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Veronika Megler

Company: Senior IT Architect, IBM Sales & Distribution
E-mail address: vmegler@us.ibm.com
Website address:

In the early 1980s, Veronika Megler was part of the birth of the computer games industry in Australia as the first employee of the heralded Melbourne House Publisher. While there, she wrote best-selling computer games, including a legendary cult game, the best-selling game ever on the Spectrum 64 home computer, The Hobbit. Twenty years has taken her career full circle -- after working in operations, application development, systems programming, systems management disciplines, project management, and IT management consulting, she spent a large part of 2003 working to match IBM's products with the nascent online games industry. Now a Senior IT Architect for IBM Sales and Distribution working on Offerings for Emerging and Competitive Accounts, she is passionate about making IBM solutions and technology usable by customers and consumers. She enjoys architecting solutions to solve real business problems, then proving they work in practice. Reach Monika at vmegler@us.ibm.com.

Articles:

The business of the online gaming industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. In the fourth of five articles in this series, IBM® Senior IT Architect Veronika Megler offers some patterns-based solutions to handle community interaction needs, to address adding new content for users of the game environment, and to provide assistance when users want it.


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The business of the online games industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. In the third of four articles, Senior IT Architect Veronika Megler offers a scenario that demands a new set of functional requirements, identifies e-commerce needs and methods to solve them, and discusses how adapting the existing infrastructure can help providers handle device-connectivity issues.


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The business of the online games industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. In the second of this four-part series, IBM senior IT architect Veronika Megler focuses a patterns-based perspective on the game itself, discusses scaling options, demonstrates how to integrate the runtime patterns selected for the infrastructure into a solution, and uses the runtime model to offer real-world suggestions that determine the better option for the in-housing or outsourcing of function building.


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The business of the online games industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. Senior IT architect Veronika Megler ignites the first of a five-part series that focuses on infrastructure providers for online games. The series illustrates the state of the industry today and demonstrates how to develop a high-level business description and how to identify the all-important business patterns. The author offers eight steps towards this goal.


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