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Dyzard Interviews Tom and Joe from Goblin King Games about Moonstone!
This is a special episode taken from our business podcast, How to be a CEO.Tjodolf Sommestad is the President of King Games, creators of Candy Crush. One of the earliest 'freemium' games, over the last decade it's become the most downloaded match game in the world, with three billion downloads across platforms. Hosted on Acast. See acast.com/privacy for more information.
Tjodolf Sommestad is the President of King Games, creators of Candy Crush. One of the earliest 'freemium' games, over the last decade it's become the most downloaded match game in the world, with three billion downloads across platforms. In this episode we talk about: How Candy Crush was developedWhy its rapid success forced Tjodolf to put his own job at riskWhat you do when there's no map to follow in a new marketCould AI play Candy Crush for you?What level of the game is he on?For more interviews, news and analysis go to standard.co.uk/business. Hosted on Acast. See acast.com/privacy for more information.
In the second part of the podcast episode, Gayatri Kalyanaraman is in conversation with Woody Zuill, Expert Coach and co-author of Mob Programming, shares his career journeyBalancing the speeches and consulting with consulting engagementsWoody shares tips and tricks of being in the speaking networksWoody talks about joy of creating his own businesses - Almost 16 of them is creating Woody shares early experiments on signs and making new thingsHe shares his passion of making his day productive by avoiding repeated steps and automateWoody shares his deep inflection points in his career that has positioned him today Woody also shares his ideal places to work and attracting like minded people to work Instead of Doing what others are expecting of us and always uplifting to oneself alsoWoody also shares deep views on how one needs to contribute for a better tomorrowWoody has been programming computers for almost 40 years, and have 20+ years of experience as an Extreme Programmer, and 15+ years as an Agile Guide of some sort. He truly believes that code must be simple, clean, and maintainable so that we can realize the Agile promise of Responding to Change, and that we must constantly "Inspect and Adapt".Woody is a co-author with Kevin Meadows of the book "Mob Programming, A Whole Team Approach". He's a prolific speaker on this topic at conferences, user groups, and meet-ups all over the world.More generally, I've delivered workshops, trainings, and coaching sessions on Agile Software Development, Mob Programming, and Software Development Practices for a number of firms including Ericsson, Schneider Electric, Qualcomm, Intel, H & M, King Games, Capital One, Twitter, and Spotify.Woody can be connected at https://www.linkedin.com/in/woodyzuill/
In the first part of the podcast episode, Gayatri Kalyanaraman is in conversation with Woody Zuill, Expert Coach and co-author of Mob Programming, shares his career journeyShares how he joined software development after he created tools to improve his day-to-day lifeJokingly Woody mentions how he didn't have to clean up(unlike doing carpentry) after a hard day at writing codeEarly experimentation on pair programming and having fun and how he found that explaining ideas, listening each other and accepting each others opinions - most importantly stop interrupting othersTalks about the story of using pair programming for knowledge transfer in a rapid mannerShares his principle on how experimenting is the fastest way to build cultural nuancesPaying attention to others emotions and deeply listening enables - Listen as if the next sentence is the most important thing we are going to listenHis motto - Be the best team member that you can be Woody shares tips and tricks on deep listening skill and staying curiousAha moments Woody has had how “Teams” have evolvedHow can you lead from without any of the influence and how that led him to become a speaker and teacherWoody has been programming computers for almost 40 years, and have 20+ years of experience as an Extreme Programmer, and 15+ years as an Agile Guide of some sort. He truly believes that code must be simple, clean, and