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n_kruse

  1. In Enterprise-level sales enablement, conversations aren't enough. You need context too, says @BizSphere: http://bit.ly/5WCmBD
  2. Spreading Christmas cheer AND getting some long-overdue iPhone app updates out at @ReignDesign: http://bit.ly/7fFrAK
  3. At barCamp Shanghai... things running smoothly. Great Chinese turnout compared to the last one. #barcampsh
  4. @urbianchris Do I get a prize for being your first follower?
  5. Ever heard of Sales Enablement? RT @BizSphere: BizSphere Sales Enablement on slideshare! http://bit.ly/2231y #sales20 #marketing #b2b #crm
  6. RT @matthewmayer: Listening to @chrispfeiffer at #gdcchina 'games at 15fps 30fps or 60fps have a totally different feeling for the player'
  7. Dear #gdcchina, PLEASE get coffee and better interpreters next year! It's not that hard.
  8. @fluxa see any new game engines we might use? #gdcchinaa
  9. Listening to Yimin Wu, GM of Shanda, talk about online economic models at #gdcchina. Slight language issue but mostly just over my head. :-/
  10. Consensus: smaller than before but still profitable to copy (rip off) other games. Also not much faith in niche games. #gdcchina
  11. Chinese panelist show the über-practical nature of this society, v plainly discussing whether there are still good opportunities in copying
  12. Panelist: are you a contractor or an original game developer? You can't do both and succeed. Now talking about "the tricky topic of copying"
  13. Panel on China's indie game scene at #gdcchina. Dev'r turned mgr vs. mgr turned dev'r. So far they're talking about big games, no indie
  14. RT @matthewmayer: Listening to Tyrone rodriguez from @nicalis at #gdcchina - gamers are receptive to smaller indie games and developers
  15. Not that it wasn't good... Just wondering how the visitors took it.
  16. Lunch at #gdcchina was very local (Chinese).
  17. Note to #gdcchina: conference basics: get a mac dongle and a coffee station in the lobby!
  18. Just heard from @davekalina at #gdcchina: for iPhone games, exceed expectations, avoid shotgun approach, design for both immediacy & depth
  19. Just heard from @bluefintoro at #gdcchina: differentiation = concept x quality x price; compulsion loops power freemium: pay to keep playing
  20. RT @matthewmayer: Inflective moments in the game industry. The #iPhone brought frictionless distribution says @bluefintoro at #gdcchina