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Aim higher GCAP11 keynote

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See video: http://www.youtube.com/watch?v=9_c9-MBQBX8

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Aim higher GCAP11 keynote

  1. 1. #GAMEDEVS: AIM HIGHER Mike Acton macton@insomniacgames.com #AltDevBlogADay
  2. 2. IS IT?
  3. 3. DOES IT MATTER?
  4. 4. AUSDEV SCENE DEAD?
  5. 5. AAA ENDANGERED?Console sandbox; Are we console devs?
  6. 6. INTERNATIONAL INVESTMENT? ...goes to the talent
  7. 7. LOCAL EDU?...other options? Collaboration. Mentoring.
  8. 8. HIGH AUSTRALIAN DOLLAR Are you a commodity?
  9. 9. POPULATION
  10. 10. NO LOCAL PUBLISHERS
  11. 11. NO LOCAL CONSOLES
  12. 12. CAUSE FOR HOPE:PASSION AND TALENT.
  13. 13. PUT THAT ASIDE...
  14. 14. GAMES HAVE WON
  15. 15. INDIES
  16. 16. SERIOUS GAMES
  17. 17. SOCIAL AND MOBILE
  18. 18. GAMIFICATION
  19. 19. CHANGE THE WORLD?
  20. 20. NOW: GET OUT OF OUR OWN WAY. Holding ourselves back.
  21. 21. TAKE-AWAY: JUST THINK TWO POINTS
  22. 22. AIM HIGHERInvisible class system?
  23. 23. CHANGE IS YOUR OWN RESPONSIBILITY
  24. 24. WHERE TO START?ASK THE RIGHT QUESTIONS.
  25. 25. WHY AM I HERE?
  26. 26. WHAT AM I PASSIONATE ABOUT?
  27. 27. WHAT DRIVES ME?
  28. 28. WHATS IMPORTANT TO ME?
  29. 29. WHAT INSPIRES ME?
  30. 30. HOW CAN I MAKE AN IMPACT?
  31. 31. HOW CAN I MAKE A *BIGGER* IMPACT?
  32. 32. WHAT DO I HAVE TO SAY?
  33. 33. AIMING HIGHER: AS AN INDIVIDUAL
  34. 34. BE THE TALENT Brand isnt a bad word.
  35. 35. BRAND• As a loss leader (overhead cost)
  36. 36. VALUE YOUR VOICE
  37. 37. PARTICIPATION
  38. 38. COLLABORATION
  39. 39. WHATS YOUR WORTH? ...just your skills?
  40. 40. INDIVIDUAL OR STUDIO: YOU HAVE TO ANSWER.
  41. 41. SKILLS OUT OF DATE
  42. 42. MAKE WHAT YOU DONOW COMMODITY
  43. 43. SKILL IS CHANGE
  44. 44. WHAT DO YOU WANT TO CHANGE?
  45. 45. ME: POSITION OF GAMES
  46. 46. ME: HOW WE DEVELOP
  47. 47. ME: WASTED EFFORT
  48. 48. ME: POP CULTURE
  49. 49. BE AMBITIOUS
  50. 50. HAVE A STRATEGY
  51. 51. AIM HIGHER:AS STUDIOS
  52. 52. NOT A ZERO SUM GAME
  53. 53. HOW WE REFLECT THEWORLD AROUND US?
  54. 54. CULTURE: CONNECTED AND ENTITLED
  55. 55. VALUE BEYOND FEATURES Hard features -> Soft
  56. 56. HAVE SOMETHING TO SAY.
  57. 57. EMOTIONAL IMPACT BEYOND STORY
  58. 58. MEASURING THEWRONG THINGS. E.g. Metacritic. Unit sales.
  59. 59. BRANDS. (NOT JUST IP) E.g. Coca Cola
  60. 60. GAMEDEV BRANDS >HARDWARE BRANDS
  61. 61. WHAT DO PUBLISHERS WANT?
  62. 62. GIVE UP PLAYER-TRUST NETWORK TO PUBS?
  63. 63. MONETIZATION... ...is not a bad word.
  64. 64. YOU WILL BE OUT SPENT.
  65. 65. BE WHERE THE PLAYERS ARE
  66. 66. TAKE-AWAY: JUST THINK TWO POINTS
  67. 67. AIM HIGHERInvisible class system?
  68. 68. CHANGE IS YOUR OWN RESPONSIBILITY
  69. 69. THANKS!Twitter: @mike_acton

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