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In this episode, we discuss developer preferences, reviews, and opinionated tools. External tools often have a lot of opinions on how, exactly, they should be used, which translates into opinions on how YOU should work. Staking your livelihood on someone else's opinions is a dangerous gambit. A lot depends on the shareholder profit dictum.Support Crashlands 2!Official Website: https://www.bscotch.net/games/crashlands-2/Trailer: https://youtu.be/yR_Opccn1n4Steam Wishlist: https://store.steampowered.com/app/1401730/Crashlands2/00:26 Intro00:44 Thanks to our supporters! (https://moneygrab.bscotch.net)04:19 GameMaker crew07:20 Localization16:35 Challosis: What is a game that you love that was not critically well received?35:25 QuampakPalampie: If you were starting now, would you be using services like Playfab for your backend services, or would you do it in-house all over again?To stay up to date with all of our buttery goodness subscribe to the podcast on Apple podcasts (apple.co/1LxNEnk) or wherever you get your audio goodness. If you want to get more involved in the Butterscotch community, hop into our DISCORD server at discord.gg/bscotch and say hello! Submit questions at https://www.bscotch.net/podcast, disclose all of your secrets to podcast@bscotch.net, and send letters, gifts, and tasty treats to https://bit.ly/bscotchmailbox. Finally, if you'd like to support the show and buy some coffee FOR Butterscotch, head over to https://moneygrab.bscotch.net. ★ Support this podcast ★
David Nisshagen is an executive producer at Mojang Studio in Stockholm working on Minecraft Dungeons. He previously worked on other MMOs including Anarchy Online and Battlefield 3. He got his start as a video editor in the marketing industry which lead to his career in LiveOps Gaming.David and Crystin discuss the difference between satisfying your players and attracting them to your game and how you can embrace the idea of a co-creative process with your player base by listening to your community and building relationships with them. David also touches on how to establish a human-centered approach to your game from the beginning and to create a relaxed culture with your team. David also offers some valuable advice on tooling for your content management systems and the importance of stress testing your servers.This episode is brought to you by Azure PlayFab.Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Austin Walker is the IP Director at Possibility Space. He was previously host of "Waypoint Radio" and he co-founded "Friends at the Table" (an actual play podcast). His work as a freelance writer in the video game journalism space has been featured on GameSpot and Paste. He's also written several short fiction pieces and comics. Austin and Crystin discuss LiveOps from a content creation viewpoint. They touch on a variety of topics including: Community tending; establishing ethical guidelines for monetization; the evolution in the way we interact with content creators; the impact Discord has on development; and reasons why some developers are fearful of their player communities.This episode is brought to you by Azure PlayFab.Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Terry Redfield is the Creative Director of London for Niantic Games. She's was a founder in the mobile games space and a designer across many different LiveOps projects including Psychonauts, Dungeons & Dragons and Magic: The Gathering. In her 27 year career, she's worked on many platform, mobile, PC and Facebook games.Terry and Crystin discuss different types of monetization models including cosmetics and fashion (skins); pain relief (cheats); goals (power-ups); time is money (skipping levels) and sponsorships (tournaments).Terry discusses biases in the games industry that create false assumptions about what your players will be attracted to in a game. She also talks about constraints and how they can be beneficial overall and how diverse teams make for better games.Support the Show.
