Roventure- an Endless Runner Game
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Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Infinite Runner Market Research
INFINITE RUNNER MARKET RESEARCH BY FINLEY CHAPMAN • I have been tasked with doing market research on video games that fall under the infinite runner genre and are suitable for people aged 7+ • To do this I have compiled some of the most popular games in this genre that are available on the Google play store. • I’ve also made sure that all the games have been rated as appropriate for those aged seven and over • Game 1: Temple run NOTES ABOUT TEMPLE RUN • It’s one of the most famous games in the genre. • It is an extremely popular game, with over 100 million downloads on the Google play store. • It has generally good reviews (an average of 4.3 stars out of 5) The game takes place in a jungle which further adds to the game’s explorer theme. This makes the game immersive because it is a place where you would expect to find an explorer in real life. This also makes it stereotypical of it’s theme. The game features tribal drums as part Players play as an Indiana of its soundtrack. This builds up the Jones like explorer tension and gets faster when the apes character who has to out behind you catch up. Because of this run a pack of apes, who the music makes the game feel even are after a statue that the more immersive. player has stolen. This obviously gives the game It has a simple control scheme,this an explorer theme, it also makes the game pretty accessable to adds a sense of urgency inexperienced players. -
Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility. -
The First Meaning Is the Holder of the Precious Thing and Literally Translates to “Gourd”, the Second Meaning Is “Interactive Recording”
1. The name of this website comes from two Mandarin Chinese words : the first meaning is the holder of the precious thing and literally translates to “gourd”, the second meaning is “interactive recording”. We saw both definitions highly relevant to our mission. Which website? Hulu 2. The term was first coined in 1996 by a member of The Cult of The Dead Cow. The term is defined as “the use of legal and/or illegal digital tools in pursuit of political ends”: Hactivism (Hacking+ Activism) 3. Petition to include X among the UNESCO’s world heritage site, will become first digital entry in the prestigious UNESCO list, a masterpiece of human creative genius and also of universal human value: Wikipedia 4. Tie-ins via 3 games- 2010 Haiti Earthquake Relief Fund; Virtual Sugar Beets were available for purchase; October 2009- players to contribute to charitable causes: Zinga 5. Trademark owned by Hormel Foods Corporation; Approx 80 to 85% of all emails fall in this category; Digital Equipment Corporation Computers- Gery Thoerk- ARPANET-1975: Spam 6. Mike Muuss-1983- Troubleshoot; Utility-Reach ability of a host; Blogging-XML-RPC based push mechanism – updates: Ping 7. Launched in 1997: Most User Friendly Website acc to JuxtConsult 2008 ; Anupam Mittal; World’s largest matrimonial website: Shaadi.com 8. Ward Cunningham; Hawaiian-Fast or Quick; Users can add, modify or delete content: Ward Cunningham, the developer of the first wiki software, WikiWikiWeb, originally described it as "the simplest online database that could possibly work". 9. President & CEO is Satoru Iwata; Card Company 1889; Leave Luck to Heaven: Nintendo of America 10. -
Level 1: Run for Your Life Free
FREE LEVEL 1: RUN FOR YOUR LIFE PDF Stephen Waller | 32 pages | 08 Feb 2009 | Pearson Education Limited | 9781405869706 | English | Harlow, United Kingdom Level 1: Run For Your Life Book and CD Pack : Stephen Waller : Cookies are used to provide, analyse and improve our services; provide chat tools; and show you relevant content on advertising. You can learn more about our use of cookies here. Are you happy to accept all cookies? Accept all Manage Cookies Cookie Preferences We use cookies and similar tools, including those used by approved third parties collectively, "cookies" for the purposes described below. You can learn more about how we plus approved third parties use cookies and how to change your settings by visiting the Cookies notice. The choices you make here will apply to your interaction with this service on this device. Essential We use cookies to provide our servicesfor example, to keep track of items stored in your shopping basket, Level 1: Run For Your Life fraudulent activity, improve the security of our services, keep track of your specific preferences e. These cookies are necessary to provide our site and services and therefore cannot be disabled. For example, we use cookies to conduct research and diagnostics to improve our content, products and services, and to measure and analyse the performance of our services. Show less Show more Advertising ON OFF We use cookies to serve you certain types of adsincluding ads relevant to your interests on Book Depository and to work with approved third parties in the process of delivering ad content, including ads relevant to your interests, to measure the effectiveness of their ads, and to perform services on behalf of Book Depository. -
All About Tablets What Is a Tablet?
