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Origin Studio We are a newly established Chinese mobile game development team, our faith: the best people will make the best games with 200% of the sweat and hard work

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30/10/2013

Professional Growth Is King

by Laura Yip

Silicon Valley is a developer’s playground. The battle for top-tier talent is heated and these folks have their pick of high paying, Chuck Taylor-wearing jobs. Indie studios, mobile game makers and giant publisher incumbents are all fighting with the likes of Google, Apple and Facebook for employees to build, maintain and analyze their games. And, for successful developers, new blood is needed fast.

So how do you sell your company to highly coveted software engineers? Here are some lessons I’ve learned at Storm8 and from our team of founders that jumped ship from Facebook to capitalize on the growth potential of mobile social games.

It’s not all about perks, it’s about the challenge.

Many startups and studios try to recruit people based on perks, but that doesn’t always work when almost all companies offer the same benefits (and sometimes even better than yours if you’re small). Gourmet meals, unlimited snacks and drinks, fitness facilities, free shuttles, game rooms — yes these are all great, and sometimes necessary, but they will not make or break someone’s decision to join a company. Really talented individuals don’t base their next career move on how many old school arcade games they would have access to, or a free shuttle to the nearest train station. They look at the company’s business promise, they look for opportunities for personal growth, they look for ways to consistently learn, they look for meaningful challenges.

How do you approach game development differently? What software engineering, system and scale challenges will they attempt to solve? What coding languages or development platforms will they be exposed to? These are only some of the questions you should be thinking about answering.

For in-demand engineers, daily freebies are barely a cherry on top of a good offer. You need to communicate what issues you are facing and how they can be part of the answer. In our experience, top-grade engineers don’t shy away from say, a scaling issue, and actually even skip the free lunches and dinners to tackle them.

Support ongoing professional development.

Having the time and space to solve one problem beautifully can excite many engineers, but the opportunity to solve different, new problems once you master your first is often more compelling. Personal and career growth is crucial to talented engineers. Some questions that need to be addressed here include: How quickly are new hires on boarded? How fast can someone new move up? How are employees rewarded for good work? How are projects decided and assigned? What technical opportunities outside of building games are open to me? How does your company balance autonomy and oversight?

We’ve found that engineers who work on a variety of game genres and move laterally to new teams if interested excel at Storm8, and they stick around, too. Top talents enjoy the challenge of tackling different problems; you don’t want them to feel stuck on one project. Creating a culture that allows people to freely move across teams is a morale booster and supports ongoing professional development. For instance, a technical team member who may have interest in business development and have an aptitude for it can easily provide value in partnership deals. It’s not only about moving up the ranks, but having control over your own career and having the freedom to pursue other interests internally if there’s a fit.

Room to impact the company and the outside world.

We often hear from prospective employees that the reason that they look for a new opportunity is because they feel undervalued. They feel like a statistic; just another engineer on a 500+ person team across continents working on a project that may or may not be canned in their market next month. Talented engineers look for projects that they can own from the beginning to the end. They look for opportunities to collaborate and a way to make an impact on the products that they develop. By showing engineers that their feedback and hard work is valued, that their ideas are actually implemented in the next iteration of a game, you will have a bigger chance of successfully bringing them on board.

It’s also important to communicate the impact that your products make to the world outside of your company’s walls. Share your user’s feedback, humanize your products and explain how even their friends or family can find these things useful and entertaining in their everyday lives.

Foster a highly collaborative environment.

There is a reason that many startups and developers have open floor plans. It’s not so that they look hip and friendly on an “about us” page; it’s about having an open flow of communication up and down an organization. Staying true to a flat structure has more to do with employee satisfaction and ownership over work than you might think. At Storm8, founders are rarely consulted on day-to-day game decisions — that responsibility lands with the team and they want to keep it that way.

In relation to showcasing how employees can make an impact to the products they develop, it’s important for incoming candidates to understand that their ideas are always welcome; that suggestions don’t just go into an anonymous digital suggestion box that decision-makers rarely monitor. At Storm8, this not only applies to someone’s specific project, but to all aspects of the company. We ask everyone to contribute game ideas and regularly pull non-team members into brainstorms. And we listen to them, too.

A Final Note

While the dominant players in the Internet and social media world have name recognition and product familiarity, that doesn’t mean you can’t compete for talent on many others factors. There is a reason you work for your company and why your founders started it and why investors and players are sustaining it – so let that shine through. By building on these high-value and intangible perks, you’re sure to attract the right technical talent; those who will share the same passion and enthusiasm for your product as you do.(source:gamasutra)

30/10/2013

38 per cent of US toddlers mobile-savvy, up from ten per cent in 2011

by Phil Tottman

Young children spend twice as much time using a screen as they do reading a book.