Oscar Clark is Chief Strategy Officer at Fundamentally Games where he helps game teams understand what LiveOps is and how to make LiveOps work for them. He has a long history in LiveOps dating back to the late 90s. He's worked for the online games service, Wireplay; the UK mobile operator, Three; and for PlayStation Home, an early virtual world project. He also authored the book "Games As A Service: How Free to Play Design Can Make Better Games."Oscar will discuss production pipelines and how to keep your game dev teams healthy by focusing more on iteration and less on content and by discerning the best data to collect. Crystin and Oscar also chat about the art of monitoring data; the days of dial up modems; sittable chairs and flushable toilets in games; and the TV series "Columbo" as a metaphor for predictability with your players.This episode is brought to you by Azure PlayFab. Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Bob Holtzman is a consultant in the video game industry. He's worked with a variety of teams, including Riot Games, Kerbal Space Program, and Nexon doing communications, PR and community management. Bob joins Crystin to chat about the importance of media coverage for live service games; why game developers need to involve influencers and streamers in their development process; and how to manage difficult conversations with your players. He also provides 5 important guidelines for effective community management.This episode is brought to you by Azure PlayFab. Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Kim Swift is Senior Director of Cloud Gaming at Xbox Game Studios Publishing. She is best known for her work on "Portal" with Valve. She has touched a lot of different technologies across the industry, having worked at Amazon, Twitch, E.A., Motive, and Google. Kim talks about her hopes and dreams for the future of cloud gaming and what it means for LiveOps; how players can ascribe meaning and lore to benign design elements; and how even the simplest of design intentions can have unforeseen consequences. Crystin and Kim also discuss machine learning algorithms and how they might be used to create even more interesting interactions for players like advanced matchmaking or tailored experiences.This episode is brought to you by Azure PlayFab. Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Jason Girard is the Director of Live Services and Technical Program Management at ProbablyMonsters, building the next generation of Live Operations from the ground up in a developer focused way. He's been in the games industry for over 10 years building and supporting platform level technologies at the scale of millions of players across multiple games simultaneously. His focus is guarding the player experience by keeping games online and working. Jason talks about Games as a Service; Monitoring and Alerting; How a LiveOps team integrates with other teams within an organization; the importance of database management and the dangers of collecting too much or too little personal data from your players.This episode is brought to you by Azure PlayFab. Visit https://www.playfab.com for all your LiveOps needs.Support the Show.
Alex Hunnisett (@Blondagles) has been serving as Head of Live Service at Rare, supporting Sea of Thieves on its continued voyage into Live Operations. Having originally cut his teeth in digital and product marketing before taking the leap into game development, Alex has worked with several studios supporting their Games through Communications, Community, CRM and Live Operations.Alex will give us some perspective on his history of running LiveOps on “Sea of Thieves” coming from a marketing community perspective. He uses an analogy of “The Hobbit” to illustrate the transition from boxed products to LiveOps. This episode brought to you by Azure PlayFab: https://www.playfab.comSupport the Show.
