Graphics Reference
In-Depth Information
11
ADVERGAMING AND APPLICATIONS
CHAPTER OUTLINE
Advergames 170
Branded Play 171
Play Again? 174
Modularity FTW!
182
Applications 185
AIR Overview 186
Freedom of Design
187
Conclusion
188
Since this topic is titled
Flash Advertising
and not
Flash Gaming
or
ll go ahead and state up front that this chapter is
not intended to teach you the full ins and outs of building games or
applications. I
Flash Apps,
I
'
ll also be skipping over the discussion of topics
like image compression and general optimization because those
were already covered in earlier chapters, and you
'
ll pretty much
handle it all the same in your games and applications. What I would
like to do instead is just take a little bit of your time to discuss
these subjects at a high level in terms of how they relate to the
worldofadvertisingandmaybewe
'
ll hit on some general tips and
suggestions to remember while planning and building. Also within
this chapter, you
'
ll notice several screenshots of games (Fig. 11.1
through Fig. 11.21) produced by the wonderful folks at Blockdot, Inc.
(http://www.blockdot.com). As you look over these examples, note
that each of them could be (and have been) very easily reskinned
with a client brand to provide a fun and memorable interactive
experience for the end users. With that said, let
'
'
sjumpin:
￿
Advergames
￿
Branded Play
￿
Play Again?
￿
Modularity FTW!
￿
Applications
￿
AIR Overview
￿
Freedom of Design
 
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