maintainable so that we can realize the Agile promise of Responding to Change, and that we must constantly "Inspect and Adapt".Woody is a co-author with Kevin Meadows of the book "Mob Programming, A Whole Team Approach". He's a prolific speaker on this topic at conferences, user groups, and meet-ups all over the world.More generally, I've delivered workshops, trainings, and coaching sessions on Agile Software Development, Mob Programming, and Software Development Practices for a number of firms including Ericsson, Schneider Electric, Qualcomm, Intel, H & M, King Games, Capital One, Twitter, and Spotify.Woody can be connected at https://www.linkedin.com/in/woodyzuill/
Conoce el progreso que está haciendo Atlassian para ofrecer servicios con foco 100% en la nube y la gran pregunta que intentamos responder en este episodio ¿está listo para grandes empresas? Víctor Aparicio, ex-DEISER y Senior Administrator de las herramientas Atlassian en King Games, nos ayuda a responder esta pregunta. Más información >> https://www.deiser.com/es/un-paseo-por-las-nubes-de-atlassian
In this episode, Daniel Rose joins the Cryptocurrencyteens podcast to discuss his work at Doshi, his career journey, and his advice for teenagers. Daniel Rose is the founder and CEO of Doshi, a crypto wallet made for teens. Before starting Doshi, Daniel was working as an innovation consultant building new business models for IKEA and King Games. He quit his role to trade crypto full-time, but soon realized that his passion is in building businesses. When he met his business partner and came up with the idea of building a crypto wallet for teens, he immediately jumped at the opportunity! Daniel speaks 4 languages (German, English, Cantonese, and French) and holds an MBA from Imperial college. Learn more: Daniel Rose (guest): https://www.linkedin.com/in/danielrose1 Abigail Li (host): https://www.linkedin.com/in/cryptocurrencyteens About Cryptocurrencyteens: https://www.cryptocurrencyteens.com/
The heat is on across King's Dominion. So, once again, the Losers are putting on their shades, revving up their Plymouth Fury convertible, and heading to Hollywood King. This month, they're weighing in on news surrounding HBO Max's forthcoming It prequel series Welcome to Derry, returning to the Overlook with Ben Stiller, and weighing in on King's recent interview with The Archbishop. They also digress on favorite concerts, the Oscars, and why Disclosure should have been made into a 16-bit video game. Follow us on Facebook | Twitter | Instagram | Patreon See acast.com/privacy for privacy and opt-out information.
What are these platforms' rules and are they fair? --- Send in a voice message: https://podcasters.spotify.com/pod/show/stephanie-pierre-louis/message Support this podcast: https://podcasters.spotify.com/pod/show/stephanie-pierre-louis/support
Gaming And Collecting: Looking Back At The Games That Shaped Us!
On This Episode Of The Gaming And Collecting Podcast Bill And Alex Take A Look At The Burger King Video Games While Also Discussing Some Of There Thoughts On The Company As A Whole Including Advertising And Other Such Topics, Its A Bizarrely Fascinating Thing! But Anyways Once Again Thanks For Going Us As We Discuss The Games That Shaped Us! --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app
Gaming And Collecting: Looking Back At The Games That Shaped Us!
On This Episode Of The Gaming And Collecting Podcast Bill And Alex Take A Look At The Burger King Video Games While Also Discussing Some Of There Thoughts On The Company As A Whole Including Advertising And Other Such Topics, Its A Bizarrely Fascinating Thing! But Anyways Once Again Thanks For Going Us As We Discuss The Games That Shaped Us! --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app
Two American brands known for their history of embarrassing public flops come together for a collaboration that will leave you with at least one Red Ring in your Onion Rings. Suprise us with a weird omelet sandwich: twitter.com/pleasedontcast pleasedontcast@gmail.com patreon.com/pleasedontcast
Vitamin G Podcast Episode 100! The Centennial Edition of the show finds our panel going heavy on the PlayStation news. From internal batteries to changes in strategy, tune in and get your weekly dose!