Au programme de cet épisode de LCDJ : Les news : Humble Bundle Find the Cure : https://fr.humblebundle.com/software/find-cure-software Promo Assets Construct3 : https://www.construct.net/en/game-assets Promo Unity Assets store : https://assetstore.unity.com/publisher-sale Nouveaux assets gratuit Unreal Engine : https://www.unrealengine.com/marketplace/en-US/store Sketchfab racheté par Epic Games : https://sketchfab.com/blogs/community/sketchfab-is-joining-the-epic-games-family/ Evolution de Gamesparks par AWS : https://www.gamesparks.com/ et https://pages.awscloud.com/GDC2021.html Ouverture des commandes de playdate (mais plus de dispo avant 2022) : https://shop.play.date/ Estimation des ventes sur Steam : https://gamasutra.com/blogs/KarlKontus/20210802/386032/How_to_Estimate_Steam_Video_Game_Sales_in_2021.php Notre premier plugin Playfab sur le marketplace de GameMaker Studio 2 : https://marketplace.yoyogames.com/assets/9070/playfab-for-gm Liens : Notre sponsor : Million Lords - Un des meilleurs MMORTS sur mobile ! https://millionlords.com/ Infos : Animé par Anton Monjon et Robin Gorny Suivez-nous sur twitter : https://twitter.com/coulissesdujeu
Why I am Building Smaller Games Instead of Big Ones | Skinning Games | PlayFAB - Photon - Unity
Au programme de cet épisode de LCDJ : Les news : Quand re-écrire le code de son projet ? https://gamasutra.com/blogs/MasonRemaley/20210628/384189/When_To_Rewrite.php Ebook Unity : Trucs et Astuces pour optimiser son jeu mobile : https://create.unity3d.com/optimize-mobile-game-eBook Soumettre son projet pour l'incubateur Hub-IC : https://www.ledamier.fr/2021/06/14/hub-ic-2-incubateur/?cn-reloaded=1 Evaluer son idée de jeu vidéo mobile : https://www.pocketgamer.biz/special-report/76795/how-to-evaluate-mobile-game-ideas/ Liens : Notre sponsor : Million Lords - Un des meilleurs MMORTS sur mobile ! https://millionlords.com/ Sujet Playfab et LiveOps : https://playfab.com/ Nakama de Heroic Labs : https://heroiclabs.com/ Firebase : https://firebase.google.com/games Infos : Animé par Anton Monjon et Robin Gorny Suivez-nous sur twitter : @coulissesdujeu
Ever thought about what it takes to host a game in the Cloud? Well, this is the series for you! On the first Wednesday of every month, we explore Cloud Concepts that impact your journey to a connected multiplayer gaming experience! In this session, Chris is joined by Dominic who has recently been through the process of building his own game, Sudoku Social! Take the classic puzzle game and adding a cross-platform social twist with the cloud. Sudoku Social has been a passion project to learn game development and bring players together to answer the ultimate question. Who is the fastest Sudoku player?
00:00 Show Open and what we are playing 8:08 Wojciech Piejko & Jacek Zięba "The Medium" 22:14 Scott Strichart , Yakuza series 35:45 Richard Lambert, Elder Scrolls Online 44:50 More Xbox news 47:19 James Gwertzman , PlayFab Co-Founder 1:03:19 Andrea Doyon Transmedia, ARG Producer, Alice & Smith 1:15:06 Oliver Löffler. CTO & Co-founder, Kolibri Games 1:22:48 Wrap up and show close
This week we feature Melissa Benua as our guest. She will share her experiences and opinion about the heuristic “Distribute power and decision making” from the Simon Wardley Doctrine (https://wardleypedia.org/mediawiki/index.php/Doctrine_Patterns#Distribute_power_and_decision_making). She will share her heuristics to move between different leadership styles, such as Command and Control and Misson Command. We discuss the merits of the different styles, as well as how a manager can sense and discuss it with the people and the teams. We end up with the differences between an enterprise and a scale-up, and the trade-offs for a manager. Melissa recommends: State of DevOps report - https://cloud.google.com/devops Accelerate book from Nicole Forsgren, Jez Humble and Gene Kim Melissa Benua (@queenofcode) has worked in nearly every software development role—dev, test, DevOps, and program management—at companies big and small and somewhere in-between. She's created and run high availability, high-quality services for PlayFab, Bing, Cortana, and Xbox One, and now for mParticle's enormous data platform. Melissa discovered her love of massively-scaled systems while growing the Bing backend, where she honed the art of keeping highly-available complex systems up while undergoing significant code churn. Now a director of engineering with mParticle, she's passionate not only about maximizing efficiency both in her product code and in her developer tools but also about sharing best practices among colleagues and the tech world at large.
