Golden Line-upⅠ - Gamania Brand Center

Transcription

Golden Line-upⅠ - Gamania Brand Center
Gamania's Digital
Entertainment Show
Captures International
Attention!
Though Gamania has always taken part in the Tokyo Game Show held in Japan
in recent years, the decision was made to organize the "Gamania Game Show"
(GGS) in Taiwan instead this year due to potential problems such as power
shortages and reconstruction in the wake of the great earthquake at the star of
the year. Hosting an independent game show is not only something Gamania
has never tried before but also demonstrates the company's commitment to its
global ambitions. Nearly a hundred members of the international media were
invited to attend the GGS to emphasize Gamania's status as a major game
company and attract the world's attention! For this issue of G!VOICE , we went
deep into the GGS to bring Gamanians the most comprehensive report on
everything from preparations and support staff to key games and show events!
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Global Exclusive
Gamania's Own Digital
Entertainment Exhibition(GGS)
Last year was a great year for Gamania TGS. Gamania demonstrated its status as a major
international game company in terms of "quality", "quantity", international media exposure,
popularity at Chiba and sheer force of presence. This year Gamania is not going to TGS, not
going to E3 and not going to Gamescon. Instead, Gamania decided to stay home in Taipei
and host its own independent digital entertainment exhibition – the Gamania Game Show
(GGS). What led to this decision? Let's find out!
Hosting an independent digital entertainment exhibition is a break from Gamania's
tradition of taking part in trade shows. For many of the big companies however this has
already become an annual fixture. For Apple fans around the world, there's the WWDC
(Apple Worldwide Developers Conference), for gamers there is the annual pilgrimage to
BlizzCon, and then there's Sony's SonyFair. All of these are independent product (technology)
exhibitions that have caught the eye of the international media and rival general exhibitions
in terms of exposure.
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The "Apple Worldwide Developers Conference"
(WWDC) is held regularly in California each year
by Apple. The purpose of the conference is to
showcase the latest software and technologies
developed by Apple's researchers.(Picture source:
taiwan.cnet.com)
BlizzCon is a gaming festival that Blizzard hosts
for Warcraft, Diablo and Starcraft and gamers.
(Picture source: t17.techbang.com.tw)
Since attending the Tokyo Game Show (TGS) for the first time in 2002, Gamania has always
chosen a major game show each year for showcasing Gamania products for that year.
Gamania CEO Albert said that though they had planned to attend the TGS again this year,
the Japan Earthquake and power restrictions all meant a great deal of uncertainty. As a
result, Gamania decided not to attend the TGS and decided to attract international media
attention by hosting an independent exhibition.
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Gamania's Past Exhibitions:
年份
展覽名稱
2002
Tokyo Game Show
2003
Taipei Game Show
2004
China Joy
2005
Animation-Comic-Game Hong Kong
2006
Tokyo Game Show
2010
Tokyo Game Show
20 1 1
Animation-Comic-Game Hong Kong
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Intensive Preparations,
All New Experience!
It is rare to see an independent game show in Taiwan. To deliver a world-class GGS,
Gamania's "Corporate Marketing Office (CM)" held countless meetings during the
preparation period. All of the participating units were on high alert as well, running test
after test to make sure everything was absolutely perfect. The exhibition setup unit also ran
at maximum efficiency to transform the old buildings with nothing at all into a high-quality
exhibition venue combining fantasy with technology in just two short weeks. G!VOICE will
now take everyone on a tour of all the preparations for GGS so you can see how such a
spectacular exhibition came to be!
Empathy and Commitment - Special Feature on GGS Preparations
Gamania made the decision not to attend the TGS in April shortly after the Japan
Earthquake. CM began discussing other options such as attending another game show, but
due to time and other factors, Gamania decided to organize its own game show. The first
show would also be held on Gamania's home turf – Taiwan!
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CM took charge of the GGS planning. This included everything from the exhibition schedule,
pavilion design, staff recruitment and invitations to the global media. Planning through to
preparation and actual exhibition took 4 ~ 5 months. This was a very difficult time we have
all the Gamanians that took part or supported the GGS to thank for making the event go off
so perfectly! Let's now go behind the scenes with G!VOICE!
While the GGS might not be the "first or last" of its
kind, independent game shows are quite rare in
Taiwan. Everyone at CM was kept on their toes in
the meetings during the planning period to make
sure every little detail was accounted for.
Apart from the exhibition itself, the game studios
tested their projects over and over again. Since the
game demos were going to be the star of the show
everything had to be perfect.
The global media was invited for the GGS. The
task of contacting the media and organizing their
itineraries was the responsibility of Gamania's
regional PR teams. Video conferencing allowed
Gamanians across the world to learn about the
overall exhibition planning, making it easier for
them organize the itinerary for the media from each
country.
IBO (International Business Office)staff were
assigned to media reception and assistance so this
meant doing a lot of homework in advance.
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The visual motif in the main pavilion is under
construction. The steel bars looked nothing like the
spectacular "Explosive Device" it would eventually
become.
The Tiara Concerto pavilion under construction.
What will emerge from behind the veil when GGS is
opened to the public?
The Core Blaze pavilion had a rather unusual
design featuring curve walls.
The Core Blaze pavilion lies beyond these
mysterious glyphs. What could be hidden within?
The large keyhole is the entrance to the mysterious kingdom
of Dream Drops . The fairy tale theme featured many
ingenuous touches.
The iron chains symbolized the Dark
faction in Langrisser Schwarz . Though
incomplete, it certainly had an ominous
look.
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CM Director Ting Ting:
"GGS was the first time that Gamanians
across the world were all mobilized at the
same time!"
Much of the success of the GGS can be attributed to Gamania
CM. The planning and execution took several months and
G!VOICE interviewed Ting Ting, the Director of Gamania CM, to
learn more about the hard work involved. Ting said: "Taiwanese
industries rarely organize their own trade shows, making it
difficult to find any past experience to draw on. Even the venue
took a lot of looking around before we found the perfect site at
Huashan. It was a completely new site so in the beginning we
didn't even have water, power or Internet access. These were all
problems we had to overcome one by one. On the media front,
each region's media has its own characteristics and requirements
that we needed to cater for. Since Gamania is a newcomer to
the European and American markets, the media invitations took
more time as well." As we can see, the planning process was
very difficult and CM staff was faced with many challenges. Ting
Ting said: "Gamania mobilized an unprecedented number of
people for GGS. Not only did it involve Gamania employees from
around the world, it also involved a lot of hard work. My thanks
go out to everyone for their help because it was you that made
GGS go so smoothly!"
Well done, CM!
Director of Gamania CM
Ting Hung
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Group Chief R&D Officer Alan Kuo:
"Doing everything possible to perfect every
little detail."
On the second day of GGS, G!VOICE interviewed Alan Kuo,
Gamania's Chief R&D Officer, to see what he thinks about GGS.
Alan said: "To be honest with you, I was still a little worried last
week because we've going over the content that the studios
will put on display with a fine-tooth comb over the last month.