Patricia Gomez and Mario Ferrer lead the content design team at King Games, the makers of Candy Crush and other popular mobile games. They operate at a scale that might intimidate some people, designing experiences for nearly a quarter of a billion users. Serving that many customers forces them to be thoughtful about the tools they use and about how they work with their colleagues. They and their team have become the "glue" that connects designers, developers, product managers, support staff, and other teams at King, always keeping their motto in mind: "make friends, break silos, build bridges." https://ellessmedia.com/csi/king-games/
Patricia Gomez and Mario Ferrer lead the content design team at King Games, the makers of Candy Crush and other popular mobile games. Patricia Gomez Mario Ferrer They operate at a scale that might intimidate some people, designing experiences for nearly a quarter of a billion users. Serving that many customers forces them to be thoughtful about the tools they use and about how they work with their colleagues. They and their team have become the "glue" that connects designers, developers, product managers, support staff, and other teams at King, always keeping in mind their motto: "make friends, break silos, build bridges." We talked about: the rise of the content design trade (and how it's always been there, just maybe not called by that name) Patricia's evolution from localization practitioner to content design leader the unique challenges of running a content operation in a product organization the origins of the content design team and UX writing practice at King the unique meaning of the word "content" in the game world and how it affects how they label their work the differences between narrative design and game design, and its relevance to their work the relationship between content design and product design how the evolution of content design fits with the evolution of product design, interaction design, and UX design how content strategy fits into their work their role as "the glue" that connects trades at King how, despite all of their accomplishments, they are still a relatively young craft at King how they show their collaborators how content design can contribute at each stage of the product process (and how copywriting is only about 20% of the contribution) how the variety of experiences on their team enrich their operation the surprising effects of the COVID pandemic in democratizing their team's access to stakeholders another surprising result of the pandemic: better documentation of what happens in meetings how their localization needs and the need to scale helped guide the creation of their CMS the evolution of the tools and technologies that they use the motto they've adopted - "make friends, break silos, build bridges" - and their commitment to challenging the status quo and trying new things Patricia's bio Patricia Gomez is Associate Director of Content Design at King, based in Barcelona. She is building the first Content Design craft at King, managing a team of content designers and leading content operations. Previously, Patricia was the Head of Content at eDreams Odigeo, leading a team of UX Writers and Localization specialists. Patricia started her career in the Localization industry and worked 6 years as Localization Manager at Google Spain and Portugal. Follow Patricia on social media Patricia on LinkedIn Mario's bio Mario Ferrer is a Lead Content Designer at King Games, the makers of Candy Crush. He strives to help and guide people across digital products and services with the content he designs. He's a firm believer that the collaboration between research, design, content, and development is what allows teams to solve complex design problems. He started Content Design España, a local community of practice that helps newcomers learn more about Content Design and UX Writing through mentorships, workshops, and events that explain how the role provides value to product teams and their design processes. Mario is always trying to find the best tacos in town, listening to stand-up comedy, and teaching his two kids about Mexican Lucha Libre. Follow Mario on social media Mario on LinkedIn Mario on Twitter Video Here's the video version of our conversation: https://www.youtube.com/watch?v=yu3qZfIvlcI Podcast intro transcript This is the Content Strategy Insights podcast, episode number 97. When you play Candy Crush, you see very few words in that game's user interface.
Patricia Gomez and Mario Ferrer lead the content design team at King Games, the makers of Candy Crush and other popular mobile games. Patricia Gomez Mario Ferrer They operate at a scale that might intimidate some people, designing experiences for nearly a quarter of a billion users. Serving that many customers forces them to be thoughtful about the tools they use and about how they work with their colleagues. They and their team have become the "glue" that connects designers, developers, product managers, support staff, and other teams at King, always keeping in mind their motto: "make friends, break silos, build bridges." We talked about: the rise of the content design trade (and how it's always been there, just maybe not called by that name) Patricia's evolution from localization practitioner to content design leader the unique challenges of running a content operation in a product organization the origins of the content design team and UX writing practice at King the unique meaning of the word "content" in the game world and how it affects how they label their work the differences between narrative design and game design, and its relevance to their work the relationship between content design and product design how the evolution of content design fits with the evolution of product design, interaction design, and UX design how content strategy fits into their work their role as "the glue" that connects trades at King how, despite all of their accomplishments, they are still a relatively young craft at King how they show their collaborators how content design can contribute at each stage of the product process (and how copywriting is only about 20% of the contribution) how the variety of experiences on their team enrich their operation the surprising effects of the COVID pandemic in democratizing their team's access to stakeholders another surprising result of the pandemic: better documentation of what happens in meetings how their localization needs and the need to scale helped guide the creation of their CMS the evolution of the tools and technologies that they use the motto they've adopted - "make friends, break silos, build bridges" - and their commitment to challenging the status quo and trying new things Patricia's bio Patricia Gomez is Associate Director of Content Design at King, based in Barcelona. She is building the first Content Design craft at King, managing a team of content designers and leading content operations. Previously, Patricia was the Head of Content at eDreams Odigeo, leading a team of UX Writers and Localization specialists. Patricia started her career in the Localization industry and worked 6 years as Localization Manager at Google Spain and Portugal. Follow Patricia on social media Patricia on LinkedIn Mario's bio Mario Ferrer is a Lead Content Designer at King Games, the makers of Candy Crush. He strives to help and guide people across digital products and services with the content he designs. He's a firm believer that the collaboration between research, design, content, and development is what allows teams to solve complex design problems. He started Content Design España, a local community of practice that helps newcomers learn more about Content Design and UX Writing through mentorships, workshops, and events that explain how the role provides value to product teams and their design processes. Mario is always trying to find the best tacos in town, listening to stand-up comedy, and teaching his two kids about Mexican Lucha Libre. Follow Mario on social media Mario on LinkedIn Mario on Twitter Video Here’s the video version of our conversation: https://www.youtube.com/watch?v=yu3qZfIvlcI Podcast intro transcript This is the Content Strategy Insights podcast, episode number 97. When you play Candy Crush, you see very few words in that game's user interface.
