ºÝºÝߣshows by User: gwertzman / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: gwertzman / Thu, 20 Dec 2018 23:24:39 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: gwertzman Optimizing for Change /gwertzman/optimizing-for-change nyuengineeringclass2016-181220232439
Talk I gave to an NYU engineering class about career growth, and preparing for a lifetime of change. ]]>

Talk I gave to an NYU engineering class about career growth, and preparing for a lifetime of change. ]]>
Thu, 20 Dec 2018 23:24:39 GMT /gwertzman/optimizing-for-change gwertzman@slideshare.net(gwertzman) Optimizing for Change gwertzman Talk I gave to an NYU engineering class about career growth, and preparing for a lifetime of change. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/nyuengineeringclass2016-181220232439-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk I gave to an NYU engineering class about career growth, and preparing for a lifetime of change.
Optimizing for Change from James Gwertzman
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Introducing PlayFab -- Effective LiveOps /slideshow/introducing-playfab-effective-liveops/102901857 introducingplayfabgwertzman-180624214445
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.]]>

The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.]]>
Sun, 24 Jun 2018 21:44:44 GMT /slideshow/introducing-playfab-effective-liveops/102901857 gwertzman@slideshare.net(gwertzman) Introducing PlayFab -- Effective LiveOps gwertzman The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/introducingplayfabgwertzman-180624214445-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The benefits of operating a free-to-play &quot;game-as-a-service&quot; are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Introducing PlayFab -- Effective LiveOps from James Gwertzman
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Epic Fails in LiveOps /slideshow/epic-fails-in-liveops/71154995 playfabepicfails-spaceape-170118181802
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.]]>

PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.]]>
Wed, 18 Jan 2017 18:18:02 GMT /slideshow/epic-fails-in-liveops/71154995 gwertzman@slideshare.net(gwertzman) Epic Fails in LiveOps gwertzman PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/playfabepicfails-spaceape-170118181802-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Epic Fails in LiveOps from James Gwertzman
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Commander's Intent: Managing Through Uncertainty /slideshow/commanders-intent-managing-through-uncertainty/52399105 commandersintentgwertzman-150903202540-lva1-app6891
What do game studios have in common with special forces? They both depend on empowering creative individuals to take initiative and make autonomous decisions, often under stress and uncertainty, while staying aligned with overall goals of an organization. Elite military organizations have been explicitly training their leaders how to do this for over a century whereas game studio leaders rarely, if ever, get formal training in effective delegation. It’s time to change that! ]]>

What do game studios have in common with special forces? They both depend on empowering creative individuals to take initiative and make autonomous decisions, often under stress and uncertainty, while staying aligned with overall goals of an organization. Elite military organizations have been explicitly training their leaders how to do this for over a century whereas game studio leaders rarely, if ever, get formal training in effective delegation. It’s time to change that! ]]>
Thu, 03 Sep 2015 20:25:40 GMT /slideshow/commanders-intent-managing-through-uncertainty/52399105 gwertzman@slideshare.net(gwertzman) Commander's Intent: Managing Through Uncertainty gwertzman What do game studios have in common with special forces? They both depend on empowering creative individuals to take initiative and make autonomous decisions, often under stress and uncertainty, while staying aligned with overall goals of an organization. Elite military organizations have been explicitly training their leaders how to do this for over a century whereas game studio leaders rarely, if ever, get formal training in effective delegation. It’s time to change that! <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/commandersintentgwertzman-150903202540-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> What do game studios have in common with special forces? They both depend on empowering creative individuals to take initiative and make autonomous decisions, often under stress and uncertainty, while staying aligned with overall goals of an organization. Elite military organizations have been explicitly training their leaders how to do this for over a century whereas game studio leaders rarely, if ever, get formal training in effective delegation. It’s time to change that!
Commander's Intent: Managing Through Uncertainty from James Gwertzman
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The Future is Operations: �Why Mobile Games Need Backends /slideshow/the-future-is-operations-why-mobile-games-need-backends/50406775 pgsfgwertzman-150711003119-lva1-app6892
The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone.]]>

