赵丽颖领衔非科班出身却大红大紫的10大女星搭配
更新时间:2020-06-05 05:51:29
众所周知,内地演艺圈几乎被北电,中戏紧接着还将推出Facebook版和Android版。我们已经迫不及待了。((转自游戏邦))Prototyping at Wooga: How to find the needle in the haystackby Antti HattaraBeing successful on mobile is no small ether you re a indie developer or a more established company, choosing the right projects to work on can be a demanding task.I lead the Pocket Studio at Wooga, where we re focused on making casual, mass-market ing in the business of making games, there s a seemingly simple way of telling if a prototype is a winner; is it fun?That sounds straightforward. But how do you evaluate this?While it s by no means a perfect recipe for success, a three-phase framework currently helps us evaluate our ase One: The PitchA new idea always starts with a person and the ideas themselves can come in many different me can be harder than others to explain, and at this stage it s usual that most ideas sound like they could have a lot of make the ideas more comparable we reduce them to a pitch line and a one-pager that communicates the core gameplay and the twist (or why it is unique, or better).It sounds short, but one page should be enough to successfully communicate the idea and why it s special. It also pushes you to think from the player s th the one pager a few things should be clear:Objective: Is it clear what we want to do/achieve?Opportunity: Does it sound appealing?Manageable scope: Does it have a well-defined and clear goal? An understandable spec?Desire: Is it appealing to work on? Is there potential for iterations?If there are several different ideas, this process helps us evaluate which adds the biggest twist or is the most unique and which has the biggest potential re s an example of something we moved forward with; a move-based, line-drawing puzzle game with re we could see that we d be testing the mechanic with levels, and that this would make it easier and faster to ase Two: The Prototype ScoringWith the prototype we re looking at two things; is it intuitive, and is it replayable?To find out if it is intuitive we do user testing. We want to confirm that the basics are in order, that the theme is exciting, and that there is an intuitive you are going for a mass-market game those are going to be tough to fix evaluate these you need to have reference benchmarks which can either be previous tests or tests done with a competitors game. One s sneakier than the other, but both e second step is to add some method of scoring into the game that sets the focus and gives you a rough, yet broad, overview of your game s strengths and weaknesses. It also introduces meaningful choice, essential for making a game th Jelly Splash we used level targets, and in Pocket Village we used ese both meant that players would come back, and with Pocket Village in particular, players would have to make choices that determine the course of their progression with limited moves or ase 3: CompetitionsBy this stage the aim should be to have a fun game that is approachable. In phase 3, our objective is to test The depth of design, and Extendability (i.e. get a sense of how much the game requires on the content side).A competition helps test the game with a larger amount of users and over a longer period of time. We used a Facebook group to source players to share their experiences and om here, we could measure engagement and a lot of players are dropping out at level 3, then chances are level 3 is too adding a 3-star scoring system enough to ensure people come back, or would a high score list be better suited to your game?These are all scenarios this stage should answer. If people simply aren t coming back, is it time to call it a day on this prototype?But if the third stage is successful, you might just be onto a mmaryThis is by no means a fixed recipe for success I wish!Tastes changes, players evolve and there is no sure fire bet in the app world. This approach has served us well so far, though, and sticking to the following three steps has already produced some interesting ase 1: The game should be well defined and appealing, i.e. the core and the twistPhase 2: Intuitive replayable, i.e. solid idea for fun via meaningful choicePhase 3: Engaging extendable, i.e. scalable and the design works for free-to-playThe examples used in this article for LINES have since turned into Jelly e game has passed every test we could throw at it, and so we announced it today on stage at Casual Connect SF will launch on iPhone and iPad on 15 August, shortly followed by the Facebook and Android versions of the game. We can t wait.(source:pocketgamer) 文章导航Previous Previous post: 手游和主机游戏研发应互相学习什么?下一条 Next post: 张柏芝、谢霆锋和王菲,上戏三大名校承包,而港台演艺圈则是无线艺员训练班、亚线艺员训练班、台湾华冈艺校、国光艺校的天下,但是也有一些女明星并非科班毕业,却凭借自己的努力在娱乐圈闯出了一片天。下面小编就来盘点娱乐圈非科班出身却大红大紫的10大女星。
1.赵丽颖
毕业院校:河北廊坊市电子信息工程学校
2006年,赵丽颖参加雅虎搜星被冯小刚发掘出道,2011年因《新还珠格格》成名,之后凭借《陆贞传奇》火速上位,随着《追鱼传奇》《杉杉来了》《妻子的秘密》等剧的热播,她的人气暴涨,而今年夏天《花千骨》霸屏,也令赵丽颖的事业再攀高峰,成为最炙手可热的小花旦级:54冰龙妥妥的跳 主线没几个,没有之一。
2.柳岩
毕业院校:湖南师范大学汉语语言学院
柳岩原本是广州某知名医院的护士,为了赚钱给母亲治病,她参加光线传媒主持人选秀,从此踏上了演艺道路,凭借大胆言论和性感着装她在演艺圈火速蹿红,成为当红不让的宅男女神。
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