When I named this podcast, I chose to focus the title on “Silicon Valley”. Why? I don’t even live there. It comes down to bias. Today’s episode is about breaking that bias. Mario Ferrer was a senior UX writer at King Games, now he’s a senior UX writer at Skyscanner. He’s also one of the cofounders of the UX Writers Meetup in Barcelona - and he’s perfectly placed to help us understand the UX writing community outside the United States. Why do we focus so much on Silicon Valley? For a good reason - much of the activity happens there. But not all the activity. UX writing and content strategy is a global industry, and so we need to understand what’s happening outside of that sphere, as much as we do what’s inside it. Mario and I talk about his life as a UX writer in games, but we also focus on what it means to work outside of that tech-centric bubble. What does it mean for your work? Your career? Your life choices? I’m in the same situation as Mario, so we got along great. I hope you’ll enjoy what we have to say. Check out: Mario’s website Mario on LinkedIn Mario on Twitter Writers of Silicon Valley is on: LinkedIn Twitter If you like this podcast, please leave a review! Listeners get 20% off all courses, including the UX Writing Fundamentals Course, at the UX Writers Collective. Use the code “PODCAST20”. UX Writing Fundamentals Content Research and Testing Chatbot Writing and Design CX Writing
We'll make a wager that no matter where you're reading this from in the world, you know Candy Crush. Whether it's familiar because you're a subway over-the-shoulder snooper or because you're a fan yourself, the colorful and hypnotizing layout stands out from many games. King has, in part, made Candy Crush such a success because they're committed to localizing and globalizing content for their players. In this episode of The Loc Show, we go in depth about video game localization and why Miguel's work with King as the Global Localization Manager stands out: How he actively works against the prevalent thought within the industry that localization is an entity in and of itself. Why the localization team at King does serious research into how gamers from different cultural backgrounds perceive everything from font type to beauty. How Miguel and his carefully selected team members folds in many considerations to maximize localization efforts, resulting in a seamless gaming experience for players by asking important questions: What is the message and who is it going to? What are the preferred game modes? What cultural nuances should be considered? How can we help the marketing team find customers by localizing keywords? Is there different terminology used in games for different markets? Join us for this conversation as Miguel takes us through his 20+ years of experience in the industry, gives us the rundown on how he has bolstered his team to be the glue at King, and shares snippets of his successful blog Yolocalizo. On this episode you will learn: How Miguel has built his crew to become the glue for the company and how he encourages team members to ensure they're silo breakers. How Miguel embraces the RACI framework to enable his team and colleagues to understand localization is a shared responsibility and the most effective way to keep projects on track. Questions to ask yourself, your PM and your team to keep your projects moving seamlessly. Miguel's thoughts on the ROI of localization and globalization and what other insightful questions should be discussed with your C-Suite to evaluate success. What to listen for:[01:20] Miguel's perspective on the localization industry and its many facets.[04:05] How Miguel came to work in the industry and about his current position at King.[08:55] The localization process at King and the importance of building a strong and balanced team.[15:55] Understanding that localization is a continuous process.[17:39] The RACI framework: What it is and how it helps to keep teams on task.[21:23] The results Miguel has seen from the implementation of the RACI Framework at King.[23:15] Why the player experience is a more valuable metric than ROI.[28:34] Measuring customer satisfaction: The single unifying metric.[31:42] Addressing internal feedback regarding localization processes.[33:12] Why Miguel is proud of shifting the localization process to an internal model at King.[35:46] Taking on talent: The importance of creating a balanced team and investing in people.[40:50] Is ROI important to localization and, more importantly, can you survive the market without it?[46:30] Understanding the added value localization brings.Keep learning with Miguel, King & Smartling Yolocalizo, Miguel's website King's site @King_Games on Twitter @lifeatking on Instagram Smartling's site