There were still some problems last week, but miraculously
enough, everything went smoothly in the last week. Our luck
held yesterday as well and the effects were superb too. The
international media were very impressed with the products as the
variety and quality of Taiwanese development teams completely
surpassed their expectations. This is something that I am really
happy about right now." From this we can see how Gamanians
managed to buckle down in the last week and perfected every
little detail. For all the Gamanians that contributed their efforts to
the GGS, Alan said: "Great work, everyone!"
Gamania's
Chief R&D Officer
Alan Kuo
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Golden Line-upⅠ
Gamania's Self-Developed
A List Games
There are many elements involved in organizing a successful game show. Once you get
past the venue design, show girls and performances, what really matters is a wealth of
greatly quality game content. The Gamania Game Show featured 4 MMO heavyweight
titles and 9 SNS, Web Game and Mobile Game titles. The lineup not only demonstrated
Gamania's strong, vibrant R&D capability and originality but also gave this rare expo on
self-developed titles in Taiwan both depth and breadth. In keeping with the spirit of "a good
show is worth sharing!", G!VOICE ventured deep into the GGS to bring Gamanians firsthand reports from the frontline. So let's go and see what these games had to offer!
The GGS product launch drew media from all
around the world.
Everyone waits with bated breath for a key
announcement during GGS.
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Technology is King! Core Blaze
Core Blaze is a MMO ARPG with a strong emphasis on action. Instead of different classes,
the game offers the player four different weapon systems to choose from: Sword & Shield,
Dual Blade, Great Sword and Long Bow. Each weapon has its own features and skills.
Players can use the weapon they prefer and learn the corresponding skills. Unlike other
games of its type, not everything is decided by equipment stats. Even having the best gear
doesn't mean much against the bosses. Instead, the key to victory is player reflexes and
skill. The emphasis on skill not only gives Core Blaze more variety but also makes the game
more exciting and challenging.
Even heroes are very mortal against great bosses.
The Great Sword can deliver devastating blows but
still has its weaknesses.
The media was enthralled by Core Blaze!
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G!VOICE Q&A:
Interview with Game Producer Jacky Chu
G!VOICE: The player character in Core Blaze seems rather
easy to kill. What exactly is the role of the player character in
terms of the game background?
Jacky: In the game, the player character is considered to be the
hero but still very much mortal as well. If they go toe to toe with
a powerful monster, they will still die. Players must use different
techniques to avoid enemy attacks then attack with items or
weapons at the right times to prevail.
G!VOICE: Core Blaze progression seems to be based on
weapon systems rather than the character classes commonly
seen in MMO RPGs. What is the intention of this design?
Jacky: In past MMOs, players can only level up one character
at a time. They must start again from scratch if they want to
change classes. We don't really want to force players to spend
time on leveling up again because want them to spend that time
exploring the game content and enjoying Core Blaze. That's why
adopted the weapon system instead. Players can use and learn
any weapon, and when they change to a different weapon, the
game will automatically filter out any unusable skills. For players,
this means they don't have to spend time leveling up all over
again and can concentrate on exploring the world of Core Blaze
to their heart's content.
Game Producer
Jacky Chu
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A Global Class Remade! Langrisser Schwarz
The name Langrisser is probably very familiar to Gamanians that love strategy RPG games.
In Langrisser Schwarz , not only has the original classic's strategic system been upgraded,
it has been reborn as a MMO ARPG as well. The all-new design will undoubtedly send
shockwaves through the gaming community!
Langrisser Schwarz inherits the original game world split between the Light, Dark and
Empire factions. Players can choose a faction to join by answering the Goddess' questions
and advices instead of having to join Light first like previous games. The popular class
transfer system has also undergone a major revision this time. Apart from saving up
Training Points (TP) for class transfers, players can also change to advanced careers
through the transfer system. They can even be reborn through special items to start in a
new career track. All previously learned skills and classes will not be lost when changing to
an advanced class or being reborn either. In other words, if you really put your mind to it,
it's possible to create a character with all of the classes and all of the skills.
The classic Goddess questions.
The class transfer system can be used to create an allpowerful character.
Show girls were on hand to demo Langrisser
Schwarz!
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G!VOICE Q&A:
Interview with Game Producer Jacky Chiang
G!VOICE: What's the biggest change in Langrisser Schwarz
compared to the previous single-player Langrisser titles?
Jacky: The biggest change in Langrisser Schwarz is the change
from turn-based combat to a real-time action game. Players will
find an all new experience waiting for them instead of a rehash.
G!VOICE: The class system was very popular in the singleplayer games. How will that be executed in Langrisser
Schwarz ?
Jacky: We've come up with more than 70 classes so far and each
will have its own special skills. Players can change to the classes
they like through the transfer system. Once they meet certain
conditions, they can also change their character's class and
career through the transfer system or special items. This means
players don't have to level up from scratch to enjoy playing with
different classes.
G!VOICE: Were there any problems during development?
Jacky: I think it was the settling-in phase at the start of
production. Team members had different approaches and ideas
when it came to game development, making it difficult to keep
track of progress at the start. Once we adjusted how we did
things this problem went away.
Game Producer
Jacky Chiang
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Music is Magic! Tiara Concerto
In the world of Tiara Concerto , players can use "Tuning" magic to unleash ultimate attacks
or combinations on evil monsters from other dimensions. The "Music is Magic" concept is
therefore the core of the Tiara Concerto design. The "floating world" visuals will also draw
players in. The gaming style of Tiara Concerto perfectly captures the idea of "Music is
Magic".
Using music in combat is the most important feature of Tiara
Concerto .
The "Tuner" class can use different
music combinations to cast magic
spells.
Game producer Gabriel Pang provided a running
commentary as the media played the game demo.
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G!VOICE Q&A:
Interview with Game Producer Gabriel Pang
G!VOICE: Can you give us an introduction to the three classes
available in the demo?
Gabriel: There were three classes available in the demo. The
"Performer" equipped with two-handed swords and polearms,
the "Composer" that uses twin guns and blade guns, as well as
the "Tuner" that plays different instruments. The "Performer" is
a melee class with strong attack and defense. The "Composer"
is a ranged class that can snipe from a distance. The "Tuner" is
a caster character that uses magic to cast attack and support
spells. In addition to these three classes, we are working on
other classes as well in order to provide players with more
exciting gameplay.
G!VOICE: The concept "Music is Magic" is rather unique. Did
you run into any particular problems during the development
of Tiara Concerto ?
Gabriel: This was our first experience with MMO development.
When we decided to make the "music is magic" concept the
anchor of the game, we spent a lot of time defining the concept
and working out ways of "presenting the concept" perfectly. This
took a long time and was very difficult.
Game Producer
Gabriel Pang
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An Unconventional Fairy Tale! Dream Drops
Everyone is familiar with classics like The Wizard of Oz and Alice in Wonderland. But have
you ever thought about what other endings these stories might have had? Dream Drops
will present a very unconventional fairy tale that will turn everything you learnt back in the
nursery on its head!
