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Game Generator

 Posted by on July 22, 2009 at 12:57 pm  Add comments
 

Install Shockwave PlugIn First from here. Game Generator v 0.1a 07/09 – In progress

“For teachers and students to come up with the seeds of a new game”!

Instructions:

Click ( or press the corresponding letter) on each of the lines to generate a cool combination of your ‘new game’ attributes. ONLY click once and use your game design prowess to work within the first click contraints!

Suggest that Genre, Players and Type are the main three – the other two are there for ‘detailing’

  • GENRE – Is the game’s thematic world
  • STYLE – The major activity undertaken as a user
  • PLAYERS – How many, and with or against whom
  • OBJECTIVE – The purpose of the game
  • TYPE – The game format or platform
  • Devised by Gary Hayes
  • Programmed by Gary Hayes

Presentation

 Posted by on August 11, 2008 at 8:40 am  Add comments
 

Selected, public worldwide conference presentations, many of the PDFs at the bottom given as BBC Senior Development Producer in New Media, BBC Broadcast, later ones as Director of LAMP and Virtual World Developer. Topics include transmedia, new forms of entertainment, games & virtual worlds, future gazing, personalization standards, creative and emerging production. These represent around 30% of all Gary’s presentations, others were NDA company specific and/or strategic or duplicative. Future presentations to be added and others from archive on-going. The selected slideshow embeds are from Gary’s Slideshare.net which have over 400 000 views as at mid Sep 2016…

What is interactivity anyway? Beyond Story,Tech & Futurism. Designing Experiences


Navigating the Expanding Transmedia Multiplatform Universe and State of the Industry


In An Ideal World – The Multiplatform Production Process


Killer 2nd Screen and Social TV: Production Methodology


Precious Alchemy or Worthless Chemistry – Value of Transmedia & Multi Platform


Predicting Present Futures – Navigating the Perfect Media Storm


The Hybrid Media Challenges for Broadcasters


What’s Wrong with Transmedia Content? Where’s the Funding?


Pervasive Entertainment – Games, Film, Physical, Print & TV merged with social networks


 

The Value of Experiential – New Augmented Reality Business Models


 

The Gamification of Social TV Inspiring the stories of tomorrow


 

Fragments of Attention – Transmedia Alchemy


Arresting Audiences, Co-creating Communities, Transmedia Storytelling


Augmented Reality Barriers & Drivers for Widespread Adoption


Recognising Augmented Reality Business Opportunities


RU Game? Games & Public Libraries


Social IPTV: Interactive and Personal


The Rise and Rise of Social Media


The Fragments of Play – Transocialmedia Entertainment


The Art & Craft of Machinima


Online Human Collaboration


Games: Seriously


TV 2.0: Socialised & Participatory TV Online


What’s The ROI? Virtual Worlds Introduction


InGame Advertising, 3D Worlds Marketing


Future Of Social Media Entertainment


Marketing Opportunities in Social Virtual Worlds


Innovating Global Social Media Entertainment


Growing Worlds – Turning Stories into Games


Sublime Immersion – Art in Second Life


What New Audiences Really Want


User Journeys, Personal Services, Natural Evolution


TV vs Metaverse – The Mixed Reality Perfect Storm


Beyond Linear, TV 2.0, The Future of Film and TV


Personalised Audiences, Immersive Services


A Presentation About You – The Personalized Audience


New Roads, New Directions, New Markets


360 thinking, experience designing, cross-media storytelling


Something In The Air – The Future Of Personalization


Personalized Home Entertainment and Human Behaviour


Getting IPTV Content Right


Personal Television Futures


Collaborative Virtual Worlds & LAMP


Brands in Social Virtual Worlds – Subtle Alchemy or Dangerous Chemistry?