All About Tablets What is a tablet? A tablet is any portable device with a touch screen that allows for mobile computing. It differs from a Smart Phone in that it does not have phone functionality. Otherwise, it can be nearly identical. An eReader is a type of tablet designed primarily for reading eBooks, and may or may not have the same advanced functionalities as a tablet. Things you can do with a tablet Most tablets have: Internet web browsing Calendar/Clock Email mp3/Music Playing Camera (Picture/Video) Some Androids and iPads allow for a keyboard/mouse to be connected, for easier use. Some also have a 3g (or 4g) antenna built-in, which allows for cell phone data access to the internet in areas where there is no WiFi available (this requires a subscription to use). Things you CAN’T do with a tablet Tablets cannot run or install traditional programs, like what a computer uses. Tablets only run “apps”. You cannot install a program or game unless it is available as an app. Not all tablets have apps. Some third-party tablets (that are neither Androids nor iPads) do not have an “App Store”, and only run the apps they come with. Tablets cannot connect to a printer. Some advanced printers allow for printing from Android or iPads, but not many do. Even if it has a USB port, you cannot just plug a USB device into a tablet unless the tablet supports it. Types of Tablets/Operating Systems Apple iOS: Used by all Apple devices, including iPhone, iPad, and even iPod Android OS: The most commonly used OS. -
Data from Sensortower
Q4 2019 Store Intelligence Data Digest © 2020 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Worldwide app downloads totaled 28.7 billion in The biggest story of Q4 2019 was the launch of 4Q19, a 4.7% year-over-year increase. 2019 full Disney+, which quickly became the top year downloads grew 9.1% to 114.9B, including downloaded app in the U.S. It had more than 30 30.6B on the App Store and 84.3 from Google Play. million U.S. downloads in the quarter. For the first time in more than five years, Google TikTok ended the year as the No. 2 app by global passed Facebook to become the top mobile downloads behind WhatsApp. India was publisher by worldwide downloads. It had 841M responsible for nearly 45% of TikTok’s first-time first-time downloads in 4Q19, up 27.6% Y/Y. downloads in 2019. 2 © 2020 Sensor Tower Inc. - All Rights Reserved Table of Contents: Topics Covered The Q4 2019 Store Intelligence Data Digest offers analysis on the latest mobile trends: Top Charts for the Quarter 2019 Year in Review 5. Market Overview: 36. Top Categories: 43. 2019 Year in Review: Worldwide year-over-year download A look at year-over-year growth for the Top apps, games, publishers, new apps, growth for the App Store and Google Play top categories on both app stores and new games globally in 2019 6. Top Apps: 39. Top Countries: 51. Disney+: Top non-game apps globally, in the U.S., The countries that had the most installs A look at where Disney+’s launch places it and in Europe in the quarter and a look at Y/Y growth among top SVOD apps in the U.S. -
Online Games Gamble with Children's Data
Report on GameTech ONLINE GAMES GAMBLE WITH CHILDREN’S DATA Published by the Danish Society of Engineers’ Working Group on Ethics and Technology & DataEthics.eu Report on GameTech Contents 1. Background 4 1.1. Definition of gaming 5 1.2. Children’s rights, the GDPR and data ethics 5 1.3. Danish children and gaming 7 2. Digital games and use of data 8 2.1. Microtargeting 8 2.2. Business models 9 2.3. The ecosystem 10 2.3.1. Game development companies 10 2.3.2. The game engine 12 2.3.3. Gaming devices 13 2.3.4. Actors in advertising 14 2.4. Lack of transparency 14 3. Advertising and manipulation 15 3.1. Persuasive game design 15 3.2. Advertising 15 4. Three popular games 18 4.1 Gaming services disclaim responsibility 18 4.2. Fortnite 19 4.3. Subway Surfers 20 4.4. Candy Crush Saga 21 5. Conclusion and recommendations 22 5.1. Conclusion 22 5.1. Recommendations 23 