Dream Drops is set in After Dreams, a world made up of many classic fairy tales. After
Dream is very unstable however so many "unconventional" fairy tale characters such as an
evil "Snow White" appear in the game. Players must investigate the situation, identify the
source of the corruption and save the world of After Dreams. Team work is very important in
the Gameplay so players will receive a guild castle once they form a guild. Guild members
can decide on how the guild will look, and can also work as a casual on the castle. All of
these help to build up loyalty to the guild.
Not your ordinary fairy tale character: Snow White.
Hard work is required to build up the guild castle!
European media delegation intently playing the
Dream Drops demo.
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G!VOICE Q&A:
Interview with Game Producer Ken Cheng
G!VOICE: Can you give us a brief introduction to Dream Drops'
design concept?
Ken: Dream Drops is based around larger fairy tales like The
Wizard of Oz and Alice in Wonderland. Smaller fairy tales
are also woven into the game as well. We wanted players to
experience a rich, fairy tale atmosphere when they go through
the game.
G!VOICE: Dream Drops incorporate quite a number of fairy
tales. How is the connection between different fairy tales
handled?
Ken: We've practically rewritten all of the fairy tales that appear
in Dream Drops so they are no longer standalone stories but
a part of the greater whole. The rewriting means that "good"
characters in the original story might have now gone "bad",
providing for many plot twists in what was once a simple,
straight-forward story. This approach should keep things fresh
for players jaded by fairy tales they know well.
Game Producer
Ken Cheng
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Small is Beautiful! SNS, Web Game, Mobile Game
In addition to the large MMOs, several self-developed titles for different platforms were also
put on display at GGS including SNS games My Convenience Store , Hito Star , Opark and the
newly unveiled Project Fighting World ; the Web games Web (Koihime Mus ), Web Phantom
Brave and Web POWER DoLLS; and mobile games such as Soul Captor and Hero 108 . These
games on different platforms represent Gamania's ambitions to bring fun and interesting
games to markets!
Running a convenience store is not easy!
Welcome to Opark !
The general pavilion
featured many SNS,
mobile and web games.
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G!VOICE Q&A:
Interview with Game Producer
Jao Min-han (Cookie)
G!VOICE: We saw a number of self-developed games for
various platforms this time. Can you give us a rough idea of
the developers' hopes or expectations for these games?
Biscuit: As Albert said, Gamania will gradually move towards
cross-platform interlinks on self-developed games. With the
mobile game Soul Captor for example, the player can find books
in the mobile game that can be traded for virtual items on the
Soul Captor MMO . This cross-platform interlink will undoubtedly
become a future trend. As a leader in MMO development we
must naturally master and capitalize on this trend as soon as
possible.
Game Producer
Jao Min-han (Cookie)
*Secret Character! Warrior of Dragon
In addition to the 4 MMO heavyweight titles and 9 SNS, web and mobile games, G!VOICE
also discovered a game at GGS with a strong Oriental flavor: Warrior of Dragon . Warrior of
Dragon is a MMO that emphasizes PVP action between two factions. There are also other
PVP elements such as arenas, kingdom wars, guild wars and random encounters. Players
can evade enemy attacks or launch powerful ultimate moves by pressing different buttons,
leading to very thrilling gameplay. In addition to the PVP, there is also a PVE component with
many instances and plotlines for the player to solve. The game currently has 3 races and 6
classes.
The character banners for Warrior of
Dragon seemed perfectly in tune with
the retro walls.
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G!VOICE Q&A:
Interview with Game Producer Steven Chien
G!VOICE: Where there are any difficulties during game
development?
Steven: We haven't run into any particular difficulties so far but
we are monitoring player feedback carefully so we can make our
game even better.
Game Producer
Steven Chien
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Golden Line-upⅡ
3D Animation by Gamania!
"Two Tigers" Animation Company Goes Wild!
On September 9, an earth-shattering announcement was made at GGS: SOFA Studio CEO
Yang Shao-chang and Gamania Chief Strategy Officer William Chen jointly announced that
the two companies will set up a new joint venture: the
"Two Tigers" animation company. With the backing
from the top brands in gaming and animation, "Two
Tigers" should prove to be well-night unstoppable
in the future! The press conference also hosted the
global premiere of Two Tigers' first 3D animation Jade
Armor, winning the praise and acclaim of the global
media in attendance with its mix of the cute and cool.
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Renowned SOFA Studio CEO Yang Shao-chang (left) and GAMANIA Chief
Strategy Officer William Chen (right) announced a new joint venture –
the "Two Tigers" animation company.
Persistence Pays Off!
Games might be Gamania's bread and butter but the animation division has reported
significant successes in recent years. The original animation Hero: 108 has been aired in
164 regions around the world since March 2010 while the animation Mig Said directed
by the Creative Center has won many international awards. The results demonstrate
Gamania's strength in animation and creative inspiration.
There is no doubt about the animation capabilities of SOFA Studio. SOFA had previously
won 1st place at the "Kidscreen 2010 Pitch it!" festival in New York with Werewarriors , while
MuMuHug was selected for the the Seoul Film Festival in May.
Both parties'
investments in
animation have begun
paying off so the new
cross-industry alliance
will undoubtedly take
both to new levels and
revitalize the Taiwanese
animation community!
MuMuHug is SOFA Studio's entry
to this year's Seoul Film Festival in
Korea.
Gamania's self-developed
animation Hero: 108 .
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Magic Beasts and Teen Hero's Big Adventure – Jade Armor
The 3D animation Jade Armor that premiered at GGS is inspired by Oriental mythology and
tells the story of how magical mythical creatures Chin-lon, Bai-hu, Zu-chue and Shen-wu
travel with a teenager through history on exciting adventures. The four magic beasts usually
appear in their cute forms but can also transform into their super-cool real forms to help the
teen hero. Many modern elements are also incorporated into the animation to not only give
it a distinctive character of its own but also to resonate with the audience. The lighthearted
story and unique character designs will undoubtedly give everyone an all new audio and
visual experience!
Travel through time with the four magic beasts on an exciting journey filled with adventure.
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Gold Team
A Global Task Force!
A Bridge to the Global Media – PR Team
The Public Relations (PR) team played a key role in the GGS as the liaison with the media
around the world. Were there any interesting incidents during the process? What problems
did they encounter with communication and coordination? Let's see what the PR staff have
to say in their interviews with G!VOICE!
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GUS – Yuwei Chang
G!VOICE: What was the trickiest part of the talking with
international game media?
Yuwei: The media in America is easy to work with so there were
problems there. Still, people were spread out all over North
America so arranging their flights took more time. Some of those
living in Canada had to go through two transfers to get to Taiwan.
We had to make sure they didn't have to spend too long waiting
for their transfer flights but we also didn't want to cut it too close.
GUS PR
Yuwei Chang
G!VOICE: Did anything interesting happen or were there any
particularly memorable moments when you arranged for the
gaming media from around the world to visit Taiwan?
Yuwei: All of the American media were visiting Taiwan for the first
time. Not only were they really easy to get along with, they also
said that the GGS was so far the best show that they had ever
been to in terms of the game presentations and entertainment.
The fun the American media had at the GGS Party left a strong
impression on me. They all wanted to join in the beer drinking
competition and had a lot of fun dancing with the dancers as
well! Back on the bus, when everyone was talking about how
fun the party was, one of the media said something that made
everyone laugh out loud: "I realized that my shirt might be hard
for the dancer to get off so I undid the buttons myself!"
