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Иностранный язык в профессиональной деятельности (английский язык). Учебное пособие

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• Driving long term player engagement by understanding mobile players needs and motivations.

• Benchmarking the market to stay on top of new trends

Requirements

• Relevant professional study completed. • Proven (mobile) game design experience. • Creativity, lots of it!

• Solid experience with Unity.

• Knowledge of game industry-standard software tools, design processes and documentation.

• Ability to define and understand technical parameters as they apply to design implementations.

• Able to deconstruct and analyse mobile game mechanics • Ability to accept constructive feedback on your work. • Good team player.

• Excellent organizational and communication skills.

• Strong analytical skills, detail oriented, precise, quality driven, straightforward, self-motivated, and proactive.

• Affinity with the mobile gaming industry.

• Flexible attitude, ability to adapt to quickly changing circumstances and work priorities in a timely manner.

• Fluent written and spoken English language.

Extra Awesome

• Worked on a released mobile game. • Experience with live operations processes. • A strong opinion that you’re willing to share. • A good sense of humor!

What We Offer

• Diverse and challenging projects.

• The chance to bring and realize your own ideas. • A competitive salary, pension, and bonus system. • Direct hire.

• An extensive benefits package and a work environment that encourages excellence.

• Great opportunity to grow and expand your knowledge within the industry. • Full-time position with opportunities for growth within the company. • Free daily lunch and events.

• Covered transportation costs and 28 paid vacation days.

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• A stocked kitchen of fruit, beer and treats!

• Game-designed, awesome office with table football, arcade machine, consoles, darts and board games.

• Friday entertainment evenings – every Friday you can hang out at the office with your colleagues and make use of the games collection with free drinks & snacks.

About Us

Founded in 2014 and based in Eindhoven, The Netherlands, ChimpWorks is a game development company with popular titles for mobile platforms.

With an ambitious young team of over 40 individuals from over 10 different countries, we are working in an autonomous team-based culture. We have realised more than 5 #1-ranked games and reached more than 250 million downloads.

We create exciting, fun, free-to-play mobile games, enjoyed by millions of players worldwide. We continue to raise the bar through a data-driven,player- centric and super-iterative approach.

Our mission is to provide novel and unique games to create outstanding player experiences and fill the customer life with joy and excitement.

Apply Now

Seize this opportunity and become a part of the ChimpWorks family as a game designer!

Don’t wait, send us your CV now and we will contact you as soon as possible!

Junior Graphic Designer (New York), New York, United States

We are seeking a motivated and determined Junior Graphic Designer to join our team in our New York office. Applicants must have strong corporate design and presentation skills. You must also take direction well, understand tight deadlines, scheduling, and process management.

Responsibilities

The specific details of a junior designer’s role will vary depending on the project. The candidate will regularly need to:

• Translate marketing/product ideas and text into effective and attentiongetting slides. We regularly create presentations in both Adobe InDesign and Microsoft PowerPoint. Strong fluency and willingness to work with PowerPoint is a necessity. This position will be predominantly presentations, but we will also have regular need for sell sheets, promotional products, report layouts, and data visualization.

• Collaborate with a small team of designers.

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• Execute design concepts that deliver on goals and are technically feasible to implement.

• Produce web content (emails, promotional materials, social graphics and banner ads).

• Support colleagues across the firm to deliver design elements on brand and to specification.

• Manage and prioritize multiple last-minute rounds of edits and creative direction.

Necessary skills

A junior designer needs a wide range of design and creative capabilities. These include:

• A bachelor’s degree in graphic design or related field.

• 1-3 years of design experience in a deadline-driven environment. • Expert proficiency in the latest versions of Adobe Creative Suite (InDesign, Illustrator, Photoshop) & Microsoft Office Suite (PowerPoint, Word, Excel). After Effects, Premiere Pro, HTML, CSS, and Javascript are a plus. • Attention to detail and good organizational skills.

• A portfolio that demonstrates fluency in all areas of visual design (have exceptional skills in typography, layout, color theory, information design). • The ability to manage competing projects and shifting priorities to meet deadlines, all with a professional demeanor and positive attitude. • Proactivity in anticipating problems, proposing solutions, and initiating collaborative resolution.

• From time-to-time a junior graphic designer may need to work hours that aren’t typical, so a flexible approach is needed to get the best from the job. Most of our work is digital (either PDF or web), but we do have the occasional need to print. Familiarity with both environments is useful. Additionally, an interest in global politics is helpful.

Perks of working at Eurasia Group:

• An amazing mission -- to help our clients capitalize on the opportunities and manage the risks created by the impact of politics on markets around the world. • The opportunity to work with a talented and entrepreneurial team in a global environment.

• Flexible work environment, with contemporary offices located in New York and London, Tokyo and Sao Paulo.

• PTO bank of 23 days, 10 paid holidays and 2 summer Fridays. • A strong belief in work-life balance.

