Designing In-App-Purchase Without Losing Your Soul
Shane Neville - Systems and Level Design @shaneneville shane@nrdland.com
Saturday, 30 March, 13
Designing In-App-Purchase Without Losing Your Soul Shane Neville - - - PowerPoint PPT Presentation
Designing In-App-Purchase Without Losing Your Soul Shane Neville - Systems and Level Design @shaneneville shane@nrdland.com Saturday, 30 March, 13 Battleheart Saturday, 30 March, 13 Saturday, 30 March, 13 Saturday, 30 March, 13 Saturday,
Shane Neville - Systems and Level Design @shaneneville shane@nrdland.com
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Multi-touch Shooter
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RPG Elements
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Coins
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Saturday, 30 March, 13
Weapon Management Multiple Weapons Simultaneously Two Control Types
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Paper/Rock/Scissors Match-ups Customization w/ Equipment Currency Management Multiple Enemy Behaviors Party Buildout
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Saturday, 30 March, 13
Saturday, 30 March, 13
Saturday, 30 March, 13
Semi Procedural Levels Allow for Continuous Play Levelling Curve Based on D&D
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Saturday, 30 March, 13
Optional Purchases Increase Currency and Earning Only Prompts when money runs out Built the Interface with Respect
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packs.
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Approached design with respect for the player.
‘monetized’
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Tuned and Balanced for Players with Skill and/or Time First.
Saturday, 30 March, 13
Converting the player to IAP is the goal of the designer - it’s how they pay the bills. Business models don’t determine ethics - the developers do. Dirty tricks work - that’s why companies use them.
Saturday, 30 March, 13
Shane Neville @shaneneville shane@nrdland.com
Saturday, 30 March, 13