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! Feature 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. F Feature 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. F Feature 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 F Feature 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! F Feature 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. F Feature 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. F Feature 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 F Feature 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 F Feature 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. F Feature 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! F Feature 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 F Feature 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! F Feature 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 F Feature 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. F Feature 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 F Feature 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. F Feature 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 F Feature 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. F Feature 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. F Feature 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 F Feature 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. F Feature 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 . F Feature 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. F Feature 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! F Feature F 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) Feature 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 F Feature 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 F Feature 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 F Feature 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! F Feature 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. F Feature 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. F Feature 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 F Feature 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! F Feature 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. F Feature 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! F Feature 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. F Feature 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! F Feature 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. F Feature 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! F Feature 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! F Feature 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! F Feature 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! F Feature 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! F Feature F Feature F Feature F Feature F Feature F Feature F Feature F Columns C 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 Columns C 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. Columns C 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. Columns C 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. Columns C 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 Columns C 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 Columns C 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 Columns C 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 Columns C 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 Columns C 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". Columns C 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. Events E 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 Events E 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: Events E 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 Events E 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! Events E 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. Events E 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. Events E 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! Events E 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? Events E 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. © 2011 Gamania Digital Entertainment Co., Ltd. All Rights Reserved. Powered by Gamania Brand Center http://brand.gamania.com/gvoice