The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone.]]>
Sat, 11 Jul 2015 00:31:19 GMT /slideshow/the-future-is-operations-why-mobile-games-need-backends/50406775 gwertzman@slideshare.net(gwertzman) The Future is Operations: �Why Mobile Games Need Backends gwertzman The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/pgsfgwertzman-150711003119-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone.
The Future is Operations: Why Mobile Games Need Backends from James Gwertzman
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Behind the Scenes:� Deploying a Low-Latency Multiplayer Game Globally /slideshow/aws-loft-gwertzman/50406704 awsloftgwertzman-150711002645-lva1-app6891
A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco. ]]>

A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco. ]]>
Sat, 11 Jul 2015 00:26:45 GMT /slideshow/aws-loft-gwertzman/50406704 gwertzman@slideshare.net(gwertzman) Behind the Scenes:� Deploying a Low-Latency Multiplayer Game Globally gwertzman A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/awsloftgwertzman-150711002645-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco.
Behind the Scenes: Deploying a Low-Latency Multiplayer Game Globally from James Gwertzman
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Running live game events for fun and profit /gwertzman/running-live-game-events-for-fun-and-profit liveeventsforfunandprofitgwertzmanfinal-150711002035-lva1-app6891
Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.]]>

Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.]]>
Sat, 11 Jul 2015 00:20:34 GMT /gwertzman/running-live-game-events-for-fun-and-profit gwertzman@slideshare.net(gwertzman) Running live game events for fun and profit gwertzman Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/liveeventsforfunandprofitgwertzmanfinal-150711002035-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.
Running live game events for fun and profit from James Gwertzman
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Technical Disruption and a New Golden Era of Games /slideshow/opening-summit-speech/50406332 openingsummitspeech-150710235612-lva1-app6891
Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015.]]>

Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015.]]>
Fri, 10 Jul 2015 23:56:12 GMT /slideshow/opening-summit-speech/50406332 gwertzman@slideshare.net(gwertzman) Technical Disruption and a New Golden Era of Games gwertzman Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/openingsummitspeech-150710235612-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015.
Technical Disruption and a New Golden Era of Games from James Gwertzman
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Effective LiveOps Strategies for F2P Games /slideshow/effective-liveops-strategies/45382702 effectiveliveops-150303113345-conversion-gate01
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.]]>

With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.]]>
Tue, 03 Mar 2015 11:33:45 GMT /slideshow/effective-liveops-strategies/45382702 gwertzman@slideshare.net(gwertzman) Effective LiveOps Strategies for F2P Games gwertzman With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/effectiveliveops-150303113345-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Effective LiveOps Strategies for F2P Games from James Gwertzman
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No Free Lunch: Transactions in Online Games /slideshow/hpts-2013-gwertzman/45345745 hpts2013gwertzman-150302184740-conversion-gate01
Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems.]]>

Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems.]]>
Mon, 02 Mar 2015 18:47:40 GMT /slideshow/hpts-2013-gwertzman/45345745 gwertzman@slideshare.net(gwertzman) No Free Lunch: Transactions in Online Games gwertzman Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hpts2013gwertzman-150302184740-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems.
No Free Lunch: Transactions in Online Games from James Gwertzman
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OMG! Zombies on the Great Wall of China! /slideshow/omg-zombies-on-the-great-wall-of-china/17826991 omgzombiesongreatwall2013-03-24-130328183941-phpapp01
ºÝºÝߣs from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market.]]>

ºÝºÝߣs from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market.]]>
Thu, 28 Mar 2013 18:39:41 GMT /slideshow/omg-zombies-on-the-great-wall-of-china/17826991 gwertzman@slideshare.net(gwertzman) OMG! Zombies on the Great Wall of China! gwertzman ºÝºÝߣs from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/omgzombiesongreatwall2013-03-24-130328183941-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market.
OMG! Zombies on the Great Wall of China! from James Gwertzman
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Fail Fast: PopCap's Approach to Quality /slideshow/fail-fast-popcaps-approach-to-quality/9931584 digitaltaipei-james-111028215831-phpapp01
Presentation from Digital Taipei exploring how PopCap uses the idea of "Fail Fast" to develop its run of high quality games.]]>