 

 

 

 

 

 

 

 

Producing interactive TV – overview presentation 225k PDF 1999 Union

Future of media consumption – a first introduction to PDR’s 209k PDF 1999 PTV Conf

UK interactive TV futures – a look at iTV in early days in UK 200k PDF 1999 Union

What audiences want – consumer centric awareness 497k PDF 2000 Industry Lab

The future of media – Brief 2009 predictions given in 2000, one bullet slide 32k PDF 2000 Aus

Interactive horizons – where are we headed? 194k PDF 2000 Industry Lab

Benefits for users & content providers – The PDR 294k PDF 2000 PTV

Real world scenarios leading open standards – Personal TV 531k PDF 2000 IBC

I think therefore I watch – Interactive documentary programmes 74k PDF 2000 Aus

Personal TV and linear programming – overcoming integration challenges 130k PDF 2000 PTV

Enabling or disabling technologies – look at tech landscape 317k PDF 2000 Industry Lab

New relationships, new business models – The Personal Digital Recorder 247k PDF 2000 NAB

Jobs in interactive TV – For external producers 98k PDF 2000 Union

Professional metamorphosis – New Skills needed for Interactive Producers 72k PDF 2000 Aus

Through the looking glass – Digital & interactive emergence 437k PDF 2000 Aus

Business models driving specifications – Personal TV 411k PDF 2001 PTV

Where are we heading – interactive futures based on 2001 694k PDF 2001 Industry Lab

The home networked consumer – Broadcaster perspective 972k PDF 2001 HN Conf

Subtle alchemy, dangerous chemistry – Interactive music brief 130k PDF 2001 Industry Lab

Challenges of enhanced TV – eTV production issues at Paris forum 240k PDF 2002 OpenTV

Personal TV standards – TV-Anytime intro at Paris forum 372k PDF 2002 OpenTV

Personal television futures – NAB presentation of now to future 665k PDF 2003 NAB

Future of personalised media – A look at world beyond search 1.7MB PDF 2004 Industry Lab

Media Futures USA – Opening brief for three panels on super-distribution 610k PDF 2005 USA

Interactive and IP TV – A BBC History 1.3MB PDF 2005 Aus

New Roads, New Directions, New Markets – The changing media landscape and emerging content types 2.4MB PDF Sep 2005 Aus

Getting IpTv right – A consumer centric look at IPTV futures 610k PDF 2005 Aus

The Personalised Audience – A presentation about you and services relevant to you 1.1MB PDF Oct 2005 Industry Lab

Building Audiences… – through Broadband, TV and mobile interactive service futures 7.9MB PDF Nov 2005 Aus (2 hour breakfast presentation)

User Journeys, Personal Services – ‘natural evolution’, presentation at LAMP ABC 6.5MB PDF Dec 2005 industry Lab

 

Evolving Media Creative Dilemmas – A look at the networked planet and audience fragmentation 3.7MB PDF Mar 2006 Aus

Dont Get Lost, Discover Findability – Presentation looking at making sure your service is found in the noise 4.2MB PDF Apr 2006 Aus

Beyond Linear – a look at advanced video formats 2.3MB PDF May 2006 Industry Lab

Global Media Journeys – for personalised interactive audiences. Multi-platform TV production. 8.2MB PDF May 2006 Aus

Immersion: Beyond Linear – A brief look at Experience Design 2.2MB PDF Jul 2006 Industry Lab

Personalised Audiences, Immersive Services – Latest audience statistics, trends and engaging services 5.4MB PDF Oct 2006 Industry Lab

Personalised Home Entertainment and Human Behaviour – A short talk give at the Australian Communications and Media Authority annual get together 3.1 MB PDF Nov 2006 Aus

Key:

  • PTV – various European conferences on Personal TV
  • NAB – National Association of Broadcasters, Vegas, USA
  • IBC – International Broadcasting Convention, Amsterdam
  • Aus – Presentations given at Film, TV or Emerging Media seminars in Australia
  • Union – Presentations given to UK industry bodies looking at employment issues
  • HN – Home Networking Conferences
  • Industry Labs – Various one day or longer development labs. Non-specific presentations
Aug 052008
 

Gary Hazlitt, Gazlitt and me take a ‘break’ in over fifty worlds comprising the current metaverse, here is the holiday video…

I am doing a commercial report and curriculum development on the evolving range of social virtual worlds and have recently ventured into fifty of them to review and sample the culture, creative, business and educational potential. On my travels I got out my virtual camera and decided to capture a bunch of small vignettes which quickly turned into a body of audio visual delights – so decided to create a nice seven minute video for posterity.