GCN – Sanmoon Hu、
Jacqueline Huang
G!VOICE: What was the trickiest part of the talking with
international game media?
Sanmoon: For GCN the real sticking point was balance. All of the
media are constantly comparing themselves against each other
to see who has the best report. For example, if I give more to one
media, the others might complain about not getting the same
treatment as well. A lot of thought had to go into making sure
GCN PR
Sanmoon Hu (right) and
Jacqueline Huang (left)
makes funny faces! (Laugh)
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that each media went away with something so our product will
receive maximum exposure and support.
G!VOICE: Did anything interesting happen or were there any
particularly memorable moments when you arranged for the
gaming media from around the world to visit Taiwan?
Jacquelin: Quite a lot of memorable things happened this time
during GGS. For example, a media editor wrote his English name
on his visa but his passport was in Chinese, so he was stopped
while transferring through Hong Kong and couldn't get to Taiwan.
Eventually the staff at Hong Kong Airport contacted Taipei, verified
his identity and allowed him through, so the situation ended well.
At the reception dinner on September 7, there was one editor that
said that "I am the youngest here". He was immediately mobbed
by other members of the media and nearly got drunk.
GEU – Rick Van Beem
G!VOICE: What was the trickiest part of the talking with
international game media?
Rick: I think the biggest problem was Gamania's lack of exposure
in the West. Gamania is just getting started in the European and
North American markets. Lucent Heart and Bright Shadow have
just been released so it will take time for the media to become
familiar with Gamania. Though we have good contacts, getting
important media to accept overseas invitations is still not that
easy. Eventually, Yuwei in the US and I both managed to invite the
most important media in Europe and North America. We had a
good media mix as well this time. Gamesindustry.biz and EDGE
magazine for example emphasize mainstream MMORPG and
industry news so should give a significant boost to the profile of
Gamania and our games.
G!VOICE: Did anything interesting happen or were there any
particularly memorable moments when you arranged for the
gaming media from around the world to visit Taiwan?
Rick: I was absolutely stunned by the level of planning. Nothing
was left to chance … Even down to the smallest detail. This left a
GEU PR
Rick Van Beem
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really strong impression on most of the Western media and we
really create a good reputation for Gamania through GGS. I would
like to take this opportunity to thank everyone at Gamania that
took part in this event. We really did well!
Product-wise, I think Core Blaze and Langrisser Schwarz left the
strongest impression on the European media. There were also
other interesting itineraries such as the visit to the Gamania HQ,
the new UX Lab, the server control center that seemed to be
straight out of Star Wars as well as meeting the Gama Bears.
One of the reporters was a fan of Sen so this was probably the
highlight of his trip. My thanks go to Iona and CJ (and Sen of
course) for organizing a short interview with Sen. The interview
will appear as a special report in PC Gamer, one of the largest PC
gaming magazines in the UK. Many of the media were impressed
with our Creative Center, our original Ip as well as our integration
of animation and game production.
The highlight for everyone was of course the interview with Albert.
Most of the reporters were impressed by Albert's friendliness
and frankness during the interview. As for me, the whole trip was
one big highlight because I got to meet many of my colleagues
in Taiwan supporting our European operations. Taiwan is a very
friendly place and I think the people are among the most warm
and friendly in the world.
GHK – Nikko Lam
G!VOICE: What was the trickiest part of the talking with
international game media?
Nikko: Since Taiwan is a popular destination for people in Hong
Kong, organizing the itinerary for the reporters often meant
catering for different requirements such as staying behind or
double rooms because they were traveling with their wife. At
night, since they were all very familiar with Taiwan so there was
not much interest in some of the leisure activities we proposed. In
the end, they preferred to just do their own thing. This did mean
that the reporters were scattered in different places at night so we
had to ask everyone where they were and when they will return to
the hotel. We were also worried that they might stay up overnight
and end up oversleeping their itinerary for the next day.
GHK PR
Nikko Lam
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G!VOICE: Did anything interesting happen or were there any
particularly memorable moments when you arranged for the
gaming media from around the world to visit Taiwan?
Nikko: I was struck by how much camera gear Hong Kong
reporters carried compared to other countries. All of the Hong Kong
reporters carried at least one "big" professional camera and tripod.
It couldn't have been easy running around with all that gear.
Another interesting thing was how much the Hong Kong media
liked Taiwan's lunch boxes. In Hong Kong, lunch boxes are
generally considered something to be avoided if at possible. At
GGS, we had arranged for lunch boxes on one day. They were
disappointed at first but ended up saying just how great Taiwan's
lunch boxes were compared to Hong Kong's! (Laughs )
GKR – Jina Bae
G!VOICE: What was the trickiest part of the talking with
international game media?
Jina: It was probably language. I am not really confident with
my foreign language skills. Still, I had help from Tim and Kate
at Gamania HQ as well as Saya and Kimi in GKR so GGS went
smoothly. Another problem was food. I really like Taiwanese
cuisine so I thought the Korean media would feel the same. Some
of them didn't like it however so I had to arrange for something
closer to what they prefer. That was a little tiring.
G!VOICE: Did anything interesting happen or were there any
particularly memorable moments when you arranged for the
gaming media from around the world to visit Taiwan?
Jina: The Core Blaze and Langrisser Schwarz demos left the
most strongest impression. In both games, the Korean reporters
managed to defeat the bosses themselves and the developers
praised them for being pro-gamers.
Finally, I would like to thank all the demo staff as well as the PR
responsible for organizing so many things for all of the hard work
they put in!
GKR PR
Jina Bae
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黃金展覽場區
Live from the Glamorous
Exhibition Areas!
As the saying goes, "clothes make the man". While the focus is on the games, the design of
the exhibition area was an important part of the GGS as well. The pavilions at GGS were the
work of well-know theatrical design company "Big Bright Room". Thanks to their ingenuity,
each of the four pavilions acquired their own particular style and became the center of the
media's attention on opening day. The main pavilion even included movable sofas that
could be used to host press conferences during the day and parties at night! So what was
Big Bright Room's design concept for the GGS? What special features did they design for
each of the 4 special features! Find out with G!VOICE!
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Unique Pavilions!
The GGS consisted of five main parts: the Main Pavilion, the Core Blaze pavilion, the
Langrisser Schwarz pavilion, the Dream Drops pavilion and the Tiara Concerto pavilion.
Main Pavilion
On the first day the Main Pavilion had a staggered layout with a mobile stage and TV
wall at the front. As the day progressed, many members of the media were amazed by
the design of the mobile stage. On the first night, the Main Pavilion was transformed into
a nightclub-style layout. The fast-pounding electronic music at the GGS Party allowed
reporters to get down and relax after a long day.
Core Blaze Pavilion
The Core Blaze pavilion was designed as a 360-degree capsule, allowing the development
team to give their in-game video presentations to the audience as immersive 3D surround
projections.