Presentation from Digital Taipei exploring how PopCap uses the idea of "Fail Fast" to develop its run of high quality games.]]>
Fri, 28 Oct 2011 21:58:28 GMT /slideshow/fail-fast-popcaps-approach-to-quality/9931584 gwertzman@slideshare.net(gwertzman) Fail Fast: PopCap's Approach to Quality gwertzman Presentation from Digital Taipei exploring how PopCap uses the idea of "Fail Fast" to develop its run of high quality games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digitaltaipei-james-111028215831-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation from Digital Taipei exploring how PopCap uses the idea of &quot;Fail Fast&quot; to develop its run of high quality games.
Fail Fast: PopCap's Approach to Quality from James Gwertzman
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The Making of PopCap's Plants vs Zombies /slideshow/the-making-of-popcaps-plants-vs-zombies/4882154 cusersjames-popcapdocumentspopcapconferencescgdc2010plantsvszombiescgdc20100729-100801084012-phpapp01
This presentation on the making of PopCap's monster hit "Plants vs. Zombies" was presented on July 29, 2010 at China GDC in Shanghai.]]>

This presentation on the making of PopCap's monster hit "Plants vs. Zombies" was presented on July 29, 2010 at China GDC in Shanghai.]]>
Sun, 01 Aug 2010 08:40:05 GMT /slideshow/the-making-of-popcaps-plants-vs-zombies/4882154 gwertzman@slideshare.net(gwertzman) The Making of PopCap's Plants vs Zombies gwertzman This presentation on the making of PopCap's monster hit "Plants vs. Zombies" was presented on July 29, 2010 at China GDC in Shanghai. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cusersjames-popcapdocumentspopcapconferencescgdc2010plantsvszombiescgdc20100729-100801084012-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation on the making of PopCap&#39;s monster hit &quot;Plants vs. Zombies&quot; was presented on July 29, 2010 at China GDC in Shanghai.
The Making of PopCap's Plants vs Zombies from James Gwertzman
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Social Games in China - The New Import/Export Business! /slideshow/social-games-in-china-the-new-importexport-business/3385788 gdcpresentation-2010-03-08-100310081626-phpapp02
ºÝºÝߣs from a GDC 2010 talk on social games in China. For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values. Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers? PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.]]>

ºÝºÝߣs from a GDC 2010 talk on social games in China. For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values. Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers? PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.]]>
Wed, 10 Mar 2010 08:16:17 GMT /slideshow/social-games-in-china-the-new-importexport-business/3385788 gwertzman@slideshare.net(gwertzman) Social Games in China - The New Import/Export Business! gwertzman ºÝºÝߣs from a GDC 2010 talk on social games in China. For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values. Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers? PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdcpresentation-2010-03-08-100310081626-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from a GDC 2010 talk on social games in China. For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values. Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers? PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online &amp; social gaming in China, direct from PopCap&#39;s head of Asia/Pacific operations. Topics will include what&#39;s hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.
Social Games in China - The New Import/Export Business! from James Gwertzman
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Lessons learned from SNS games at PopCap /slideshow/lessons-learned-from-sns-games-at-popcap/1763354 chinajoy-sns-v3-090724053148-phpapp02
Originally presented at ChinaJoy, this presentation describes lessons that PopCap has learned operating its top-10 game "Bejeweled Blitz" on Facebook.]]>

Originally presented at ChinaJoy, this presentation describes lessons that PopCap has learned operating its top-10 game "Bejeweled Blitz" on Facebook.]]>
Fri, 24 Jul 2009 05:31:35 GMT /slideshow/lessons-learned-from-sns-games-at-popcap/1763354 gwertzman@slideshare.net(gwertzman) Lessons learned from SNS games at PopCap gwertzman Originally presented at ChinaJoy, this presentation describes lessons that PopCap has learned operating its top-10 game "Bejeweled Blitz" on Facebook. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chinajoy-sns-v3-090724053148-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Originally presented at ChinaJoy, this presentation describes lessons that PopCap has learned operating its top-10 game &quot;Bejeweled Blitz&quot; on Facebook.
Lessons learned from SNS games at PopCap from James Gwertzman
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Career Day Advice /slideshow/career-day-advice/1566775 careerday-edited-090611040350-phpapp02
This is a presentation I gave at "Career Day" to graduating seniors at my children's school last fall. I'm sure most of the lessons in here went in one ear and out the other, since you can't really understand this stuff until you've been out there for a while.]]>

