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I wanted to design consumer electronics and gadgets so I studied Industrial Design and Technology. One that could run, jump, swing, climb, fly, flip and fight in a fluid way. Another really important one for me is avoiding clickbait game dev content and news. One that could do anything, if you were able to pull it off.
content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter. Disney and Electronic Arts both spent hundreds of thousands of dollars to acquire companies in the space. Ten years ago, people would not pay for digital content and overall wanted to own things.
Eric Seufert explains the concept of content fortresses here. In terms of the share between ad revenue and IAPs, he states that Homa’s less-well performing hybridcasual titles generate 15% of their revenue from IAPs, while its top performers like Fight For America can bring in as much as 40%. But is this really a scalable future?
And then you have the audiences for the superstar streamers like Ninja and others like PewDiePie that post a lot of content on YouTube. And then bring in things like payment, cloud services, and your content data network and all of the other kinds of services… your 3D engine, you can basically outsource a lot of things.
I've worked in games for a while now, building upon general software development experience from electronics and RF equipment. is that it's not officially supported by Autodesk software, which many use for content creation in the game industry. I'm Gordon MacPherson ( RevoluPowered ), a C++ contractor from the United Kingdom.
The game also lacks sustainable growth with poor retention due to limited in-game content, weak end-game, and grindy progression. The game also lacks sustainable growth with poor retention due to limited in-game content, weak end-game, and grindy progression. Dislyte is in the last group (i.e., original titles).
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