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Langrisser Schwarz Pavilion
The Langrisser Schwarz pavilion featured a layered design. The goddess statue at the entrance
asked visitors questions before guiding them into the pavilion proper. A door then separated
the primary and secondary exhibition areas, followed by a demo area divided into three parts.
Each part was fitted out in the unique style of one of the in-game factions. The actual pavilion
itself was not particularly large but the design helped to reinforce the idea of the three feuding
factions within the game.
Dream Drops Pavilion
The Dream Drops pavilion featured a keyhole-shaped doorway. Inside, visitors can see a realworld version of an in-game setting based on the "Mad Hatter's Tea Party". A long table laden
with all kinds of tea ware along with bizarre flowers, plants and trees gave the pavilion a fairy
tale-like atmosphere.
Tiara Concerto Pavilion
The exterior of the Tiara Concerto pavilion was made up of white gauze painted with white
clouds on a blue background to convey the game's "sky" theme. The center of the pavilion
featured a very detailed floating castle model as well. Once the GGS got under way, cosers
gave live musical performances as well so visitors felt as if they were walking among the clouds
and looking at a floating city in the far distance.
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Ingenuity, Fusion and Design –
Interview with Big Bright Room's
Creative Director Huang I-Jun
Despite the hectic pace of the GGS, G!VOICE still managed
to squeeze in a lunchtime interview with Huang I-Jun, the
Creative Director of Big Bright Room. What kind of creative
thinking went into designing all these distinctive pavilions?
Keep reading and find out!
G!VOICE: There is a metal installation shaped like an
explosion at the entrance to the Main Pavilion. What is the
installation supposed to convey?
I-Jun: Ting Hung had told us that the core concept for GGS
was to be "Explosion". We wanted to create a main visual
motif as well so decided to use towering LED lights to express
the whole "Explosion" concept.
Big Bright Room's
Creative Director
Huang I-Jun
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G!VOICE: Most of Big Bright Room's commissions in the
past was for wine or jewelry exhibitions. As these don't
seem to have much in common with a game show, were
there any problems or difficulties during design?
I-Jun: The main difficulty I think was the fact that I knew
nothing about games. Still, this project showed me just how
complex game worlds can be. A game is basically a virtual
world. Since my background is in theatrical design, it was
interesting to discover that a game show is filled with its own
worlds and stories just like theater and film.
G!VOICE: The emphasis at Big Bright Room is on a
dramatic design. How was this realized in GGS?
I-Jun: We did our best to learn about the content of each game when we started our design
work in order to define the setting and ambience for each pavilion. Take Core Blaze pavilion for
example. We didn't want to use the usual booth designs for game shows so we came up with
a capsule-style pavilion that gave the audience an immersive experience. For the Langrisser
Schwarz pavilion, we used the classic goddess questions as the starting point. From there, the
visitor moved gradually deeper into the story and then into heart of the conflict between three
factions. Due to the venue constraints, Dream Drops and Tiara Concerto shared the same hall.
On the other hand, this gave visitors a chance to decide which way they want to go from the
entrance. It's worth mentioning that the curtains at the entrance for Tiara Concerto were painted
by an old craftsman who is practically a living treasure to achieve that fluffy and insubstantial
look. Nearly all of the furnishings in Dream Drops were antiques as well and included a book
that was more than a hundred years old.
These are all real
antiques!
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Gama Island was transplanted to GGS to provide everyone with a place to rest and relax.
In addition to the four themed pavilions, there was also
a General Pavilion for the SNS, mobile and web games.
The Mobile Game exhibit area featured many
smart phones for player demos.
The GGS included a GASH card exhibit.
The SNS Game exhibit came with many demo
computers as well.
The Hero: 108 figurines had a very impressive
exhibit of their own.
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Live from GGS!
The 2-day GGS was made livelier by all kinds of exciting performances with the icing on the
cake being the visit of special guests including Minister Sheng Chih-jen from the Council
for Cultural Affairs as well as Tia Li and Song Mi-jin from Dream Girls. Gamania also had
all kinds of giveaways on offer for the international media so they can not only enjoy the
fun and games but also return home with a bagful of souvenirs. G!VOICE will now take
Gamanians on a tour of the excitement at GGS!
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GGS events video
Gamania Game Show
Guests from Afar - Special Guests Album
During the press conference on the 2nd day of GGS, Minister Sheng Chih-jen not only
wished all international success to "Two Tigers", the animation company set up as a joint
venture by Gamania and SOFA Studio, but also mentioned that inter-industry partnerships
can help to energize the culture & creativity industry.
On the 2 nd day of GGS, Tia Lin and Song Mi-jin dropped by in the afternoon to express their
support for GGS as well.
The friendly smiles and attractive appearances of Tia Lin (left)
and Song Mi-jin (right) captivated the media.
Minister Sheng Chih-jen from the Council for Cultural Affairs
visited the GGS and offered his best wishes for the new "Two
Tigers" animation company.
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Get Down and Dance! – Performing Groups Album
To drive home the explosive power of GGS, performing groups "Black Angle Crew" and
"Barbie Cute" were invited to not only fire up the crowd but also get down and show off
their spectacular dance moves!
The opening ceremony on the first day of the GGS featured the "Black Angle Crew". The powerful and
precise moves accompanied by the light & sound effects were very much in keeping with the GGS theme
of "Explosion".
The well-known dance group "Barbie Cute" was invited to perform for the GGS party that night. The
seductive choreography mesmerized the media and made them the center of attention!
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Keep on Giving – Giveaway Album
Gamania has a reputation for giving out souvenirs that are something out of the ordinary.
To make the guests from around the world feel at home, all kinds of great gifts were also
produced for everyone this time. So what were these gifts? G!VOICE will show all!
The gift bag given out to all media during the GGS opening ceremony not only included a folder on game
content and show info but also an orange-shaped scented candle.
The Core Blaze team's giveaway was a box with
metal reproductions of the four great weapons.
These were not only quite valuable in their own
right but also quite hefty to lug around as well.
The giveaway from the Dream Drops team was a
pocket watch hidden within a hollow book. Not only
did the design have a strong fairy tale influence the
watch was also very detailed.
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The Tiara Concerto team handed out medallion sets (left)
and music boxes (right). The medallion set contained 3
medallions and 1 magnetic post card while the music box
had a moving doll in keeping with the Tia Concerto concept.
The Langrisser Schwarz team handed out
a high-quality T-shirt printed with in-game
characters. There were 3 styles available,
one for each of the three game factions:
Light, Empire and Dark.
Center of Attention – Show Girl Special
For GGS 16 show girls and 4 cosers were handpicked to welcome the media from around
the world and help with the running of each pavilion. Let's check them out!
The cute show girls were probably the games' closest rival for the media's attention on the day!
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The show girls also helped the media deal with any
problems they might have during the show.
Show girls in a game show must know how to hold
the gamepad like a pro too!
The show girls' main selling points are their sweet
smiles, confident demeanor and impeccable
etiquette. According to Brand Director A-bing
however, the deciding factor was the figure – they
had to fit into Gamania's show girl uniform!
Cosers also helped to heighten the mood at GGS.
The sexy Queen of Hearts and Snow White set
off a flurry of camera flashes at the Dream Drops
pavilion!
