This 45-minute video covers four topics, each of which deserves its own 2-hour video: 1. Rational argument for importance of the worldbuilding for the business. 2. Worldbuilding and storytelling are not the same thing. Their relation is more like backend (worldbuilding) and frontend (storytelling). 3. World building process consists of world architecture and setting development. You do world architecture before you even start thinking of the setting. 4. Five steps of world architecture. https://lnkd.in/dJvRKMhh
Sobre nosotros
Building the worlds of tomorrow • Championing IP-first & Cross-Media mindset • Exploring, perfecting and sharing tools & systems for creating blockbuster games
- Sitio web
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https://madcrusader.com/
Enlace externo para Mad Crusader
- Sector
- Videojuegos
- Tamaño de la empresa
- De 2 a 10 empleados
- Sede
- Barcelona
- Tipo
- De financiación privada
- Fundación
- 2021
- Especialidades
- video games, media, digital arts, multimedia, entertainment media, education, gamedesign, gamification, product management, marketing, entertainment IP, music, comics, movies, TV, community, game development y strategy
Ubicaciones
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Principal
Barcelona, ES
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Paphos, CY
Empleados en Mad Crusader
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Yarr Rash
Leadership & Strategy in Games and Cross-Platform Entertainment • Philosophy & Tools • Founder of Mad Crusader
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Aliaksei Yaletski
Development for fun and profit
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Alexey Kuznetsov
Co-Founder at Mad Crusader I Founder at QGamesCorp / Meta Arena
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Alex Pollackov
Co-Founder and CCO in Mad Crusader Transmedia Company
Actualizaciones
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Our COO, Alexey Kuznetsov, having a strong background and keen interest in eSports, visited International Esports Federation's general assembly in Saudi Arabia last week. Here’s his take on the challenges eSports must overcome to keep growing: If you ask eSports association leaders about their ultimate professional dream, it all boils down to one thing: making eSports an Olympic discipline. It’s the wrong dream. At least if we’re serious about creating something outstanding and meaningful that will last through the century. eSports is inseparable from video game culture, a culture built on three defining pillars: • Imagination and immersion: Crafting worlds where the impossible becomes real. • Defiance and boundary-pushing innovation: Thriving on the edge of the known and rewriting the rules. • Social mobility for ultra-geeks and hardcore nerds: Creating opportunities for those often overlooked in a world dominated by ‘normies.’ This is what made video games not just an economic powerhouse but a cultural phenomenon. To succeed as a global phenomenon, eSports must stay true to its roots in video game culture. Real, sustainable success will only come if one billion hardcore gamers carry eSports forward on their shoulders. Becoming an Olympic discipline? That’s more like a government official’s dream. Look at the people running eSports organizations. How many gamers do you know who wear suits? If eSports officials truly embraced video game culture, their shared dream would look more like this: Become an organization the Olympic Committee wants to join. That’s right. And here’s how it is achievable within a few years.Imagine a three-story pyramid. • Competition and tournament systems: this part is already figured out—but it’s the tip of the iceberg. • Public domain games or a portfolio of games: The top argument from traditional sports officials is that the game must belong to the people. And they’re right—not just from their perspective. Relying on the whims of publishers is a business risk eSport can’t afford. • A system for social mobility: This combines education and networking opportunities. Remember, according to UNESCO and the World Bank, 97% of the world’s population lacks access to college or higher education (7.7 billion people). Of them, 20% are creatively inclined (1.5 billion people), and 30% of those favor digital domains. That’s 465 million potential Kojimas, Carmacks, Romeros, and eSports superstars wandering the planet. The tools and resources for this already exist. What’s missing? Ambition and staying true to video game culture—both of which are entirely within the control of those making decisions about global eSports development. Gaming culture has already proven it can outshine every other form of entertainment in both business and popularity. If eSports embraces that culture fully, it won’t just match mainstream sports—it will surpass them, both as a business and as a cultural force.
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If you work in games you are as important for civilization as Christopher Columbus and Captain Kirk.
Vision Masters 01: Socio-economic context, fictional worlds business basics, Vision Master role
https://www.youtube.com/
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Thanks EDTech Innovation Hub !
NEW: Mad Crusader, a game IP incubator and production company based in Cyprus, has introduced Vision Masters, a free, master’s degree-level program to train creators in the gaming and entertainment industries. https://lnkd.in/esuW2WFu #edtech #education #gamedevelopment #creativity #training #HigherEd #GameDev Yarr Rash
Free EdTech Program: Mad Crusader Launches Vision Masters for Creators in Gaming and Entertainment — EdTech Innovation Hub
edtechinnovationhub.com
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There’s not a single person on the “most influential people in video games” list who has a degree in video games (whatever the hell that means).
Education in Games: As Wrong as It Could Possibly Be
Mad Crusader en LinkedIn
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Rule #18: Scale matters If you’re scrolling on X, let’s connect there too: https://x.com/mad_crusader
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If you happen to be on X, let’s connect there too: https://x.com/mad_crusader
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To create something of value, you need three kinds of people: visionaries (who see stuff), engineers (who build stuff), and marketers (who sell stuff). You can easily find a trained engineer. Sometimes you can meet a trained marketer. But there’s no such thing as “trained visionary”. And then there's a fine line between being Visionary and Delusional.
Vision Master: Trained Visionary in the World of Normies
Mad Crusader en LinkedIn
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Rule #5: A fictional world must remain consistent with itself, as it exists in both the author’s imagination and the individual imaginations of its audience. Changes are risky, and similar to blockchain—they need to be validated by the majority of fans, or the audience will disengage.
You're not going to see 'Peter Griffin or anime characters coming to Hunt,' says Crytek in response to fears that its Scream crossover means it's Fortnite now
pcgamer.com