Ownership of tablets has increased from eight per cent to 40 per cent within families with children eight and under in just two years, reports Common Sense Media.

This has increased children’s access to connected devices in the US from 52 per cent to 75 per cent.

The average amount of time kids spend using a mobile device has tripled from five to 15 minutes a day, with 38 per cent of infants under two having used a device, compared to ten per cent in 2011.

The constant access to connected devices could prove to be dangerous as a previous report from BullGuard revealed one in ten parents have had to deal with offspring being bullied while surfing the internet.

Amazingly, time spent watching TV and DVDs or using a computer or games console has decreased by over half an hour a day – although TV still accounts for half of all screen time.

Screen media far surpasses time spend reading a book, with children under two spending way more than double the time watching TV than the traditional method of entertainment and education.

James Steyer, CEO and founder of Common Sense Media, commented: “The media children consume can have a profound impact on their learning, social development, and behavior.

“The only way to maximise the positive impact – and minimise the negative – is to have an accurate understanding of the role it plays in their lives. These kids are true digital natives.”(source:mobile-ent)

2)Smartphone sales pass 250M in Q3, and Samsung’s grew twice as fast as Apple’s

John Koetsier

Global smartphone sales passed a quarter of a billion units for the first time ever this past quarter, and Samsung accounted for a staggering 88.4 million of them.

“Samsung grew 55 percent annually and shipped a record 88.4 million smartphones worldwide, capturing a record 35 percent marketshare in Q3 2013,” Strategy Analytics executive director Neil Mawston said. “Apple grew just 26 percent annually during Q3 2013, which is around half the overall smartphone industry average of 45 percent.”

Sixty percent of all phones sold worldwide were smartphones, a new high.

While Apple grew slowly, Chinese star Huawei grew even faster than Samsung — though mostly in China, and to a lesser extent in developed markets such as Europe or the U.S.

“Huawei was a star performer as global shipments grew 67 percent annually to 12.7 million units in Q3 2013,” Woody Oh, a senior analyst at Strategy Analytics, said in a statement.

“Huawei captured 5 percent marketshare and became the world’s third largest smartphone vendor.”(source:venturebeat)

3)Apple’s record quarter in education: iPad has 94% of tablet market

John Koetsier

Apple had its best quarter ever in education, CEO Tim Cook said today on the company’s quarterly earnings call. That includes the companies highest sales ever, and a 94 percent tablet market share for iPad.

“We had over a billion dollars in revenues for the first time ever,” Cook said. “Macs were up 8 percent — while the PC market was down 12 percent — and iPad sales were up 22 percent.”

Apple sold 14.1 million iPads in the last quarter, plus 33.8 million iPhones, and reported revenue of $37.5 billion. The company also reported income of $171 billion for its fiscal 2013 full year, with $37.5 billion in profits.

The biggest news regarding tablets, education, and Apple, of course, is the Los Angeles Unified school district, where Apple and administrators have entered into a deal worth hundreds of millions of dollars to supply every student with an iPad.(source:venturebeat)

4)New survey sheds light on how UK devs feel about piracy

By Mike Rose

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An overwhelming number of game developers in the UK are adapting their games and business models to best deal with piracy, according to a new survey.

UK trade body TIGA asked game studios for their thoughts on piracy issues, and found that 87 percent of those surveyed believe that adopting new business models that better combat piracy is favorable to introducing stricter enforcement.

Although 57 percent of those surveyed said that piracy is having an effect on their businesses, 73 percent of overall respondents disagreed that those people found to be illegally downloading games should have their internet connections slowed or cut off.

This follows reports over the last few months that UK broadband providers have been collating information on illegal downloaders, with the potential for throttling connections for those found to be committing piracy.

40 percent of those surveyed did, however, believe that educating consumers on the effects of piracy on UK games businesses is still important.

Notably, 37 percent of respondents said that they don’t believe piracy will be an issue anymore in five years’ time, thanks in part to business models like the free-to-play model, and requiring online security checks for games or apps every few days.(source:gamasutra)

5)Eastern advance: Gamevil sets sights on Southeast Asia with M&A push

by Keith Andrew

As western developers look to make their mark in the east, one outfit already based in the region is also attempting to spread its wings, with Korean developer Gamevil adding to its recent spate of M&A deals.

The company has just announced an equity investment in GMT Soft – an affiliate of a Thai publisher its already worked with, CMT Thai – in order to strengthen its hand in Thailand and Southeast Asia.

The deal comes just weeks after Gamevil acquired Korean rival Com2us, which itself was quickly followed by investments in two further outfits, Everple and DBROS.

Asian eye

“Through the investment, Gamevil looks to capitalise on the high growth potential of the emerging Southeast Asian market,” detailed the company in a statement.