The two cosers playing their music instruments
on the clouds were another highlight of the Tiara
Concerto pavilion!
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Party Night! - G Mania Album
When the sun went down, the G Mania! Party was held to give the hard-working staff and
international media a little R&R. During the rock 'n roll party, Gamanians and media from
around the world gathered together for an international get-together that not only helped
them recover from the frantic pace of the past few days but also allowed everyone to get to
know each other better.
The exciting main pavilion wasn transformed into a
party club at night.
The international media had fun at G Mania.
A professional DJ was brought in to preside over
G Mania. Apart from giving everyone the chance
to shake off their day's fatigue to fast-pounding
rhythms, it also energized everyone to the max!
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The Core Blaze production team Red Gate Games
also showed up at G Mania. So what is in that glass
that Jacky is holding up? Something really alcoholic
or just lemon juice?
Albert changed into casual clothing to join in the
fun as well!
GGS finally ended as a resounding success. Great work, everyone!
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Exclusive GGS Report!
During the period of GGS, media reporters from all over the world took part in the events.
After the event came to a successful conclusion, G!VOICE received a thoughtfully put
together exclusive report on GGS by Tesuya Ogawa, a special reporter from Gamania
Japan. Let's take a look at this exciting content on GGS!
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UI
Design Principles for Smart Phone UI
Mobile phone makers are increasingly focusing on hardware upgrades rather than
functionality. In the rush to introduce faster processors and add more Flash memory, they
forget that it's the user experience that decides how practical the new hardware is.
Though the iPhone dominates the smart phone market, once you remove the IOS system the
actual hardware is something that any other smart phone maker can put together. What they
can't imitate is how user-friendly and intuitive the design of the operating system is.
The UI has always been the most easily overlooked part of software design. Smart phones
are now popping up like mushrooms after the rain but poorly designed UI can lead to user
inconvenient and backlash. The small screen only exacerbates any problems.
Application developers know that most users are now used to the gestures and elements
provided by iPhone so their apps must satisfy the convention as well. If an app doesn't
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support swipe scrolling or two-finger zooming, it will have less chance of being a success.
Developers must therefore put themselves in the user's shoes, understand the user's
requirements then integrate it with usability features in order to deliver a great user
experience. So what defines a suitable UI? Usability and interactivity are now crucial to a
smart phone's success in the market. Though difficult to implement, these design details
are essential. Products developed by the industry and tested by expert users may have
hidden usability problems for potential users. Actual interactive behavior and usability
design have are therefore something developers must now master.
Features of a Good UI:
1. Give user incentive to use the UI
A good UI provides the user with appropriate feedback and gives them an incentive to
experiment. As no training is provided, most users tend have a certain way of using their
smart phones already. If the software does not behave as the user expects and fails
to give proper feedback then the user will become discouraged and start looking for a
replacement.
2. Ease of use
An uncluttered interface is easier to use because it is more intuitive and also reduces the
chance of user error.
畫面 ICON 的抖動,無形中賦予了使用者持續操作的
動機。
3. Unified interface design
A well-designed user interface should be uniform and consistent. The framework of the
interface should be obvious and unified as well. The styling should be consistent with the
software.
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4. Provide visual cues
Some developers craft very fancy user interfaces but forget to put themselves in the user's
shoes. An interface that is easy to understand and use is the most important fundamental
part of UI design.
5. Organized interface layout
The interface should be laid out in a logical manner to make it easier to use.
An organized layout is easier to use.
6. Safety
Users should be given the freedom of choice. All decisions should be reversible. A warning
prompt may also be provided when the user makes a dangerous decision.
7. User-friendly customization
The option should be offered for customizing the interface to the user's personal
preferences including an expert mode or beginner mode. The user-friendliness of a system
ultimately depends on its efficiency and user satisfaction.
Based on the above, it can be seen that a well-designed UI not only encourages intuitive
and accurate understanding in the user but can also show the user how to overcome the
hardware constraints so the user only experiences the positives and does not notice the
minor negatives.
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Reference:
http://www.ithome.com.tw/itadm/article.php?c=60702&s=4
http://www.digitimes.com.tw/tw/dt/n/shwnws.asp?cnlid=13&packageid=3734&
id=0000192969_KXPLRPV550JZ46LUSVZN1&cat=6
About Author
Gamania UDC / Liweii Chen
The User-Centered Design is applied on executing and improving each
project by the group to promote and provide the best user experiences on
the self-made products by Gamania.
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Marketing
Quality Trumps Quantity for
Marketing in the Digital AGe
Xu Zhimo once said: "Beauty lies in the numbers". The phrase describes how "scale" can
have a beauty of its own and the concept remains just in the digital age today nearly a
century later.
Daily Monster
I have always been impressed by those that live up to their promises and stay at it.
Especially those that go and commit themselves to coming up with new ideas 365 days a
year without fail. In 2009, Stefan G. Bucher decided to do something crazy like this – Create
a new and different monster every day.
To produce a drawing every day, Stefan came up with a unique painting method involving
a "toothbrush, straw and pen". Stefan started out by using the toothbrush to draw lines at
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random on the paper. Next, the straw was used to blow on the ink. Finally, he used the pen
to follow the spreading ink and turn them into strangely shaped monsters. How creative!
After carrying out his project for an entire year, he created hundreds of artworks that he
collected into a book. In keeping with the times, he used his unique drawing method to
develop the "Monster Maker App" for the iPhone/iPad. For just US$0.99, you can use this
app to easily create your own monsters.
Picture source: 344design.com/12biggermonsters/
lynda.com documentary | Stefan Bucher, Graphic
Designer & Illustrator
Eat、Learn、Move
Australia's STA Travel asked three men to fly 38,000 miles on 18 flights in 44 days through 11
countries and produce the short documentary film Eat, Learn, Move.
The film makers condensed the three themes so you can check out what they ate,
experience what they learnt and see all the sights in just one minute. As the film was
limited to a length of one minute, very precise editing and moving music was used to create
a collage that embodies the concept "beauty lies in the numbers".
Picture source: theinspirationroom.com/daily/2011/
sta-move-eat-learn
MOVE - STA Travel Australia
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New Balance 574 Clips
The New Balance 574 series was a limited edition run of handmade shoes. Just 480 pairs
were made. To emphasize the unique nature of the shoes, New Balance shot a custom
video and a Polaroid photo for every pair. The total came to exactly 480 videos.
When a consumer buys a pair of these shoes, a Polaroid photo with a unique number is
included. The photo also acts like a trading card. The number on the photo can not just be
used to view the custom video on the 574 website. At the end of the video, the owner can
also enter the photo number and name to declare that "these shoes belong to me". Pretty
cool, isn't it?
The three stories above each present the individual, individual commissioned by brand,
and execution by the brand itself respectively. All three used numbers to create a "Beauty
lies in the number" advantage. When you take part in such a campaign, the quality of each
individual artwork takes second place to the aesthetics of quantity. The determination and
execution are also quite awe-inspiring as well.