Topic: Minecraft Tutorial While not as rich a narrative as Sonic, and not as engrossing number of titles as Mario, the undisputed champion of best selling game of all time is currently a game with pixilated boxes and simple, sandbox game play. A game so simple, my nieces of 6 and 8 play it regularly. So we need to figure this out, it’s time for Minecraft. Apologizes that some of the audio was corrupted toward the end of the episode. We left what was salvagable intact for those who want to listen. What is it? Minecraft is a 3D Sandbox game, using pixilated looking graphics and blocks designed for the world. Unlike early 8bit and 16bit games of the late 80s - early 90s, Minecraft uses blocks 3d blocks with simple, pixilated graphics to represent various building material and natural resources. Almost all elements of the game are based off these 3d Blocks, even down to the animals and items you can use. A Sandbox game is a game in which the player is given creative freedom to progress through the game as they see fit. Some games will still have stories and additional gameplay elements designed to keep players either on task or offering immediate concerns/gameplay, but players are free to do as they wish to reach those goals. In the case of Minecraft, there is no true endgame and players have freely created a lot of their own new games from the core game. Who? / When? The game was created by Markus Persson, online name, “Notch”. A former game developer for King Games, he primarily worked on browser (phone/website) based video games until early 2009. In his spare time, he tinkered with making his own prototype games, employing elements of other games he liked and mixing them in to his creation. When Persson left King in March 2009, he developed his game further, releasing an early version of the game in May 2009, based off a code he developed over a weekend. This early/Classic version of the game had weekly revisions based off feedback from those who played it. In June of 2010, he released the Alpha version of the game, and shortly after left his currently game developer job. By later 2010, The game was moving in to Beta version of the game, looking to fix bugs and progress elements of the game before release. He also set up his own company to help work on the game, Mojang. By November 2011, Minecraft was released as a full version, and shortly thereafter, the lead developer was passed on to Jens “Jeb” Bergensten. In 2014, Mojang was sold for 2.5 Billion dollars to Microsoft, where the game continues to be updated and developed to this date. The most recent version being Minecraft Windows 10, which supports a number of different features, including VR, multiplayer functions with those playing other versions, and eventually ported to almost every single videogame platform, including Nintendo Switch, Xbox One, Playstation 4, Various mobile devices, and even on Standalone platforms like Amazon Fire Tv and Apple Tv. How to play? Each game takes place in a procedurally generated world, meaning that the world itself is created at random, so that no two people would ever likely have the game play space. Local areas, including forests, tundra, water, deserts, and other common elements are the same, but placed in different spots, and of differing sizes, so that no two place space are the same. Once the game has loaded, players play from a first person perspective, meaning the player can only see what the character would naturally see. From here, players may scout out the island in search of where they would like to start building their home. The main feature of the game is the creation aspect, using various materials found through the game world. Some materials, from dirty, grass, and wood, can be harvested easily by punching the ground and trees, while other material must be cut down or mined with tools. To develop various tools, players combine the various materials they’ve harvested and create the necessary tools and items from them. Players can also combine materials to make new items, including beds, doors, windows, and a variety of home furnishing. The individual materials can also be used to create structures and stand alone objects. Each material typically takes up to a 1x1x1 block space, and can be placed on the ground or stacked together to create buildings, stairs, or other various structures. Since the main feature of the game is built around creation, players have made just about everything: From famous locations, to entire cities and castles, even to fully functioning games and events. https://www.youtube.com/watch?v=l315VzDcLmI There are a variety of game modes: Survival Mode: The earliest version included survival elements that kept played progressing beyond just building. During the day, the played could gather elements, build shelter, and collect items freely. But once night fell, zombies would come to hunt the player. The player can protect themselves via homes, or venture out and defeat the monsters. The player has limited life pool, but can be healed with items. If the player is defeated, they return to