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Events

Gamania deploys through an inter-disciplinary field to practice the whole ecological network enterprise.

Gamania deploys through an inter-disciplinary field to practice the whole ecological network enterprise.

In the new year, Gamania creates a whole new style by breaking up the status quo and enters into the critical time for industrial transformation. It dedicates itself to building and creating the ecological system and a collaboration mode for

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Group partners work together and sail out in a Networkfleet!

Group partners work together and sail out in a Networkfleet!

The competitiveness of the Gamania Group depends on its reliable group partners, the big cheese. With the best battle array and resources gathered from each field, it allows more than just an imagination. Gamania can make it happen through practice

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Look back to 2016 to find the Top 10 Gamania Chronology!

Look back to 2016 to find the Top 10 Gamania Chronology!

2016 is a year full of changes and innovation. What do you know about the Gamania Chronology and what happened to Gamania? Do you remember our Neihu Office as we moved into this new headquarters? Do you recognize the 2016

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well Creative Ecosystem for the Brand-New Gamania

well Creative Ecosystem for the Brand-New Gamania

Gamania launched a whole-new “Well-Converted Creative Ecosystem” in the business. “Creative Ecosystem” allows each business entity to run independently within the Gamania Group, which can be the critical hub as well. When the hub can do something, it can connect

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PREV NEXT
2014.07.24
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An Insider’s Look at Gamania Group’s New ID Badge

Everyone in the Gamania Group should have received their own ID badge now.  The new ID badge not only has a more minimalist look but also improves the feel of quality in the texture and design as well. So, was the update solely for the purpose of "making the ID badge look better"? The answer is no. For the Gamania Group, the change is far more meaningful than that.     Management Requirements   Gamania's rapid growth in recent years has seen the Group grow in size as well. To give the organization a more defined management system, the

Events TW
2014.07.24
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Lulu in the Fight of Distribution Channels

The Years of Senior Gamanian, Lulu in the Fight of Distribution Channels PLS-TW-PB-Simon Lu(呂俊賢) Employee: Simon Lu (A.K.A: Lulu) Started from: April 10th , 2000 (The year when Gamania was founded) Total employees then: around 100 Position then: responsible for the distribution in marketing department and advertising Current position: Section manager of GASH PLUS Unexpected Career Move G!VOICE: Why did you join Gamania? What sort of changes have the company been through?  Lulu: I’ve known Albert two years before I joined the company in 1998. Back then the company’s name was FullSoft. I was doing AE for advertising then

Feature
2014.07.24
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Albert’s New Year Resolution: Continue to Push my Limit

The sound of firecrackers rumbled along with cheering, this was not a scene spotted at the baseball field, nor was Chinese goddess Ma-Zhu parading the streets, it was the welcome party for our CEO, Albert, who challenged himself on a 30-day tour around Taiwan by foot. G!VOICE specially invited Albert for an exclusive interview to talk about the journey and his new year resolution for 2012…   “Each year I want to do something very difficult, something outside of my comfort zone, something that worries or scares me.” From Albert’s hearty smile, it is hard to imagine to difficulty

Feature
2014.07.24
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Gamania time travel: back in where it all began…

Gamania time travel: back in where it all began… How did Gamania go from a small company with no more than a dozen employees to a big corporation with thousands of staff? What crazy initiatives Gamania has launched in the game industry? What miracles it has created? As a Gamanian, knowing the history of Gamania is a prerequisite. Now let’s take the time travel machine back in time and review Gamania’s wild history! 1993 Completed two in-house game products, ‘Warring States’ and ‘Alien’, and received great result from the market 1995 On April 1st, Full Studio (R&D) and FullSoft

Feature
2014.07.24
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Things You Don’t Know About Gamania in the Past

  On April 1st, 1995 was the day FullSoft (for marketing) and Full Studio (for R&D) were founded. In 1997, these two integrated into FullSoft. Many new Gamanians may be unfamiliar with this part of the history, what is FullSoft’s relationship with Gamania? Let G!VOICE take you back to the past and unveil the exciting stories underneath.      Key Milstone   l   1993富進時代:《戰國策》、《魔異入侵》開啟遊戲研發之路 l   1993 Fujin Era: launched game products, ‘Warring States’, Alien, and started the path to game R&D l   1995富峰群時代:《日蝕》開始打響知名度 l   1995 FullSoft Era: launched ‘Eclipse’, and enjoyed rising popularity l   1996富峰群時代:《富貴列車》慘敗,初嚐失敗滋味 l   1996 FullSoft Era:

Feature
2014.07.24
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What can you do if you are stuck for ideas?- Tricks and tools for unleashing your creative instincts