Such projects would be even rarer if not for the digital age. From the brand's perspective,
the thought of having to organize hundreds of artworks is probably enough to drive people
insane, never mind the difficulty of execution. Some people say: "Quantity and scale is more
important than quality for marketing in the digital age". The focus of the campaign should
be on generating an overwhelming sense of aesthetics instead of polishing every detail to
perfection. With marketing now entering a new age, one must not only possess professional
market ing skills but also the ability to process large amounts of data quickly!
Picture source: 574clips.com/
About Author
Mika, Internet Marketing Observer
Born in the 60s, Mika has worked in the field of consumption marketing
for decades. He experienced brand strategy, product concept all the way
to official launch. He cars about traditional marketing model as well as the
changes arise from Web2.0 and social media.
Blog: jabamay.blogspot.com
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Brand
Turning Heads with the
COTEetCIEL Laptop Backpack
Will we enter the "Post-PC Age" in just another few years? I am not sure myself, but the laptop
is still the best option for mobile computing right now (maybe it will be replaced by the ASU Eee
Pad Transformer? I hope not!). Since you are going to take your laptop with you, you should pick
a laptop bag that is distinctive, practical and perhaps even fashionable!
Here I am more than happy to recommend COTEetCIEL from Paris. The main reason is because
COTEetCIEL knows how to achieve just the right balance between technology and fashion so
that even a 3C product accessory that looked geek now looks chic.
Damir Doma, the Director of Design at COTEetCIEL, has a very different background compared
to other industrial designers. As Damir had "served" top fashion designers Raf Simons and Ann
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Demeulemeester, this is why COTEetCIEL accessories always manage to achieve a distinctive
minimalist look. There is just something that screams "haute-couture" about all the "clothes" for
iPhone, iPad and MacBooks.
My favorite product is this backpack with multiple spaces (if you carry the laptop in an overthe-shoulder bag you are going to end up with a stiff neck and sore back). It not only features
an eye-catching leaf-shaped design but also comes with ample storage in the form of seven
pouches and two compartments. Note the ventilated, shock-reducing design where the
backpack touches the back and shoulders. The straps are also an integral part of the bag so it
doesn't feel too tight and is also more stable. With this laptop bag, instead of looking like a tech
geek you will now look an urban nomad.
COTEetCIEL Reel
About Author
gamaniabrandcenter
A blog co-written by the members of Gamania Brand Center which provides
the insights and observations on brands, marketing, and designs by designers,
producers, musicians, planners, creators, and aliens.
Blog: gamaniabrandcenter.blogspot.com
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廣告觀察
「JOHN~」「I am here!」
At E3 in Los Angeles, Xbox and 343 revealed the new "Awakening" trailer for Halo 4. Halo
4 is scheduled for release in December 2012 and will be the first title in a new trilogy (what
a long marketing warm-up!). In the trailer, the main character wakes up from cyro-stasis
before escaping from the burning space ship …. The actual story is relatively brief but a lot
of materials are used to set the background and increase tension.
A mature, well-defined commercial film will focus all of its resources and energies
on delivering its message. A clear "message" is very important in order to attract the
consumer's attention. How it is delivered is also very important.
In other words, for the CG, 3D and image editing industry, the selling point for films, games,
advertisements and animations has always been "photo-realism". CG can be made so
realistic that the hair blows in the wind and the fur ripples …. A character can have four
legs, a tail but talk like a human being. We can use very fancy CG technology to deliver
"super cool" effects to the consumer. The same fancy CG technology can also be used to
"build up the atmosphere and achieve resonance".
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This particular trailer is a masterpiece. A great deal of money and manpower were used
to build up the atmosphere. All kinds of audio-visual elements helped set the ambience
instead of putting all the time and effort into models that fly around or using exaggerated
camera work to show the main characters wielding their weapons.
The video and marketing was handled by well-known advertising firm McCann. I wanted
to share this article with everyone after finding the credits for this trailer because experts
in many fields are required to produce each CG or promotional video. I think right now we
are still stuck in the "one-size-fits-all" approach. Compared to truly mature commercial film
production teams …. Well… "Come brothers, we still have a long way to go yet… Let's keep
going"
Halo 4 - Official Teaser Trailer
About Author
Bruce
Bruce participated in various domestic and international commercial production,
film launch and theater marketing; worked in creative script team of Beijing
Branch, Densu Group (Japan); worked as a director for Gamania. He currently
served as section manager in product development department in GJP.
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Taiwan:
Special Report
Gamania's Own Mig Said Animation
Set for TV on 9/18
The original Mig Said animation series created by the Gamania Creative Center will be
aired on TV from 9/19 onwards! A partnership has been formed with GTV's idol drama In
Time with You . The show is written by
Mag Hsu, directed by Yu-Ning, Chu
and will star Ariel Lin and Bo-lin, Chen.
Mig Said's cute Square-Head Lion doll
will appear during the show and at the
end of each episode a Mig Said will
be shown as well. FTV will begin airing
In Time with You on 9/18 and GTV on
9/24. Gamanians, don't miss this if you
like quality drama and animation!
In Time with You stars Ariel Lin (left) and Bo-lin ,Chen
(right). Photo provided by GTV
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A series of Mig Said seminars will also be held at universities starting in September with
well-known people invited to take part. The details will be available on the Mig Said
Facebook fan page and blog. Stay tuned if you are a fan of Mig Said !
Aren't the DoDo Friends in the
hand-drawn style cute?
Run for your lives the sheep,
Oscar the wolf is after you!
Mig Said Facebook:http://www.facebook.com/MigSaid
Mig Said Blog:http://migsaid.pixnet.net/blog
Mig Said video:
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About Mig Said
Mig Said is an original Taiwanese animation produced by the Gamania Creative
Style. The series has achieved worldwide frame due to its simple, hand-drawn
style and humorous stories. The cute and simple animal characters tell stories
from a unique perspective. The warmth of the artwork helps busy urban dwellers
relax and recharge. The simple stories convey endless creativity and inspiration!
Mig Said Characters
● Square-Head Lion
● DoDo Friends
The distinctive square head
Makes him stand out from the crowd
But sometimes
The difference
Feels lonely…
So is it good or bad!?
1.2.3.4.5
Five little mice
Eat, drink and get into trouble
Together
Sometimes they fall out
But a good meal and a nap
Everyone is good pals again
● Oscar the wolf & The sheep
As a "Pro Wolf"
The goal in life
Is the fat flock
Chased after day and night
Just the thought of sheep
Fills every day
With 100% energy
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Taiwan:
Shootout at Huashan!
Live Report from the CSO
National Elite and
Inter-School Cup Finals!
The "CSO National Elite and Inter-School Cup" was launched at major net cafes in early June.
After 3 months of intensive competition in northern, central and southern Taiwan, 32 crack
teams rose above the pack and got ready to compete for the crown of grand champion!
Braving the September heat, they gathered at the Huashan Culture Park, "lock and loaded"
for the bloodbath ahead. Which team will the Goddess of Victory ultimately favor? G!VOICE
brings Gamanians a live report from the battlefield!
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Firefight!