a set point, and must venture out to reclaim their previous collected materials and items. A variant to this mode is known as Hardcore, where the difficulty is ramped up, and a single death results in loss of all progress and end of game. Some villains or bad guys you might commonly find are the: Zombie Spiders Wolves Enderman Skeletons Creeper (Unofficial mascot) Creative Move: Unlike Survival Mode, Creative Mode is designed for players who just want to build stuff. Players are given access to all elements and building blocks in the game, allowing them to spend their time just building out their world as they see fit. Adventure Mode: A mixture of Creative and Survival, this mode allows others to play in user created maps and adventures, designed to offer new challenges and customized experiences for players. Due to the customizable nature of the game, players can download user created content for use in their own worlds, or even download whole worlds to play in. Various texture packs exist on the market place, allowing people to add various new characters, blocks, and elements in to the game as they please. Major theme backs include games from Mario Bros, Fallout, Mass Effect, and even other movies and tv show franchises. Spin Offs? Minecraft: Story Mode This was an Episodic Spin-off game in the vane of various Telltale Games. Telltale Games present various choices throughout a game, and with each choice comes new dialog, events, and outcomes to the story. Based on actions taken, some characters will either have new dialog options, differing opinions about the character, or in some cases, may even die. Minecraft: Story Mode took players through a journey to defeat an Elder Dragon, and was available through various storied episodes. Minecraft: Classic Release in May 2019 during the 10th anniversary of the game, this version of the game is based off the original 2009 prototype game first released. It is more limited in what it can do, as it’s a simplified and stripped down version from the version we know today. Minecraft: Earth A developed in July of 2019, it took the Minecraft gameplay and enabled in a real world setting using Augmented Reality (AR). Augmented Reality is an interactive experience that maps items and events to real world locations; most of these items and events cannot be seen or interacted with without the use of a device that can see the reality. In this case, Minecraft: Earth uses iOS and Android devices to allow people to view minecraft structures and items in the real world. Currently this game in a beta state, but has shown promising advances. Minecraft: Dungeons Based on the world of Minecraft, Minecraft: Dungeons is a Dungeon Crawler game, released at the end of May 2020. Played from an Isometric view, players equip armor and weapons and travel through various dungeons. Unlike Minecraft, there is little creation elements in the game, and the majority of the game is meant to be fighting various bad guys and monsters from the game. Homework: Minecraft – Of any platform
In this Twin Petes Investing podcast number 24, the topics, stocks and shares discussed include: Is cash king? Games Workshop GAW Frontier Developments FDEV Fevertree FEVR Halfords HFD Gresham House Energy Storage Fund GRID Ocado OCDO AJ Bell AJB Hargreaves Lansdown HL. Primary Health Properties PHP Luceco LUCE Plus500 PLUS Averaging down Dividends Yield Psychology Fear of missing out Risk Profile GDP European Central Bank (ECB) Pandemic Emergency Purchase Programme (PEPP) Discount/Premium to NAV Stocks Shares Investing Trading & much more
Hey, Sit upon the carpet and hark, lets hear what Richi from Goblin King Games and Rich from Sarissa Precision have in store for us. If you havent picked up a ticket yet you can do so here: https://www.paintalltheminis.com/patmocon-2020
This episode I talk to Tom Greenway of Goblin King Games. Tom created the tabletop skirmish game Moonstone. It features a number of innovative features and components that make the game truly stand out from others such as the melee and arcane components along with some amazing minis full of character. I won’t spoil any of the conversation but I will say that there is a current Kickstarter for Moonstone available and will be until April 12, so if you are a prompt listener you can take a look, and if you are listening to us in the future then there is still an opportunity to hear if Moonstone is for you and you can take a look and see if it is for you. As always if you decide it isn’t for you but know someone who would love it then please pass it on. The articles on PATM.com, this podcast, or even just Goblin King Games’ website would all be great. I’d love for Tom to do more of what he loves and bring us amazing content! https://moonstonethegame.com PATM Patreon: https://www.patreon.com/paintalltheminis It was great Talking to Tom and everyone at PATM wishes him all the best in the future.