In a heavy start to a very fun episode, your nice hosts check in on each other as the COVID-19 pandemic stretches into the fall. Ellen unknowingly makes a timely West Wing reference, and Stephen only allows Mark to tell three Star Trek stories.You can watch Mark's mini-talk at PAX Online 2020, called "People, too" It was part of a panel on animals in games called "Lovely or Lethal: Will these animals cuddle me or kill me?"If you are looking to stay informed on the latest about the pandemic, The Washington Post, The New York Times, and other news websites are providing extensive daily COVID-19 coverage for free to non-subscribers. Games in Other Media 0:15:25 Ellen Burns-JohnsonGame DesignGamingNarrativeWhy I'm not buying the Harry Potter game - Stacey Henley, PolygonAny news on the IRL, playable version of Nine Kings? - Reddit‘The West Wing' Cast To Perform 2002 Episode On HBO Max To Benefit Michelle Oba… - Greg Evans, DeadlineWhy 'Edge of Tomorrow' Got Retitled 'Live Die Repeat' - Jack Giroux, /FilmList of games in Star Trek - Wikipedia'Black Mirror: Bandersnatch' Review: Interactive Movie Falls Short - Daniel D'Addario, VarietyKimmy Schmidt vs. the Reverend Is What Interactive TV Was Made For - Jen Chaney, Vulture Mark talked about the two Star Trek "interactive movies" that were produced in the 90s in a previous episode: "A mean secret that stays in this room."The "horror movie where the seats had creepy touch" that Stephen was talking about might have been the infamous 1950s camp classic The Tingler.Minnesota FringeThe 49 Original Whose Line Is It Anyway? Games, Ranked - Luke Winkie, Vulture It makes more sense in context... Online Play 0:52:57 Stephen McGregorGame DesignProgrammingToolsExplaining how fighting games use delay-based and rollback netcode - Ricky Pusch, Ars TechnicaMost people who play video games online experience 'severe' harassment, new stu… - Dave Smith, Business InsiderBackend ToolsUnity MultiplaySteam Multiplayer OverviewPhotonPlayFab
In a heavy start to a very fun episode, your nice hosts check in on each other as the COVID-19 pandemic stretches into the fall. Ellen unknowingly makes a timely West Wing reference, and Stephen only allows Mark to tell three Star Trek stories. You can watch Mark's mini-talk at PAX Online 2020, called "People, too" It was part of a panel on animals in games called "Lovely or Lethal: Will these animals cuddle me or kill me?" If you are looking to stay informed on the latest about the pandemic, The Washington Post, The New York Times, and other news websites are providing extensive daily COVID-19 coverage for free to non-subscribers. Games in Other Media 0:15:25 Ellen Burns-Johnson Category Game Design Gaming Narrative Why I’m not buying the Harry Potter game - Stacey Henley, Polygon "Any news on the IRL, playable version of Nine Kings?" - Reddit ‘The West Wing’ Cast To Perform 2002 Episode On HBO Max To Benefit Michelle Oba… - Greg Evans, Deadline Why 'Edge of Tomorrow' Got Retitled 'Live Die Repeat' - Jack Giroux, /Film List of games in Star Trek - Wikipedia 'Black Mirror: Bandersnatch' Review: Interactive Movie Falls Short - Daniel D'Addario, Variety Kimmy Schmidt vs. the Reverend Is What Interactive TV Was Made For - Jen Chaney, Vulture Mark talked about the two Star Trek "interactive movies" that were produced in the 90s in a previous episode: "A mean secret that stays in this room." The "horror movie where the seats had creepy touch" that Stephen was talking about might have been the infamous 1950s camp classic The Tingler. Minnesota Fringe The 49 Original Whose Line Is It Anyway? Games, Ranked - Luke Winkie, Vulture It makes more sense in context... Online Play 0:52:57 Stephen McGregor Category Game Design Programming Tools Explaining how fighting games use delay-based and rollback netcode - Ricky Pusch, Ars Technica Most people who play video games online experience 'severe' harassment, new stu… - Dave Smith, Business Insider Backend Tools Category Tools Unity Multiplay Steam Multiplayer Overview Photon PlayFab
With my first company, when we were doing Facebook canvas games, we built our own game server backend on AWS. We thought that we knew what we were doing, but we had painful nights when servers were down and the bills from Amazon that were really hurting our bottom line as we scaled our game. Back then, there was no SaaS option for a game server, especially made for a free-to-play game. I’m so happy to talk to day with James Gwertzman, the co-founder of PlayFab.
In this episode, Alison Wade and Jessie Shternshus chat with Melissa Benua, a Woman Who is a Problem Solver. Melissa is the Senior Engineering Manager at mParticle. Melissa has a B.S. in computer science and a masters in systems engineering, she has worked notable companies such as Boeing, Microsoft, and Playfab. Her work has spanned, at times simultaneously, every aspect of the software development lifecycle and her primary goal is to always be challenged and learn new skills to solve increasingly complex problems. You will hear about how Melissa has integrated motherhood into her life, works mostly with male-dominated teams, and about her creative problem solving to gain balance with both of these situations. You'll be inspired by the ways in which she supports other women to do the same.