We are sure that there are times when Gamanians are stuck for ideas. Being completely out of ideas is a terrible feeling. Creativity can in fact be improved through training. Tools can also make the creative process more efficient. G!VOICE will now introduce to you the techniques and tools for creative thinking!    Four Creative Thinking Methods Creativity is something that everyone has. Everyone hopes for ideas when they are writing or making a proposal. Still, flashes of genius account for just 5% of all creativity so there are other techniques for tapping into your creativity. These can be

Feature
2014.07.22
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EASTPAK X KVA: Heralds the style of Hi Street

Speaking of “Commerce”, it inevitably comes to the paradigm that “it scurries towards the crowd.” These past decade saw the global economic downturn. Consumers’ wallets have gone shallower, people feel uncertain about the economic status quo so they no longer squander money on high end brands. The show must go on, even though high end brand was taken a hard blow. Crossover was introduced to the scene and coined another trendy term, Hi Street, a hybrid between high fashion and street fashion.  Known for its practicality, street(sport) brand is much adored by younger generation which gives it an edge

Columns On Branding
2014.07.22
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The Sexiest 3 Kingdoms Legend- Web Koihime†Musou, Launched this Winter in Korea

Korea subsidiary of Gamania announced the new promotion video for Web Koihime†Musou in October 2011 and that the game will be introduced in the later in the year. Taking a footstep after Japan, these three gorgeous teenager fighting warriors of 3 kingdoms are expected to sweep Korea off its feet.  Web Koihime†Musou is based on the popular game, Koihime†Musou by BaseSon in Japan. The webpage game was developed and adapted by GJP. Shin Koihime†Musou won the Grand Prize for Moe-Style Game in 2009. Moe element is said to be the biggest feature in Web Koihime†Musou. The game ingeniously turned

Events KR
2014.07.22
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Inspiration from Cannes Lions Festival of Creativity 2011: Mission, Idea, Solution

Whether you are doing an external promotion campaign or an internal illustration, videos are great tools for briefing. The videos may have different names such as teaser, trailer, PV, MV, Gameplay, Walk Through, depending on their nature or usage. However whatever their names may be, as long as the end receiver is B2B or B2C, the videos entails the task of exhibition and illustration.   We have previously talked about “How to brief/introduce a game to players.” This time, I’d like to share with everyone how to use videos to illustrate an end result. Several years ago, Cannes Lions

Columns On Ads
2014.07.22
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Special Report ACGHK,Animation-Comic-Game Hong Kong The Opening of the 13th Animation-Comic-Game Hong Kong 2011

Special Report ACGHK,Animation-Comic-Game Hong Kong The Opening of the 13th Animation-Comic-Game Hong Kong 2011 The “Animation-Comic-Game Hong Kong” held in the Hong Kong Convention and Exhibition Center attracts a large number of anime and video game enthusiasts every year. It is a large exhibition of comics, animation, video games, toys and models. The event this year ran from July 29 to Aug. 2, with an unprecedented number of attendees estimated at 690,000. There are 170 exhibitors and 500 booths in total this year, making it the largest in history.   Gamania’s exhibit this year maintained its consistent attractive presentation

Events HK
2014.07.22
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Human Factors Design Center UX LAB (User Experience Laboratory) The new Gamania has been completed.

Introducing the new optimized tool for human factors design – UX LAB! Human Factors Design Center’s UX LAB is officially launched to assist all research units in conducting user experience studies and help integrate user-centered UI design concepts into the entire research team’s output.  UX LAB’s services, features and laboratory facilities are discussed in the article. UX LAB Research Scope ser Experience Laboratory) is created based on user experience which consists of “Expert Review”, “Focus Group Discussion” and “Usability test”. In terms of game development, experts evaluate the completeness and scope of the game’s UI design flow during the

Columns On UX
2014.07.22
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SPACE 17 Feature Report 0°-360° Viewpoint: Gamania Lomo Photography Exhibition Unleash Your Curiosity: Explore Gama-Life

Lomo is more than a camera brand, it’s a photography attitude or even a life style.  Lomo has brought up slogans such as “There is no rule” and “Don’t think, just take it,” the fun-loving and spontaneous nature is quite similar to Gamanians, who always seem to be the pioneer to explore all possibilities. SPACE 17’s feature exhibition, titled “0°-360° Viewpoint: Gamania Lomo Photography Exhibition.” We invited renowned photographer, DINGDONG to GHQ and asked him to randomly, casually take pictures that capture his impression of Gamania from various angles, creating a vivacious and surprising Gama-vision.  In to exhibition, SPACE

Events TW