Mark Rittman is joined in this episode by Jonathan Palmer from King Games to talk about the role of analytics in the development of Candy Crush Saga and other King games, their use of Looker along with Google BigQuery and Exasol to provide analytics capabilities to their game designers and product owners and his approach to doing all of this in a fast-moving, technology-driven internet business.- Candy Crush Saga article on Wikipedia- King Games company website- “How King Games is Crushing Games Data” DataIQ article- Looker and King Games case study- Jonathan Palmer on LinkedIn
Mark Rittman is joined in this episode by Jonathan Palmer from King Games to talk about the role of analytics in the development of Candy Crush Saga and other King games, their use of Looker along with Google BigQuery and Exasol to provide analytics capabilities to their game designers and product owners and his approach to doing all of this in a fast-moving, technology-driven internet business.- Candy Crush Saga article on Wikipedia- King Games company website- “How King Games is Crushing Games Data” DataIQ article- Looker and King Games case study- Jonathan Palmer on LinkedIn
Panel: Erica Sadun Gui Rambo Special Guest: None In today’s episode, the iPhreaks panel, Erica and Gui talk about his app ChibiStudio, the challenges and lessons learned, and specifically about how it's like to have a freemium app in the App Store. The app allows people to create their own avatar, or Chibi, that they the can share through the iMessage app. This is a great episode to learn about the thought processes that go into creating a new iOS app. In particular, we dive pretty deep on: Where did the idea for ChibiStudio come from? iMessage apps How to improve the iMessage app success Discoverability Free app with in-app purchases. Why? Different theme packs, especially during holidays Balance between free content and paid options Corporate outreach Developing your own brand Small and specialized audience 2 pathways to monetary success Using ads in apps King Games Ethical apps Lessons he’s learned from developing And much, much more! Links: Linode ChibiStudio Microsoft App Center Picks: Gui HomePod Erica Farscape
Panel: Erica Sadun Gui Rambo Special Guest: None In today’s episode, the iPhreaks panel, Erica and Gui talk about his app ChibiStudio, the challenges and lessons learned, and specifically about how it's like to have a freemium app in the App Store. The app allows people to create their own avatar, or Chibi, that they the can share through the iMessage app. This is a great episode to learn about the thought processes that go into creating a new iOS app. In particular, we dive pretty deep on: Where did the idea for ChibiStudio come from? iMessage apps How to improve the iMessage app success Discoverability Free app with in-app purchases. Why? Different theme packs, especially during holidays Balance between free content and paid options Corporate outreach Developing your own brand Small and specialized audience 2 pathways to monetary success Using ads in apps King Games Ethical apps Lessons he’s learned from developing And much, much more! Links: Linode ChibiStudio Microsoft App Center Picks: Gui HomePod Erica Farscape
This week we reflect on what it's like launching a podcast, and a business. We look at Activision's acquisition of King Games and talk about the Kojima studio shutdown and what we think this means for the industry.
XBOX BRAZUCAST 9 CLASSIFICAÇÃO ETÁRIA DOS JOGOS Fala Suricatos, beleza? Bem vindos a mais Brazucast. Hoje nós vamos falar de Classificação dos jogos. Pra que serve, como é feito e realmente vale a pena? Juntos, Luciano "Alucard", Luiz Fernando "Cabelo", Ricardo "Ameixa", Luciano "KKY", Guilherme "Rugas", Lucas "Lukita" e Nossi Jr vão debater esse tema muito controverso. Confiram aí: DOWNLOAD DIRETO NOVIDADE: Quem acessa o site está convidado a concorrer a um boné oficial do PROJECT CARS. Participar é molezinha. Basta Curtir a página do Facebook do XBOX BRAZUCAS e da nossa parceira KING GAMES. Simples assim. O sorteio será no dia 14/08/2015 e será durante o podcast. Tudo Gravado e postado no canal do XBOX BRAZUCAS no youtube. Beleza? Só ficar ligado. Dá só uma olhada: Sobre esse podcast: CLASSIFICACAO DOS JOGOS TOP 10 JOGOS MAIS VIOLENTOS
In which we talk to Jennifer Love Hewitt's mother regarding her daughter's recent reptilian revelation, we learn about the latest innovation in home security - the SCRAM Home Protection Cannon, we read a short story submitted to us by Kanye West, and we talk to a young lady called Candy Crush regarding her upcoming legal stoush with King Games.