Hanna Oh Descher is a data scientist at PlayFab with a PhD in cognitive neuroscience. She is passionate about understanding player behavior to help developers make games more fun. Scott and Hanna talk about what PlayFab allows game developers to do - focus on fun games! https://playfab.com/ https://azure.microsoft.com/en-us/solutions/gaming/
Modern games require more powerful development tools, global and flexible multiplayer support, and new revenue models. PlayFab is a complete back-end platform for live games and a powerful way for independent studios to get started. Boost revenue, engagement, and retention—while cutting costs—with game services, real-time analytics, and LiveOps.Jump To: [02:00] Demo Start For more information:PlayFab overviewPlayFab documentationPlayFab pricingAzure Gaming - Cloud Game DevelopmentCreate a free account (PlayFab)Create a free account (Azure)Follow @SHanselman Follow @AzureFriday Follow @gwertz
Modern games require more powerful development tools, global and flexible multiplayer support, and new revenue models. PlayFab is a complete back-end platform for live games and a powerful way for independent studios to get started. Boost revenue, engagement, and retention—while cutting costs—with game services, real-time analytics, and LiveOps.Jump To: [02:00] Demo Start For more information:PlayFab overviewPlayFab documentationPlayFab pricingAzure Gaming - Cloud Game DevelopmentCreate a free account (PlayFab)Create a free account (Azure)Follow @SHanselman Follow @AzureFriday Follow @gwertz
Our first #GDC18 guest is PlayFab's co-founder and CEO, James Gwertzman. James joins us remotely to talk about his decades in the industry, the potential of PlayFab as a complete backend platform for live games, and its recent addition to the Microsoft family. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
Our first #GDC18 guest is PlayFab's co-founder and CEO, James Gwertzman. James joins us remotely to talk about his decades in the industry, the potential of PlayFab as a complete backend platform for live games, and its recent addition to the Microsoft family.
We are back for another episode of tech-centric topics, with friend of the show Kyle Jones from Discussing Who. In this episode, we talk Surface price drops, HQ Trivia venture capital, Spotify-Discord group listening, Mario Kart Tour, Microsoft’s acquisition of PlayFab, Strava heat-maps, crypto-currency regulation and price fluctuation, and Dragon Ball FighterZ.
La page Tipeee si vous voulez m'aider à réaliser ce podcast dans de meilleures conditions et obtenir des émissions inédites et autres bonus : https://www.tipeee.com/la-revue-de-presse-jv Les liens cités dans cette édition : -Nintendo a écoulé près de 15 millions de Switch en 2017, et déjà 9 millions de Super Mario Odysseyhttps://www.gamekult.com/actualite/nintendo-a-ecoule-pres-de-15-millions-de-switch-en-2017-3050802015.html -Nintendo Switch : En plus de Labo, Kimishima promet d'autres nouvelles façon de jouerhttp://www.gameblog.fr/news/73267-nintendo-switch-en-plus-de-labo-kimishima-promet-d-autres-no -Microsoft se renforce encore sur le cloud avec l'achat de PlayFab :https://www.gamekult.com/actualite/microsoft-se-renforce-encore-sur-le-cloud-avec-playfab-3050801987.html -Accusé de tricherie, un champion des jeux vidéo perd ses titres après 35 ans de règnehttp://www.konbini.com/fr/tendances-2/todd-rogers-jeu-video-retro-dragster-triche-speedrun-twin-galaxies/ Pour écouter l'émission, s'abonner et frétiller : -RSS : http://la-revue-de-presse-jv.lepodcast.fr/rss-iTunes : https://itunes.apple.com/fr/podcast/la-revue-de-presse-jv/id1289067344?mt=2-PodCloud : http://la-revue-de-presse-jv.lepodcast.fr/-YouTube : https://www.youtube.com/playlist?list=PLqDI-3HSs5O9SC37mz5X3ietZAktD5ydk-Deezer : http://www.deezer.com/fr/show/55059-Le Tipeee : www.tipeee.com/la-revue-de-presse-jv Pour réagir et tailler le bout de gras ensemble : -Twitter : https://twitter.com/RevueDePresseJV-Discord : https://discord.gg/HSCQhxN -Facebook : https://www.facebook.com/La-revue-de-presse-JV-348425015606178/?hc_ref=ARSPgYS1-eDedgYi38QEX4rYhIBhjuAOQk7pkqtYg_bTrPGHNb9S_CAQK3KxUjpWFNo&fref=nf -Mail : revuedepressejv@gmail.com
