Here are the slides for the presentation I gave last week on online communities and the issues/concerns around building them.
March 15th, 2012 by Adam
This is a presentation I gave as an intro to designing for the web. Like all presentations I do, this one is written to be fleshed out verbally so if you’re just reading the slides you’ll be missing a lot.
This is online for some students who missed the presentation.
The presentation goes over how to write for an online audience and design the layout of your site to reflect online patterns. The presentation ends with a look at user flow, in class we mapped out an example user flow that is not covered here. One more thing that isn’t covered is our look at A/B testing.
Yesterday I gave this presentation to the participants of Web.Alive Genesis and people were asking where they could access the slides I made, here they are!
The presentation is an overview of what sorts of games are being played and the variety of styles of games on the market. With that in mind, the next part is looking at how and why games are educational
I tend to keep my slides sparse so people pay attention to what I’m saying rather than reading the screen; my apologies if some points in the presentation aren’t clear as a result.
One issue that a lot of aspiring game developers run into is how to talk about their “super-awesome-game-changing-paradigm-shifting-genre-smashing” game to other people. It can be quite a challenge to pick which parts of the game are relevant and what the audience will know and what is unfamiliar to them.
Essentially talking about your game is hard.
Lucky for all you aspiring indie developers Bubble Gum Interactive has put together a good pitch deck template for you to use!
We’ve put together a presentation template that provides a good structure for any games business seeking funding. We’re putting this out into the public domain and welcome you to use it! Of course you’ll need to do a fair bit of work to pull together the content and plan your messaging. You may also want to spice it up with some great artwork – something that shouldn’t be too hard for creative games developers.
The presentation deck is ten slides. This is intentional. Investors don’t want to sit through long-winded overly detailed presentations. Another rule for you – keep each slide to a maximum of a few points and make sure you use a reasonable sized font. You can insert tables and charts to show information. Remember, when presenting, your slide deck should be a concise summary of information, not a huge document full of text. You do the talking – the slide emphasizes the key points and is really something to “talk to.”