• Competitive salary plus incentive compensation plan.

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• Rich benefits package – The firm contributes 82-90% to medical and dental premiums and life insurance.

• Business casual dress code.

Full time motion graphic designer AgileStudio, London, England, UK

Job Description

We’re now hiring motion graphics designers for both mid level and senior roles to join our animation team at AgileStudio – Part of AgileFilms in Shoreditch, London.

We’re looking for animators with experience of seeing productions right through from treatment, designing styleframes and storyboards through to animation, compositing and VFX work.

You’ll be working with a great team of animators and designers on a range of work from Television Commercials and Film Titles to Music Videos, VFX and online animations.

• Good level of experience working in-house or freelance • Expert in After Effects and adobe suite.

• 3d Experience in Maya a bonus but not required. • Hand drawn cell animation also a bonus but not required. • 3d Tracking & VFX work a bonus but not required. • Self-motivated, organised and collaborative

Job Types: Full-time, Permanent (following a 3 month probation period)

Staff Interaction Designer, Google Photos

Google

Sydney NSW, Australia

Minimum qualifications:

• Bachelor’s degree in Design (e.g. interaction, graphic, visual communications, product, industrial) or equivalent practical experience.

• 8 years of experience in UX Design.

Preferred qualifications:

• Experience collaborating with User Experience Research (UXR) on user studies. • Excellent design portfolio, with experience designing complex web and/or mobile applications.

• Excellent verbal, written, and visual communication skills, and ability to present clear design rationale.

About the job

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Design and user experience (UX) are at the forefront of everything we do. The job of an Interaction Designer is to envision how people experience our products and bring that vision to life in a way that feels inspired, refined and even magical. In an Interaction Designer role, you’ll take on complex tasks and transform them into intuitive, accessible and easy-to-use designs for billions of people around the world—from the first-time user to the sophisticated expert. Achieving this goal requires collaboration with teams of Designers, Researchers, Engineers and Product Managers throughout the design process—from creating user flows and wireframes to building user interface mockups and prototypes. At each stage, you will anticipate what our users need, advocate for them and ensure that the final product surprises and delights them.

The mission of the Google Photos team is to be a home for users memories, automatically organized and brought to life, so they can save and share what matters. As a Staff Interaction Designer, you will have a combination of individual work and management, and work to help others grow while rolling up your own sleeves.

User experience is at the forefront of how we create intuitive, innovative, and beautiful products that people love. We strive to learn and understand our users’ needs, behaviors, and emotions to gather insights that inform product strategy and design. Our UX teams include designers, researchers, content strategists, and engineers who are passionate about quality, usability, and simplicity. We work on collaborative teams to solve complex challenges and craft experiences that highlight our products’ unique capabilities and personalities. Our work touches billions while exemplifying a key principle that is core to Google’s philosophy: “Focus on the user and all else will follow.”

Responsibilities:

• Help guide the team’s creative strategy and manage team work assignments. Develop user journeys, mockups, prototypes, storyboards, and presentations to effectively communicate design ideas.

• Work with Marketing and Product Management to strategize and build concise user-centric visions and journeys.

• Iterate on designs based on feedback from users and stakeholders. • Partner with other designers to refine design systems and integrate new features into our evolving products.

• Work with the engineering team to ensure designs are implemented to spec and collaborate with them to come up with creative design solutions when technical challenges arise.

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Task 12. Find the following abbreviations in the Glossary and explain what they stand for: OSP, VFX, UX, UI, IoT, PTO, IxD.

Task 13. Match the terms with the definitions.

1 technology stack

2 compositing

3 game mechanics

4 motion graphics

5 interaction design

6 user flow

7 user journey

8 mock-up

A the process or technique of combining visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene

B pieces of animation or digital footage which create the illusion of motion or rotation, and are usually combined with audio for use in multimedia projects C a list of all the technology services used to build and run one single

application

D the experiences a person has when interacting with something, typically software

E a full-size model of something large that has not yet been built, showing how it will look or operate

F the path taken by a prototypical user on a website or app to complete a task

G the rules that guide the player’s moves or actions, as well as the game’s response to them

H design of interactive products and services in which a designer’s focus goes beyond the item in development to include the way users will interact with it

Task 14. Write a resume and a covering letter for the job you have chosen. Use the resume below as an example.

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Unit 3. UX/UI Design

No product is an island. A product is more than the product. It is a cohesive, integrated set of experiences. Think through all of the stages of a product or service – from initial intentions through final reflections, from first usage to help, service, and maintenance. Make them all work together seamlessly.

Don Norman, inventor of the term “User Experience”

Task 1. Before your read the text, talk about these questions.

1)What is the difference between User Experience Design, User Interface Design and Usability?

2)What aspects of a product should a UX designer consider?

