishnu Goswami
Publisher: Bishnu Goswami
ISBN:
Category : Computers
Languages : en
Pages : 81

Get Book Here

Book Description
For beginner developers in Game Maker (Studio 2 and earlier versions), monetization is one of the aspects that is often neglected and less known. However, unless the monetization aspects are well thought out, especially for small teams or individual developers, a game can rarely turn out to be successful. This book aims at filling that gap with an introduction to the monetization aspects with examples from real-life projects.This book discusses the unique challenges and opportunities the mobile platform brings for developers in game maker. In the first part the book includes the aspects of the target users and target devices, which is very different from console or PC gamers. It also includes the special considerations that should be kept in mind for sandboxed environments of mobile devices. In later parts, the nuances of advertisements, pricing and the use of analytics is touched upon. Examples of the implementation of monetization is illustrated by two game projects. Developers considering a more step-by-step approach on the games themselves can consult the books " GAME DEVELOPMENT FOR BEGINNERS IN GAME MAKER: 10 complete step by step projects!" (http://a.co/d/ccKdUnx ) and the book "INDIE GAME DEVELOPMENT: 30 challenging ideas for beginners!", which is also a recommendation for supplementary reading with this book.While this book is aimed at Game Maker with mobile targets, beginner developers on different targets and development tools can also find this book useful. While the book is targeted at the users of Game Maker, developers using other tools can also benefit from this book.

Game Development with GameMaker

Game Development with GameMaker PDF Author: Sebastiano M. Cossu
Publisher: Springer Nature
ISBN:
Category :
Languages : en
Pages : 572

Get Book Here

Book Description


Independent Videogames

Independent Videogames PDF Author: Paolo Ruffino
Publisher: Routledge
ISBN: 1000201155
Category : Design
Languages : en
Pages : 280

Get Book Here

Book Description
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

Game Production Studies

Game Production Studies PDF Author: Olli Sotamaa
Publisher:
ISBN: 9789463725439
Category :
Languages : en
Pages :

Get Book Here

Book Description
1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.

Mobile & Social Game Design

Mobile & Social Game Design PDF Author: Tim Fields
Publisher: CRC Press
ISBN: 104007359X
Category : Computers
Languages : en
Pages : 238

Get Book Here

Book Description
Completely updated, this second edition explains how to use the interconnectedness of social networks to make stickier, more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, readers will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

The Cambridge Companion to Literature in a Digital Age

The Cambridge Companion to Literature in a Digital Age PDF Author: Adam Hammond
Publisher: Cambridge University Press
ISBN: 100934952X
Category : Literary Criticism
Languages : en
Pages : 317

Get Book Here

Book Description
This book explores the way that digital forms and methods are reconfiguring the foundational concepts of literary studies.

Apple Game Frameworks and Technologies

Apple Game Frameworks and Technologies PDF Author: Tammy Coron
Publisher: Pragmatic Bookshelf
ISBN: 9781680507843
Category : Computers
Languages : en
Pages : 500

Get Book Here

Book Description
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (tm). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer

Media and Digital Management

Media and Digital Management PDF Author: Eli M. Noam
Publisher: Springer
ISBN: 3319720007
Category : Social Science
Languages : en
Pages : 486

Get Book Here

Book Description
Being a successful manager or entrepreneur in the media and digital sector requires creativity, innovation, and performance. It also requires an understanding of the principles and tools of management. Aimed at the college market, this book is a short, foundational volume on media management. It summarizes the major dimensions of a business school curriculum and applies them to the entire media, media-tech, and digital sector. Its chapters cover—in a jargonless, non-technical way—the major functions of management. First, creating a media product: the financing of projects, and the management of technology, HR, production operations, intellectual assets, and government relations. Second, harvesting the product created: market research, marketing, pricing, and distribution. And third, the control loop: media accounting and strategy planning. In the process, this book becomes an indispensable resource for those aiming for a career in the media and digital field, both in startups and established organizations. This book is designed to help those aiming to join the media and digital sector to become creative managers and managerial creatives. It aims to make them more knowledgeable, less blinded by hype, more effective, and more responsible.

Contemporary Strategy Analysis

Contemporary Strategy Analysis PDF Author: Robert M. Grant
Publisher: John Wiley & Sons
ISBN: 1394251599
Category : Business & Economics
Languages : en
Pages : 519

Get Book Here

Book Description
The updated new edition of the classic strategic analysis textbook, addresses the emerging challenges that businesses face in an increasingly complex and dynamic environment A market-leading title across the world in upper-level undergraduate and MBA courses, Contemporary Strategy Analysis combines a rigorous approach to business strategy analysis with highly relevant examples of current practice and a rich collection of case studies. With a lively narrative style, expert strategist and lecturer Robert M. Grant introduces students to some of the latest thinking in the strategy field while addressing the strategic issues that business enterprises face today. Designed to be accessible for students from different backgrounds with varying levels of experience, the twelfth edition of Contemporary Strategy Analysis builds upon its tradition of clarity of exposition, emphasis on practicality, and concentration on the fundamentals of value creation and appropriation. A wide range of contemporary topics are presented alongside fully integrated business models, real-world examples of business model innovation, and practical tools for formulating and implementing business strategies. Contemporary Strategy Analysis, Twelfth Edition, remains the ideal textbook for core strategy courses in Business Studies, Management, and MBA programs, as well as for executive courses on competitive strategy, corporate strategy, and management consulting skills. It is also a valuable resource for managers, business owners, founders, and other professionals who are responsible for the strategic direction of a modern enterprise.

Gamedev

Gamedev PDF Author: Wlad Marhulets
Publisher:
ISBN: 9781735232508
Category :
Languages : en
Pages : 270

Get Book Here

Book Description
If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.