“Interestingly enough, Gamevil has been experiencing its largest growth in Southeast Asia. Games such as Fishing Superstars, Monster Warlord, Dark Avenger, and Punch Hero have been doing particularly well in Thailand, Vietnam, Indonesia, and Singapore, having hit box office scores in each country.

“Going forward, a wider range of games will be tailored to fit the local taste through localiaed marketing efforts and live servicing.”

The GMT Soft investment – figures not disclosed – would appear to form part of the firm’s $130 million strong M&A warchest, unveiled back in June, with the company having claimed future investments and buyouts would serve as steps along the way to becoming the “top mobile games publisher in the world.”(source:pocketgamer)

25/10/2013

Creating an Iterative Culture

by Seth Sivak

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

This is cross-posted from the Proletariat Blog

The best games come from iteration, but how can we build that into our process and culture? This is something we have worked hard to create at Proletariat and we push every day to foster this culture. Here are three important steps to creating a culture of iteration within your own team:

1. Constantly review

Goal: Everyone on the team helps each other create the best work possible in a constructive manner.

The first step in creating an iterative culture is for team members to constantly review their work with the rest of the team. While uncomfortable at first, especially when work is in-progress, it’s critical to establishing feedback loops within the team. At Proletariat, we formally do this on Fridays in our weekly review meetings (which we stream live on Twitch) and informally with smaller groups.

Action Item: Create review steps in the process where people from all different disciplines can give feedback on ideas. Start these formally and then allow them to develop organically.

2. Nothing is ever “done”

Goal: Stay flexible with features so that team members can return to past work and polish it while the game evolves.

The constant review process will get the team comfortable showing work that isn’t complete. The next step is to make it clear that nothing is ever “done”. There’s always room for improvement or polish, whether it is art, design, or code. As the game continues to evolve and features are completed, multiple passes may be required. The idea that it’s not done means that the team can move on knowing they’ll have a chance to return to features later and iterate on them. This only works if the team trusts the producers and the schedule.

At Proletariat, we build lists into our backlog that contain issues the team wants to re-address. At the end of every milestone, we try to leave a week to work on the backlog, which we call a “debt” week. Team members can work on their own, prioritizing the parts of their work they feel need the most attention.

Action Item: Build lists in the backlog with pieces that require polish. Provide frequent breaks during the development process to let the team dig into the backlog.

3. Give it away

Goal: Allow for open and honest feedback and ideas to encourage the team to not hold on to a single personal idea.

It is common to see developers struggle to let go of “their” idea, hurting the process. Instead of focusing on letting an idea go, put the focus on giving the idea away so the rest of the team can build from it.

Everyone on the team is expected to throw ideas into the pile and what comes out is the result of the process. Each member of the team must understand that the moment an idea is spoken aloud to the group it is no longer their idea. This is the same for any art, music, sound, or code. I like to think about this as not letting go of your ideas but instead giving them away to the team. Members are expected to contribute their creative talents and that is a great gift to the final product.

Action Item: Be critical of ideas but not their sources. Develop a process that can objectively analyze options in game context.

Conclusion

Creating a culture of iteration takes time and focus from the entire team. Priorities need to be shifted and changes to the process can certainly take a toll on development. However, once this culture is established, it can enable the team to push each other to create their best work in a positive, collaborative environment.(source:gamasutra)

25/10/2013

50 Easy Steps to Indie Success

by Tanya Short

As the director of Kitfox Games, I have read dozens, perhaps even hundreds, of articles claiming they will assist my 4-person team in making “a successful indie game.” New articles come out every day, all with helpful advice for me and my team. Some were linked to me by personal friends, family, colleagues, or industry mentors.

I like to think these people were well-intentioned.

So, having read all of this, what’s my plan to succeed? Follow my lead:

1、Okay. Obviously the best thing you can do is FINISH YOUR GAME.

2、But wait, don’t ACTUALLY finish it! I hope your game isn’t done yet! You’re supposed to start marketing first!

3、So how do you market? You need a hook. I hope you weren’t planning on just making a good game! Don’t be ridiculous! You’ll need a unique tagline that’s more interesting than the other 1000 emails in a stranger’s inbox.

4、Now that you have a hook, the best way to get your hook out there? Presskit(). No, this part isn’t a joke. Do it.

5、Then contact the press! Here’s some checklists on who to contact and how. You’ll probably need “at least 6 months worth of one person working full time”

6、And aside from actual journalists, “take social networking sites very seriously.”

7、Even reddit. Or maybe especially reddit.

8、But advertisements? Definitely “don’t spend money on traditional marketing and customer acquisition.”

