From Jay is Games
by LDora on November 29, 2015 04:00 PM
by LDora on November 29, 2015 04:00 PM
by Satori on November 29, 2015 02:00 PM
by Lori.h on November 28, 2015 01:00 PM
by LDora on November 27, 2015 07:00 PM
by Lori.h on November 27, 2015 04:00 PM
by LDora on November 27, 2015 01:00 PM
by LDora on November 26, 2015 03:00 PM
by LDora on November 26, 2015 01:00 PM
by LDora on November 25, 2015 05:00 PM
by Chris on November 25, 2015 04:17 PM
We had high hopes for postroll ads. They didn’t interfere with other ad placements, and Enhance made them extremely easy to integrate. But recently Google removed an app from the Play store that was Enhanced with postrolls. We dug into the issue, and reached out to IQZone, who licenses the postitial (postroll) technology. IQZone says they are still in talks with Google about the placement, and there is no official word as to whether the placements break Google’s Terms of Service. But since we now have evidence of an app being removed from the Play store (this is the only incident of an app removal we have heard of with Enhanced postrolls, but there have been a few approval issues around the tech in the past) we are deciding to err on the side of caution and stop all support of Postrolls.
If you have a game that already has postrolls implemented, you can easily re-Enhance your app and postroll ads will not be included. And, if you haven’t tried out our interstitial ads yet, now is a good opportunity as those are performing really well.
FGL strives to provide the best services possible within Enhance, and removing postrolls is an example of this.
If you have any questions, please feel free to reach out to us at firstname.lastname@example.org
The FGL Team
by LDora on November 25, 2015 03:00 PM
by LDora on November 25, 2015 01:00 PM
by Bryson Whiteman on November 24, 2015 07:40 PM
While I was creating the Sokay Zine, I thought it was a good opportunity to highlight some artists in my life that were doing some great things. In my day to day I get so caught up with trying to use my creativity to simply make a product as quickly as possible. That makes it difficult to see outside of what’s directly in front of me. Seeing people maintain their imagination and use their creative abilities in refreshing ways continues to rejuvenate me during my own journeys.
For the first issue of the Zine we interviewed the homie, Gabriel Gaete (aka Gabotron). Check out it:
Photo of Gabriel Gaete (aka Gabotron) by Stephanie Sparks
So from my perspective, you do art and animation. Music and storytelling. How would you describe what it is that you do?
I use art, animation, music and storytelling and fuse it all together to create work intended to convey, explain and communicate concepts, ideas and information. I create work for myself and for clients but it all stems from the same communicative standpoint, although the understandability of my projects can range from, “Aha! I get it!” to “What the hell did I just watch?” it all has some kind of message to convey. For my clients I have to be very clear in communicating certain information. For my personal projects I use more abstract means to communicate ideas and concepts that can be more vague and difficult to understand, but represent the weird stuff that goes on in my brain.
I also take visual notes, I started taking visual notes in my community college classes and I found it as an invaluable and powerful tool to retain information. From client work, to games conferences to personal work I’ve created many doodle filled notes that really help me in synthesizing information.
Artwork by Gabotron
What are some sources of your inspiration?
I’m really inspired by brain science, culture, human interactions, different perspectives, experiential video games, the way music affects us, animals, plants and my cats.
What kinds of obstacles have you encountered with expressing your creativity? And how have you overcome them?
I’d say my biggest obstacle is having ideas that might be a few steps ahead of what I’m actually able to do, whether because of time, budget or skill level. A lot of the ideas that float around my head are for interactive media, unfortunately I’m constrained by my lack of skills in coding and development. But luckily I can somewhat compensate by being able to communicate some of these ideas using motion graphics and art. But the bigger dream is to let people interact with my concepts. As far as overcoming this constraint, I’m still trying to figure that out, but for now I’m working within my constraints always with my sights set on the bigger picture.
Some artwork for Monkey Side IPA.
I feel like you have a positive outlook on the world and that it’s reflected in your work. Is that your intent?
I do have a positive outlook so I think by default my work tends to take on a tone of positivity. I would like some of my future projects to take on more of a neutral tone, but most likely they will skew towards the positive.
An example of Gabriel’s recipe illustrations
Last I heard, you were working on a book of recipes. What’s that about and what’s going on with it?
I was born in Chile, my momma makes excellent Chilean food. So I’m trying to capture all of my mom’s recipes in a visual form so my sisters and I can make her recipes in the future. Once in a while, I’d bring over my notepad to my parent’s house, and while my mom is cooking, I take visual notes of the ingredients, methods and techniques. I still have quite a few recipes to jot down, and when I get a few more drawn my plan is to draw and write a small cookbook and share it with the world.