5.2. Particularly for parents 24 Annex 1 25 Questions to the Danish Data Protection Agency 25 Endnotes 28 3 ”The way mobile games collect information about their users, and the details of what type of information they’re collecting, remains incredible opaque (…) The fact that it’s all so confusing is kind of the point, obviously. As a result, mobile games have escaped the level of scrutiny we’ve applied to social media companies, despite be- ing – as category – nearly equally popular and far more likely to be used by children”. Kaitlyn Tiffany, journalist covering technology and internet culture for Vox Magazine, May 2019 1. -
Minecraft Ios Mods
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Master Thesis 1
Master's Programme in International Marketing, 60 credits MASTER Key Success Factors behind Mobile Games THESIS A Business Model for the Chinese mobile game market Zhao Yue Wen 890717-T261 International marketing, 15 credits 2015-09-29 1 Abstract The research question is formulated as “what are the key success factors making a mobile game become a big success in China? ” to view the key success factors behind new launched mobile games and how company’s business model and marketing strategy that bring them into and help them succeed in the China market. A qualitative method with the deductive approach has been using in this paper to be able to answer and interpret the studied questions. Four in-depth interviews were conducted to collect the primary data, which have been following as the purpose is to do a cross-case analysis to identify the similarities and difference of each company behave their business model and marketing strategy, to contribute game success in China market. The main factors contributing to the success of mobile game in China market including internally strategic factors and externally tactic factors. Technical skill and resource, R&D ability and market knowledge and experience as the internal key success factors behind mobile game success in China. The mobile game companies use localization, wide distribution channel collaboration and social integration to suit the market needs and requirements. From the results of the study have been identified to as to how is the business model for the China mobile game market. Through collaborating with abroad local distribution channel can increase their knowledge capacity of the local market to create a better value proposition. -
2012-Factbook.Pdf
TABLE OF CONTENTS MANAGEMENT TEAM Board of Directors 3 Senior Corporate Officers 4 Principal Businesses 5 OPERATIONS DATA Studio Entertainment 6 Parks and Resorts 8 Consumer Products 11 Media Networks 12 Interactive 14 COMPANY HISTORY 2012 16 2011 - 1923 17 - 30 2 MANAGEMENT TEAM BOARD OF DIRECTORS SUSAN E. ARNOLD JOHN S. CHEN JUDITH L. ESTIN ROBERT A. IGER Director since 2007 Director since 2004 Director since 1998 Chairman and Chief Executive Ocer FRED H. LANGHAMMER AYLWIN B. LEWIS MONICA C. LOZANO ROBERT W. MATSCHULLAT Director since 2005 Director since 2004 Director since 2000 Director since 2002 SHERYL SANDBERG ORIN C. SMITH* Director since 2010 Director since 2006 *Elected Independent Lead Director March 13, 2012 3 MANAGEMENT TEAM SENIOR CORPORATE OFFICERS Robert A. Iger Andy Bird Chairman, Walt Disney International Alan Braverman Senior Executive Vice President, General Counsel and Secretary Ronald L. Iden Senior Vice President, Global Security Kevin Mayer Executive Vice President, Corporate Strategy and Business Development Christine M. McCarthy Executive Vice President, Corporate Real Estate, Sourcing, Alliances, and Treasurer Zenia Mucha Executive Vice President, Jayne Parker Executive Vice President and Jay Rasulo Senior Executive Vice President and Brent Woodford Senior Vice President, Planning and Control 4 MANAGEMENT TEAM BUSINESS UNIT George Bodenheimer Executive Chairman, ESPN, Inc. Bob Chapek President, Disney Consumer Products Alan F. Horn Chairman, The Walt Disney Studios James Pitaro Co-President, Disney Interactive