Calling All Platforms Tech - Tech news for fans of Apple, Google and Microsoft
Google: - Google Play finally has audio books. - Google Clips is up for preorder. - Google I/O is going to be May 8-10. - Samsung sends out press invites to the Galaxy S9 announcement set for February 25. Apple: - HomePod is now available for preorder. Official launch day is February 9. - iPhone SE 2 potentially to launch in May or June. - 13" Macbook Pro coming? - iOS 11.3 will support Advanced Mobile Location. General Tech: - Facebook is going to give local news priority to major news publications. Microsoft: - Teams is getting updated with more features. But not the ones that Caleb wants. - Microsoft has sent out an update for Windows regarding the Meltdown issues. Gaming: - Microsoft acquires Playfab, a back end gaming developing company. - Mixer is getting updates that help the viewers support the streamers. - Xbox Game Pass will get new Microsoft games on the release date. - Caleb and Wes are really enjoying Sea of Thieves. - Overwatch got a new map, Blizzard World, and it's amazing. - God of War for Playstation coming on April 20. - Monster Hunter World is getting great reviews. - Final Fantasy XV: Pocket Edition available for preorder now. - Indie Game Spotlight of the Week: Shadow of Loot Box from Stately Snail. www.callingallplatforms.com Contact: podcast@callingallplatforms.com Social: Facebook Twitter YouTube Subscribe on iOS Subscribe on Android TuneIn Stitcher
This we we discuss initial impressions of Monster Hunter World and Dragonball FighterZ, Epic Games' decision to shut down Paragon and refund their customers, Microsoft's acqusition of PlayFab, the decision to offer new exclusive games on Xbox Game Pass, and what we think will happen with Anthem now that Bioware is delaying the game to 'double-down' on development. After that, we review the 2018 Royal Rumble! Use our Amazon page to donate to the show: www.densepixels.com/amazon Subscribe to our YouTube channel: Dense Pixels You can now follow us on Twitch! Brad - DensePixelsBrad Terrence - App4RITioN410 Micah - denseblacknerd Twitter: @DensePixels Facebook: Dense Pixels Podcast Subscribe on iTunes or Google Play Music Headlines Epic Games shutting down Paragon; will refund all purchases Miitomo shutting down in May Microsoft acquires cloud-based gaming platform PlayFab Top Stories Xbox Game Pass to start offering Xbox exclusives on launch day Anthem delayed in to spring as Bioware ‘doubles down’ on a pivotal game for their future Royal Rumble 2018 Review
Dans cet épisode, j'ai l'honneur et le bonheur de recevoir Gabriel Dabi-Schwebel, fondateur et CEO de l'agence 1min30 dont le bureau-chef est situé à Paris. Il viendra nous entretenir sur les principes de base de la mise en place d'une stratégie d'inbound marketing. Une entrevue extrêmement riche et intéressante que vous allez apprécier j'en suis certain. Ne manquer pas de jeter un oeil aux notes de l'épisode situées à la suite de la transcription de celle-ci. Vous y trouverez une foule de liens pertinents pour rejoindre l'agence, Gabriel lui-même ou encore les références mentionnées tout au long de l'interview. Finalement, n'hésitez