9、But you don’t want to disappoint anyone. “Be realistic about what you can do.” So, mobile games are easier to make, right? Right. Let’s be realistic.

10、Except “a lot of people never pay anything on the App Store”

11、And “most apps fail commercially”. Probably because the mobile scene is “completely commoditised”.

12、But don’t go console. “Chances are you won’t be able to quit your day job by releasing a game on XBLIG.” “The vast majority of games on [Xbox 360] make … less than $1000”.

13、And putting your game on Ouya might just be worth it … but maybe not.

14、So, PC! Just make sure you’re on Steam, or else. You’ll need press first if you go traditional, and going Greenlight means community management.

15、Plus, if you’re on PC you can maybe get hundreds of thousands of sales through bundles! But even bundle salespeople say to use bundles only “during the long-tail period of your game’s lifespan”.

16、Does your game design have multiplayer? Incorporate multiplayer “to create long term value for players”.

17、Try to speak “to a wider audience”.

18、No, wait, find a “small niche long-abandoned”.

19、、But did you want to make money? Free to play is “the only way to make money in video games”. In fact, “freemium will dominate. You can’t beat free.”

20、No, wait, that’s Evil Game Design. Almost as evil as those coercive, greedy pay-2-play techniques.

21、But whatever you do, don’t make money your number 1 priority. It’s, like, ironic.

22、In fact, indie heroes try their “utmost hardest to ignore any commercial pressures that may arise”.

23、Besides, when failure can be “one of the happiest and most satisfying times of [your] life”, why not do away with the word failure entirely and “redefine success”?

24、And if you DO make money, feel bad about it! You’re probably “after weak people in vulnerable states.”

25、In fact, “Not all games can be free-to-play.” So… figure it out yourself. You’re probably doing it wrong anyway.

26、And remember those journalists you talked to? They’re not interested in free to play.

27、Just remember, “there’s nothing wrong with people wanting to play your game for years.” No need to get defensive or anything.

28、Besides, premium games get pirated like crazy. Might even turn your most successful game into your “least profitable.”

29、But hey, pirating can “make an indie game into a success”!

30、In fact, if it’s premium, maybe start selling your game as soon as it’s in alpha.

31、Wait, isn’t this the same as a Minimum Viable Product from business? No, that can’t be the same thing. Never mind.

32、No wait, in games, it’s called a demo. “There is simply no excuse for failing to have a demo at an early stage.”

33、Or you can just give away some for free, as a gift.

34、No, wait, game demos halve your sales.

35、And if your demo’s good, someone might clone it faster than you finish it.

36、You still need money? You could do a Kickstarter. Everyone loves crowdfunding.

37、But don’t ask for high numbers. You shouldn’t actually need money.

38、And be careful about using stretch goals. Never stretch goals.

39、Unless you’re famous already. Then stretch the goals.

40、Just remember if you get too much money, the internet will turn against you.

41、And maybe “the Kickstarter bubble is strained to breaking point”…

42、But you can avoid crowdfunding nonsense altogether if you build in metrics to track your monetisation and get those DARPUs sky-high! They say “your game has to fit a ‘million dollar+ formula’”

43、Actually, “there is no single right answer or standard model” in business intelligence, so just get used to flailing about with your metrics. After all, Ultima Online used metrics. Are you better than Ultima Online?

44、But metrics alone can’t save your monetisation.

45、So, I hope you haven’t been specialising too narrowly, because you’ll have to be a master of everything. Programming, business development, marketing, art, design, production.

46、And not just game stuff. You’ll need cinematography too. “The worst thing you can do is make a bad trailer and deliver something that’s not the same level of quality as your game.”

47、Well, maybe you don’t need to track your schedule and budget. You might as well take your time and deliver when you’re done, since quality is what matters.

48、So just make an awesome game! Get really good review scores!

49、But reviews won’t matter. In fact, “making a good game doesn’t guarantee you anything” You’ll still flop. And that’s okay!

50、On second thought, don’t worry too much about the design. You probably suck at it anyway.

So! Have you made a million dollars and won IGF yet? Ha! No, me neither.

Of course, the real lesson to take from this is what we all knew already: every game is different.

Advice is often given by genuine experts in their field, and yet it still might not apply to what you’re doing when taken literally. Unless this guru is specifically playing your game, and has a telepathic connection to every niche of your platform, and can look into the future to see what will happen when your game releases, any insight naturally comes with caveats. Some advice has timeless common sense behind the words. Most doesn’t.

My team and I will make mistakes, but we’ll learn from them, and if asked, we’ll give others advice based on what succeeded and what failed. Hopefully they won’t take that advice at face value and will interpret it carefully for their own game, team, goals, and situation.

As long as we keep creating, you and me, we’ll be all right.(source:gamasutra)

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