I thought I would share the video publically as it demonstrates how ubiquitous, popular and streamlined many of these spaces are becoming across the intraweb / ‘cloud’. With over 300 million frequenting or registering for the non-game based worlds and millions of new investment in 2nd and 3rd generation services there seems to be no stopping them…Enjoy the video  (UPDATE: now standing at over 55 000 views!)

75MB MP4 Download available at www.justvirtual.com/SVWS_2008.mp4

A few immediate things that struck me on my travels:

  • That there are quite a few worlds now getting their balance on the shoulders of Second Life and really getting to grips with the social networking aspects vs the 3D’ness
  • There IS a balance between a social space and an ‘agreed’ advertorial world – “you give me valid experience, I accept a level of advertising”
  • A few new entrants realise that using a fully fledged, 3D game engine as the client for what is in the end a glamorous 3D facebook and requiring a high spec’d PC is not the best way. Second generation services like vSide have followed a good middle ground
  • As I reported a few days ago the ‘layered-over-the-2d-web’ version of these worlds such as RocketOn Exit Reality and Weblin show great usability and promise
  • Some worlds are demonstrating the precursor to photo realism and smooth motion while others have as much ‘immersion’ by providing intimacy with your friends in more cutesy environments
  • Many of these worlds operate without the hype we have seen with Second Life and have slowly been building up large communities. Beware any world that tries to launch on hype, as most of these worlds are still in adolescence and not ready for mainstream
  • The Metaverse is a world of connected worlds, how/when/if they are connected will be a real challenge from a technical and standardisation perspective. Especially as a few are starting to concentrate on themes, music, sport and probably in the end very defined niches – fly fishing social world anyone?
  • It is important for those who are supposedly representing or blogging about ‘the metaverse’ to get in there and try these services – beyond registering and wandering around for only 10 minutes (I could name several who haven’t a clue!) but…
  • There are not enough hours in the day to attempt to truly engage with each world but it is amazing how adept you become at spotting flaws and innovation when you put the effort in
  • lots more to follow from the official report in a future post…

KZero are turning out to be the best resource on the planet, tracking Social Virtual Worlds and their latent potential. They gave me permission to publish/post this great chart with a great stab at putting many of the worlds in the video across content sectors.

Social VIrtual Worlds Logos - End 2008

Here is a list of the worlds featured in my video in order of appearance:

Video details:

The ‘Social Virtual’ World’s A Stage
A Film by Gary Hayes © Personalizemedia 2008
www.personalizemedia.com

“This is not a Game” – Music composed and performed by
Gary Hayes www.korkyt.net

Jul 162008
 

I think it is fantastic when creative people, who have been traditionally forced by scarcity of distribution and BIG media stranglehold on markets to play by others rules, start to forge their own future regardless of corporations. Known as the Queen of the Indies in the UK (thanks Paul Bennun for that label) Imogen Heap is showing how professional music may be made in the future.

I have been tracking her rise to ‘social music making’ stardom since she was at the BRIT School back in 1993 and I was her class tutor and studio production teacher. She was one of a handful of young and talented individuals lucky enough to get the backing of the establishment, Record Industry Trust, in this ‘fame’ school. Since then she has sold millions of albums, done soundtracks on Narnia, Shrek, Golden State etc and is now constructing her 3rd solo album (the 2nd was as a duo called Frou Frou) in the gaze of her adoring fans in YouTube vlogs.

She is up to episode 26 with many getting 30-40k view but more importantly gets 200-300 comments per post. Imogen is now into the actual music creation block (after quite a few of the early vlogs being about her building a new studio) and I was inspired to write this post because of the opening sequence episode 26 which shone out like a blinding light. We suddenly have the inklings of collaboration with the fans during the actual conception of the songs – Imogen actually is reading and responding to comments received via YouTube or privately.

OK this has happened before with TV/Film and music but what may seem to some to be a small change to the song based on a few passing comments has enormous implications for the way ‘higher production value’ brands and products should be thinking about its relationship with consumers – here is a live, real time incarnation of that. Imogen changing the product based on wisdom of the crowds input.

I encourage you to track Imogen as this album is created in the next few months leading up to the sale at the end of the year. It really is a very useful model of the way ‘producers’ of any content should be engaging with its audience. Don’t you think? Letters on a post card to this address…:)