This is a presentation I gave at "Career Day" to graduating seniors at my children's school last fall. I'm sure most of the lessons in here went in one ear and out the other, since you can't really understand this stuff until you've been out there for a while.]]>
Thu, 11 Jun 2009 04:03:46 GMT /slideshow/career-day-advice/1566775 gwertzman@slideshare.net(gwertzman) Career Day Advice gwertzman This is a presentation I gave at "Career Day" to graduating seniors at my children's school last fall. I'm sure most of the lessons in here went in one ear and out the other, since you can't really understand this stuff until you've been out there for a while. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/careerday-edited-090611040350-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is a presentation I gave at &quot;Career Day&quot; to graduating seniors at my children&#39;s school last fall. I&#39;m sure most of the lessons in here went in one ear and out the other, since you can&#39;t really understand this stuff until you&#39;ve been out there for a while.
Career Day Advice from James Gwertzman
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What to do when it all goes to hell /slideshow/what-to-do-when-it-all-goes-to-hell/1566690 gwertzman-gdc-3-18-04-090611034852-phpapp01
Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail. This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory.]]>

Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail. This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory.]]>
Thu, 11 Jun 2009 03:48:48 GMT /slideshow/what-to-do-when-it-all-goes-to-hell/1566690 gwertzman@slideshare.net(gwertzman) What to do when it all goes to hell gwertzman Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail. This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gwertzman-gdc-3-18-04-090611034852-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail. This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory.
What to do when it all goes to hell from James Gwertzman
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Definitive Guide To Funding Your Video Game Masterpiece /slideshow/definitive-guide-to-funding-your-video-game-masterpiece/1566655 definitiveguidetofundingyourmasterpiece2-090611034043-phpapp02
Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded.]]>

Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded.]]>
Thu, 11 Jun 2009 03:40:39 GMT /slideshow/definitive-guide-to-funding-your-video-game-masterpiece/1566655 gwertzman@slideshare.net(gwertzman) Definitive Guide To Funding Your Video Game Masterpiece gwertzman Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/definitiveguidetofundingyourmasterpiece2-090611034043-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded.
Definitive Guide To Funding Your Video Game Masterpiece from James Gwertzman
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Pop Cap’s First Year In China /slideshow/pop-caps-first-year-in-china/1566610 popcapsfirstyearinchina-090611032752-phpapp01
Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap's first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter).]]>

Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap's first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter).]]>
Thu, 11 Jun 2009 03:27:43 GMT /slideshow/pop-caps-first-year-in-china/1566610 gwertzman@slideshare.net(gwertzman) Pop Cap’s First Year In China gwertzman Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap's first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/popcapsfirstyearinchina-090611032752-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap&#39;s first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter).
Pop Cap’s First Year In China from James Gwertzman
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https://cdn.slidesharecdn.com/profile-photo-gwertzman-48x48.jpg?cb=1717850379 My career has been spent at the intersection of art and technology. I've co-founded two independent game studios, one of which was acquired by PopCap in 2005. Most recently I founded and ran PopCap's Shanghai studio, now one of the few western game publishers to be profitable in China, before successfully transitioning it to local leadership and returning home. I am now CEO and co-founder of a backend-as-a-service company specifically for gaming. Specialties: Management, leadership, free-to-play, entrepreneurship, mobile/social, China, Japan, game design, creating effective teams, nurturing creativity www.playfab.com https://cdn.slidesharecdn.com/ss_thumbnails/nyuengineeringclass2016-181220232439-thumbnail.jpg?width=320&height=320&fit=bounds gwertzman/optimizing-for-change Optimizing for Change https://cdn.slidesharecdn.com/ss_thumbnails/introducingplayfabgwertzman-180624214445-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/introducing-playfab-effective-liveops/102901857 Introducing PlayFab --... https://cdn.slidesharecdn.com/ss_thumbnails/playfabepicfails-spaceape-170118181802-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/epic-fails-in-liveops/71154995 Epic Fails in LiveOps