Our paths first crossed during the Global Game Jam, how did you become involved with that?
I had recently become interested in the idea of making games around that time, was it 5 years ago?! Anyways, I was playing around with some interactive stuff on my own, when I heard about the game jam. I was a little scared and intimidated by the idea, but it turned out to be a really enlightening experience. I got to meet some really awesome people (Bryson included) and one can really learn something about themselves and about humans in general. The things I’ve learned in those experiences have really carried through in other aspects of my life.
An image from MOON.
What’s your most memorable project?
I would say TREEE is my most memorable project. It’s a collection of little wordless comics, accented occasionally by small musical moments. One of the stories, “MOON” is an interactive story/musical instrument, although crude and somewhat simple on a technical level, it is representative of the kind of projects I’d like to create in the future. It’s a blend of all the things I do; art, music, storytelling and animation with an extra element of interaction, an ingredient I’d like most of my future projects to have too.
Where would people go if they wanted to see your stuff online?
You can find a portfolio of some personal and professional work over at www.gabotron.com and find the TREEE comics over at www.TREEE.me .
So that’s all for the interview, here are some links:
by Tricky on November 24, 2015 04:00 PM
by Lori.h on November 24, 2015 12:00 PM
by Satori on November 23, 2015 09:00 PM
by LDora on November 23, 2015 12:00 PM
by starchild on November 22, 2015 02:00 PM
by Lori.h on November 21, 2015 02:00 PM
by LDora on November 20, 2015 01:00 PM
by Satori on November 19, 2015 10:00 PM
by Tricky on November 19, 2015 01:00 PM
by artbegotti on November 18, 2015 09:00 PM
by LDora on November 18, 2015 01:00 PM
by LDora on November 17, 2015 03:00 PM
by LDora on November 17, 2015 01:00 PM
by Tricky on November 16, 2015 07:00 PM
by Chris on November 16, 2015 04:22 PM
After careful consideration, FGL has decided to stop supporting its Flash in-game ad solution.
Though we had high hopes for the Flash ad system, it didn’t receive the widespread adoption we were hoping for. As of now, all games using the system – combined – are making less than $50 a day. Since FGL strives to help developers make the most money possible: when we look at the great successes we’re achieving for developers on mobile compared to the weak performance with Flash ads, the choice is obvious to make changes that allow us to focus on areas where we can accomplish more for developers.
Here is a schedule of how things will be winding down:
As of today:
- You will no longer be able to put FGL Flash ads into games
- FlashGameDistribution will no longer require games to have ads in them
- We will continue to run advertising in games that have FGL Flash Ads in them until 12/31/2015
- We will do a final payout for advertising in January
- Even if you’ve made less than $50, we will pay out at this time
All other FGL services will be unaffected. In fact, if you haven’t checked out our mobile services lately you should, they are doing really well.
Feel free to contact us through our feedback form if you have any questions.
by LDora on November 16, 2015 01:00 PM
by LDora on November 15, 2015 04:00 PM
by LDora on November 14, 2015 03:00 PM
by LDora on November 13, 2015 09:00 PM
by LDora on November 13, 2015 07:00 PM
by LDora on November 13, 2015 01:00 PM
by LDora on November 12, 2015 01:00 PM
by LDora on November 11, 2015 01:00 PM
by Tricky on November 10, 2015 12:00 PM
by LDora on November 09, 2015 04:00 PM
by LDora on November 09, 2015 01:00 PM
by LDora on November 08, 2015 05:00 PM
by Lori.h on November 08, 2015 02:00 PM
by LDora on November 07, 2015 05:00 AM
by LDora on November 06, 2015 09:00 PM
by Tricky on November 06, 2015 07:00 PM
by LDora on November 06, 2015 01:00 PM
by LDora on November 05, 2015 02:00 PM
by LDora on November 05, 2015 01:00 PM
by LDora on November 04, 2015 01:00 PM
by kimberlyfelix on November 03, 2015 09:00 PM
by LDora on November 03, 2015 01:00 PM
by pozirk on November 02, 2015 10:47 PM
by Tricky on November 02, 2015 09:00 PM
by Tricky on November 01, 2015 11:00 PM
by kimberlyfelix on November 01, 2015 09:00 PM
by Lori.h on November 01, 2015 03:00 PM
by LDora on November 01, 2015 01:00 PM
by Tricky on October 31, 2015 03:00 PM
by LDora on October 30, 2015 06:00 PM
by Lori.h on October 30, 2015 04:00 PM