The "CSO National Elite and Inter-school Cup" finals at the Huashan Culture Park consisted
of two divisions: the Elite Cup and the Inter-school Cup. The 16 teams in each division must
draw lots on the day to decide their opponents, starting side and map. The sudden death
tournament was played with 5-player teams with 7 rounds per half. The first team to win 8
rounds wins one game, and the team that wins two games out of three goes on to the next
match.
The crowd was fired up by the hot opening dance!
In the Elite Cup division, northern district champions "UMX-Gaming" got off to a slow start.
Not only did "Anaconda" nearly put up a stiff fight and nearly cause an upset, their match
against "AMT" went into overtime as well. In the end, "UMX-Gaming" overcame their
enemies through superb teamwork and outstanding strategies to become this season's
Elite Cup champions. "KA4" had been selected through the online tournament and while
their match against "UMX-Gaming" ended in defeat, they quickly bounced back to defeat
3rd-place winner "Alphaforce.CEA" to become the runner-up.
In the Inter-school Cup division, first place went to the "Fooyin University" with Daojiang High
School of Commerce and Yong-ping High School in second and third place respectively.
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Best of the Best of the Best!
Top International Athletes SpawN and HeatoN
Inducted into Inaugural CSO Hall of Fame!
In addition to the exciting competition, this
season's "CSO National Elite and Inter-school
Cup" finals also featured two special guests: top
international athletes SpawN and HeatoN. HeatoN
had been previously been hailed as the "greatest
athlete in e-sports history" after winning the world
champions in multiple e-sports tournaments at
the age of 25. Spawn is considered by the world's
FPS community to be one of the greatest players,
earning the title of "Killing Machine" due to his
superhuman reflexes and unerring accuracy.
When the two gamers dropped in at the "CSO
National Elite and Inter-school Cup" finals, all the
FPS fans broke out into cheers and rushed to have
their photos taken with the legendary players.
SpawN (center) smiles shyly upon bein
presented with his award.
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HeatoN (right) is considered
"the greatest athlete in
e-sports history".
Apart from being invited as special guests of the "CSO National Elite
and Inter-school Cup" finals, SpawN (left) and HeatoN (right) were also
named as the Hallf-of-Famer representatives for the inaugural "CSO Hall
of Fame". Both HeatoN and SpawN expressed what an honor it was to
be chosen and thanked everyone for their support and encouragement.
The visit would be incomplete without
a little demonstration from the special
guests. After the awards ceremony
HeatoN and SpawN engaged in a little
2v2 friendly match against two players.
During the game they demonstrated
their amazing technique and rapport by
defeating the other players in 5 straight
rounds. HeatoN also gave an impromptu
training session on how to grip the
mouse and taught awed FPS fans
several tricks for defeating the enemy.
HeatoN (left) performs his signature victory move
after his win!
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Iron Fist, Velvet Glove! Sexy Jolie Live Appearance!
"Sexy Jolie", a virtual character in CSO, has won the hearts of many male players with her
tough and sexy appearance. At the "CSO National Elite and Inter-school Cup" finals however
"Sexy Jolie" appeared to have come to live and invaded the tournament en masse! In actual
fact, the "Sexy Jolie" army was made up of show girls dressed to look the part to join in the
fun with CSO fans. Which "Sexy Jolie" did you like, Gamanian?
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Europe:
Special Report
Onwards, Global Gamer!
Gamania at Europe's Gamescom
Over the years Gamania's exhibition
strategy has focused mainly on the
TGS in Asia. In a dramatic change
during the heat of late August this
year, Gamania entered "Gamescom",
the largest game show in Europe.
There Gamania not only left a strong
impression on major game European
game companies but also set a
new milestone in Gamania's global
expansion.
Events E
A Spectacular Gaming Carnival! – 2011 Gamescom
As we mentioned before, the annual "Gamescom" is the largest and most professional
general game show in Europe. Practically all of the world's top game companies and
hardware / software vendors come to Gamescom to show off their products for the year.
Their goal is to attract the attention of the media legions in attendance and generate
maximum exposure in the shortest amount of time. All kinds of hardware and software
are therefore on sale at the booths during the show and there are even booths for online
transactions as well.
Apart from the electronics products, the next highlight of the show is probably the game company booths.
Unlike the game trade shows in Asia, most of the game companies at Gamescom adopted a more direct
and simple style. You won't see show girls running around everywhere either, giving Gamescom a far
more professional atmosphere.
Playing a demo in front of the goal provided extra
realism.
Isn't the tank turret a little small?
Events E
Europe has a very detailed 5-level game grading
system.
Careful Planning for Flawless Execution!
This year's Gamescom was held between August 17 and 21 during the hottest part of the
season. The heat did not deter Gamania however. Surrounded on all sides by major game
companies from around the world, the staff held numerous meetings to make sure that
everything would go off without a hitch.
Events E
Gamania was technically not an exhibitor at Gamescom. Instead, Gamania presented our
many accomplishments in games and animations to the media and other game companies
in a B2B (business-to-business) format in order to identify opportunities for exchanges or
partnership. Though a B2B exhibition required less manpower, it also imposed greater
demands on the details. To make sure that Gamania's acc omplishments can be presented
in the most perfect manner, the staff checked their procedures and went over every little
detail whenever they had a moment to spare.
Gamania had a B2B exhibition area at Gamescm.
European staff carefully going over the details.
Gamania's European staff did great work. Well
done!
Recommend R
Every Success is Built on Countless Failures:
One Win and Nine Losses
Alan Kuo, Chief R&D Officer at Gamania:
"We can sense through the matter of fact tone
in the article by UNIQLO CEO Tadashi Yanai how
he transformed a local clothing shop into a
multinational enterprise one step at a time. Unlike the
autobiographies of other successful people, the author
dedicated many pages to reviewing the failures along
the way, as well as how he managed to remain true
to his original ideals even as he steered the company
through transformation after transformation."
Abstract
Written personally by UNIQLO Founder Tadashi Yanai, the book covers the hardships encountered during
his rise to the top as well as the philosophy he forged through the challenges he faced. Yanai shares how
UNIQLO continued to push for breakthroughs even after it became a success story, rather than resting
on its laurels. Yanai believes that constant changes means constant experimentation, and that constant
experimentation will inevitably mean failure. Nevertheless, his "One Win and Nine Losses" philosophy
says, "One should seek just one victory in life" because success is built on countless failures.
-- Extract from Kingstone online bookstore
About the Author
Tadashi Yanai
Tadashi Yanai was born February 7, 1949, in the city of Ube, Yamaguchi Prefecture, Japan. After graduating
in Political Economics from Waseda University, Yanai began working at the well-known shopping center
JUSCO, but resigned after 10 months. In 1972, Yanai began working at Ogori Shoji, a chain of men's
clothing shops opened by his father. In 1984, Yanai opened UNIQLO's No. 1 store in Hiroshima City and
became the company president. From then on the UNIQLO brand has continued to grow rapidly.
In 1991, the company name was changed from Ogori Shoji to Fast Retailing, and he expanded UNIQLO's
presence to Harajuku in 1998 where it became an instant sensation. UNIQLO was officially listed on the
Tokyo Stock Exchange in 1999. Yanai has been the Chairman and CEO of Fast Retailing since 2002.
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