Task 2. Read the text about UX design and check your answers. Look up the words and expressions in bold in the Glossary at the end of this book.

UX Design

User experience (UX) design is the process design teams use to create products that provide meaningful and relevant experiences to users. This involves the design of the entire process of acquiring and integrating the product, including aspects of branding, design, usability and function.

“User Experience Design” is often used interchangeably with terms such as “User Interface Design” and “Usability”. However, while usability and user interface (UI) design are important aspects of UX design, they are subsets of it – UX design covers a vast array of other areas, too. A UX designer is concerned with the entire process of acquiring and integrating a product, including aspects of branding, design, usability and function. It is a story that begins before the device is even in the user’s hands.

Products that provide great user experience (e.g., the iPhone) are thus designed with not only the product’s consumption or use in mind but also the entire process of acquiring, owning and even troubleshooting it. Similarly, UX designers don’t just focus on creating products that are usable; we concentrate on other aspects of the user experience, such as pleasure, efficiency and fun, too. Consequently, there is no single definition of a good user experience. Instead, a good user experience is one that meets a particular user’s needs in the specific context where he or she uses the product.

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As a UX designer, you should consider the Why, What and How of product use. The Why involves the users’ motivations for adopting a product, whether they relate to a task they wish to perform with it or to values and views which users associate with the ownership and use of the product. The What addresses the things people can do with a product – its functionality. Finally, the How relates to the design of functionality in an accessible and aesthetically pleasant way. UX designers start with the Why before determining the What and then, finally, the How in order to create products that users can form meaningful experiences with. In software designs, you will need to ensure the product’s “substance” comes through an existing device and offers a seamless, fluid experience.

Since UX design encompasses the entire user journey, it’s a multidisciplinary field – UX designers come from a variety of backgrounds such as visual design, programming, psychology and interaction design. To design for human users also means you have to work with a heightened scope regarding accessibility and accommodating many potential users’ physical limitations, such as reading small text. A UX designer’s typical tasks vary, but often include user research, creating personas, designing wireframes and interactive prototypes as well as testing designs. These tasks can vary greatly from one organization to the next, but they always demand designers to be the users’ advocate and keep the users’ needs at the center of all design and development efforts. That’s also why most UX designers work in some form of user-centered work process, and keep channeling their best-informed efforts until they address all of the relevant issues and user needs optimally.

(from https://www.interaction-design.org/literature/topics/ux-design)

Task 3. Decide if the following statements are true or false:

1.User experience design includes aspects of branding, design, usability and function.

2.User experience and user interface design are the same things.

3.UX designer’s work begins when a user acquires a product.

4.For a UX designer, pleasure, efficiency and fun are as important as the use of a product.

5.A good user experience meets the needs of a particular user in the specific context where he or she uses the product.

6.The “What” of a product addresses its functionality.

7.UX designers are mostly former programmers.

8.UX designers should keep the users’ needs at the center of their efforts.

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Task 4. Write a word or phrase that is similar in meaning to the underlined part.

1 These clothes can be worn by both men and women. i_ _ _ _ ch _ _ _ _ _ _ _ y

2 He is very good at solving problems with these computers. t _ _ _ _ _ _-sh _ _ _ _ _ _

3 It includes the whole learning process. e _ _ _m _ _ _ _ es

4 She is a passionate supporter of organic clothes. a _ _ _ c _ _ _

Task 5. Make a plan of the text with key words and use it to retell the text.

Task 6. Read the quotations of Steve Jobs on the key principles of user experience. Explain them in your own words.

1)‘You’ve got to start with the customer experience and work backwards to the technology. You can’t start with the technology and try to figure out where can I sell it.’

2)‘Design is a funny word. Some people think design means how it looks. But of course, if you dig deeper, it’s really how it works. The design of the Mac wasn’t what it looked like, although that was part of it. Primarily, it was how it worked. To design something really well, you have to get it. You have to really grok [understand] what it’s all about. It takes a passionate commitment to really thoroughly understand something, chew it up, not just quickly swallow it. Most people don’t take the time to do that.’

3)‘Pointing is a metaphor we all know. We’ve done a lot of studies and tests on that, and it’s much faster to do all kinds of functions, such as cutting and pasting, with a mouse, so it’s not only easier to use but more efficient.’

4)‘Sometimes when you innovate, you make mistakes. It is best to admit them quickly, and get on with improving your other innovations.’

5)‘Our DNA is as a consumer company for that individual customer who’s voting thumbs up or thumbs down. That’s who we think about. And we think that our job is to take responsibility for the complete user experience. And if it’s not up to par, it’s our fault, plain and simply.’

6)‘Ultimately, it comes down to taste. It comes down to trying to expose yourself to the best things that humans have done and then try to bring those things into what you’re doing. Picasso had a saying: good artists copy, great artists steal. And we have always been shameless about stealing great ideas, and I think part of what

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