pas à commenter l'épisode pour nous laisser votre avis sur le sujet ou sur notre invité du jour! Transcription de l'interview avec Gabriel Dabi-Schwebel de l'agence 1min30 sur la mise en place d'une stratégie d'inbound marketing Marco: On est avec Gabriel Dabi-Schwebelde l'agence 1 Minute 30. Merci beaucoup Gabriel d'avoir accepté l'invitation de venir sur l'accélérateur, c'est très très apprécié. Gabriel Dabi-Schwebel: C'est très sympa à toi de m'inviter. Marco: Gabriel, j'aimerais que tu prenne quelques minutes pour te présenter et nous indiquer un petit peu ton parcours professionnel nous dire un peu ce que fait 1 Minute 30 dans la vie de tous les jours alors je te laisse te présenter. Gabriel Dabi-Schwebel: Je m'appelle Gabriel Dabi-Schwebel, je suis fondateur de l'agence 1 Minute 30. J'ai créé cette agence maintenant il y a cinq ans et demi. J'étais le premier à lancer une agence sur inbound marketing, donc il fait faire venir vers toi les clients. C'est un concept que applique l'agence depuis cinq ans une newsletter par semaine, un livre blanc par trimestre avec aujourd'hui des vrais résultats parce qu'on a une audience solide, 2500 téléchargements de nos livres blancs tous les mois, et trois quatre ans des beaux jours pris avec des clients par notre site tous les jours aujourd'hui sur notre agence de Paris mais aussi sur nos agences qu'on a en franchise avec des franchises dans les grandes villes Lyon, Aix-Marseille, Nantes, mais maintenant aussi des villes en Suisse avec Genève. On est aussi ravi d'avoir des franchises au Québec on pourra en parler peut-être un peu plus tard. Je ne sais pas si je dois parler de ma vie avant 1 Minute 30. Moi j'ai un profil d'ingénieur. J'ai une formation d'ingénieur à Paris dans ma vie avec beaucoup de mission de conseils en freelance dans les télécom et media, mais aussi une marque de bijoux que j'ai créé et qui existe encore qui s'appelle Litchi, et aussi deux éditeurs de logiciels que j'ai tenté de lancer l'un qui s'appelait Playfab et l'autre qui s'appelait Soft4energy. Donc l'un faisait du podcast mobile et l'autre qui faisait du monitoring des énergies renouvelables. Marco: Donc tu es quelqu'un qui naviguait pas nécessairement du milieu du marketing et qui s'est auto formé en faisant le tout un peu de toutes les information qui avait de disponible de voir un peu sur le net un peu partout en faisant des recherches à ton sujet que tu avais entre autre suivi de très près de ce qui se passait chez Hubspot qui est une firme qui est vraiment très très forte au niveau de l'inbound marketing. Dis-moi Gabriel, j'ai lu que tu avais déjà écrit quelque part que l'inbound marketing se décrivait en quatre phases. Est-ce que tu peux nous décrire ça rapidement puis nous dire un peu dans l'ordre comment ça se produit selon toi au niveau de l'inbound marketing? Gabriel Dabi-Schwebel: J'aimerais revenir sur l'animation parce que ça c'est vraiment un truc auquel je crois. Si j'ai bien compris ta question te présenter un peu les différentes étapes de l'inbound marketing. Sur la notion d'auto formation, c'est vrai que j'ai appris en faisant et Hubspot a été vraiment mon déclencheur. Je n'avais pas une connaissance du monde de l'agence de communication ou du digital en tant que tel autant j'étais déjà dans l...
On the seventeenth episode of Indie Insider (and the first of 2017!), host Logan Schultz sits down with James Gwertzman, CEO of PlayFab. PlayFab is a company that offers a complete backend experience built exclusively for live games. James and I talk about how he got started and his time at PopCap, the differences […]
Indie Cup, live demos, feedback, PlayFab, and general game development goodness.