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  1. <!DOCTYPE html>
  2. <html>
  3. <meta charset="utf-8">
  4. <head>
  5. <style>
  6. #header
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  85. </style>
  86. </head>
  87. <body>
  88. <center>
  89. <div id="header">
  90. <a href="../../en/news/index.html">News</a>
  91. <a href="../../en/page/games.html">Games</a>
  92. <a href="../../en/page/about.html">About</a>
  93. <div id="lang">
  94. <a href="2016-september-recap.html">EN</a>
  95. <a href="../../ru/news/2016-september-recap.html">RU</a>
  96. </div>
  97. </div>
  98. <h1>In the news</h1>
  99. <div class="news_item">
  100. <h2 class="news_item_title">
  101. <a href="2016-september-recap.html">September 2016 recap</a>
  102. </h2>
  103. <p class="news_item_date">
  104. 2016-10-11 00:00
  105. </p>
  106. <div class="news_item_contents">
  107. <figure>
  108. <img src="../../images/2016-10-11_september-recap.png" alt="Mahjong created during live session" /><figcaption>Mahjong created during live session</figcaption>
  109. </figure>
  110. <p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
  111. <p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let’s have a look at live session stages in detail.</p>
  112. <ol type="1">
  113. <li><p><strong>Draft.</strong> Game creation for the first time.</p>
  114. <p>Purposes:</p>
  115. <ul>
  116. <li>test our technologies and fix major bugs;</li>
  117. <li>discover usability issues to fix in the next development iteration;</li>
  118. <li>list exact steps to reproduce the game later;</li>
  119. <li>create draft version of the game assets (models, textures, sounds, scripts).</li>
  120. </ul>
  121. <p>Upon stage completion, we announce live session date and show you the game preview.</p></li>
  122. <li><p><strong>Rehearsal.</strong> Game recreation.</p>
  123. <p>Purposes:</p>
  124. <ul>
  125. <li>make sure we have no major bugs left;</li>
  126. <li>record the whole process of the game creation;</li>
  127. <li>create final game assets.</li>
  128. </ul>
  129. <p>This is 99% the game we publish later.</p></li>
  130. <li><p><strong>Live session.</strong> Reassembling the game live in front of you.</p>
  131. <p>Purposes:</p>
  132. <ul>
  133. <li>show how easy it is to create a game;</li>
  134. <li>walk you through nuances of game creation;</li>
  135. <li>get feedback from you;</li>
  136. <li>answer your questions.</li>
  137. </ul>
  138. <p>We take game assets from the rehearsal and use them to quickly reassemble the game in just a few hours.</p></li>
  139. <li><p><strong>Publishing.</strong> The release of our technologies’ last version, live session materials, and stand alone game.</p></li>
  140. </ol>
  141. <p>That’s it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
  142. </div>
  143. </div>
  144. </center>
  145. </body>
  146. </html>