Lectures below are from 2013 Lectures at Casual Connect are programmed to focus on cutting edge topics in the casual games space. To watch any of the sessions from Casual Connect Asia 2013 please press the icon to watch videos and download slides (all content is FREE!).
A discussion about the changing casual games business, presentation on the very real opportunities to make money developing casual games, and how to successfully increase the ROI on an individual game.
Join Ihsan Wahab for insights into the Indonesian game market. He’ll present key information for entering the market including market facts, gamer behavior, product selection, localization and monetization, and he’ll suggest an effective way to publish, covering campaign, distribution, advertisement, events, and community.
The Corum Group presents a 10,000 foot view of the industry's consolidation, trends & drivers, and expectations for the coming few years in-and-around gaming, social, and media.
The world's most talented developers are in Asia, as are the world's most dedicated players. Learn how Facebook plans to lean in with mobile and desktop developers based in China, Korea, and Japan with a quickly growing Facebook population in Asia, and globally.
With over 9 million downloads, Alegrium's ICON POP Quiz has been one of the big AppStore hits of the the 2012 holiday season. This session will cover Alegrium's journey to the top as they present a detailed post-mortem of the development, virality and marketing of the game, as well as other notable lessons that the studio has learned throughout the years.
Digital sales have jumped from $1.9 billion to $3.2 billion, and by 2013 are likely to be $10 billion. This historic shift for the games industry offers new opportunities and risks. While the opportunity for greater revenue and margin is attractive, the required and optional investments in infrastructure and skill set introduce new expenses and additional risk. Relationship investment is key to unlocking the vast potential of consumers wanting and who are willing to pay increasingly large sums of money to be entertainment on their Smartphones and Tablets.
Find out how to easily bring your games to BlackBerry 10™ using new SDKs from major game engines such as Unity 4 SDK
What are buyers looking for in acquisition targets- stable founders, creativity, headcount, revenue, profitability, market potential, or all of the above? Join this panel for a round robin Q&A.
The mobile market is booming everywhere and China is poised to be the No. 1 market by 2015. Even though regulations aren't constraining content from entering China, there are major differences from Western markets that must be considered before making money in this huge marketplace. Aurelien Palasse, Business & Communication Director at Ubisoft Shanghai in charge of the mobile activities of the group in China, will share some figures about this specific market, explain why rules are different in China for mobile and suggest what you need to do to succeed.
Jeremy Snook will cover distribution options for your games on Windows 8 and Windows Phone 8 including self-publishing.
Building a successful free-to-play game for mobile devices is tough enough. Developing a mobile game based on iconic movie franchises presents a whole new level of complexity. Andrew Sheppard, President of Kabam Studios, will discuss his team's experience turning The Hobbit into one of the most successful games on iOS and Android in partnership with Warner Bros., and how the companies continue to scale together for a global fan base (i.e. now available in Korean and Japanese). Andrew also will share lessons learned from Kabam's first Hollywood studio partnership with Paramount Pictures to develop its Web game based on The Godfather, to its latest partnership with NBC Universal to develop a mobile game based on the just launched (May 24) movie Fast and Furious 6.
The South Asian Entertainment market is fast adapting to global trends and at the same time innovating on various fronts setting global examples. India is at the epicenter of it all as a growing entertainment economy with over 900 Mn Mobile consumers, over 160 Mn Internet consumers and 170 Mn households consuming digital content in some form or the other. Gaming of course is a growing category across the 3 screens but there are interesting case studies on the Music and Movies business from which Gaming companies and independent developers can learn a lot. Entertainment and Gamification will be a key growth driver as new digital economies evolve and opportunities to cross sell and up sell within these economies will thrive.
mig33, one of Asia's leading mobile social network platforms, presents the opportunity for 3 finalists from the Indie Showcase at Casual Connect to pitch their game to a panel of judges. Bringing regional and international game studios and their products to the spotlight, you don't want to miss this "Show and Sell" kickoff. Join this session to see the pitches, and then come back at 5:00pm to find out who will rise to the top and earn the prize!
- mig33 will co-sponsor the winner for the upcoming Angel Hack Singapore 2013 (http://angelhack.com/)
- $1,000 USD in cash
- Prominent marketing packages on mig33 platform including guaranteed exposure to over 1 million potential users!
Mobile gaming is booming across the globe, from smartphones to tablets, from China to Mexico, from US to Germany or Thailand. Learn how to cope with the diversities of these markets and become a successful global publisher.
Effectively utilizing its advantages of geographical proximity to other Asian cities and a large number of universities and technical colleges, Fukuoka City continues to evolve as a hub of the gaming industry in Japan, working closely with both acedamia and government. They will share examples of companies that have taken advantage of and have thrived in this growing hub within the game industry.
What does it take to sell your game company? Find out from four CEOs who just did. The good, the bad and the ugly... hear the first-hand stories from these founders about what it takes for a successful exit. If you are thinking about a potential strategic sale in the near future, this is a panel you won’t want to miss.
Alastair Burns has experienced first-hand how the capacity to adapt to new platforms, devices and audiences is a key requirement to stay on your feet as a long-term game developer. He will lead the audience through his own experiences and learning curves as he transitioned from a being successful console producer and team lead to a mobile developer and finally as a start-up COO. Aside from laying solid start-up foundations to ride the rollercoaster of moving into mobile/tablet, he will also offer a roadmap for developers to foster an 'always executing and improving' workflow and develop products that are designed to ship fast. Last but not least, Alastair will offer tips to break through into the European continent with your game business, acquire funding to grow and set up partnerships that count without having to go through the same hassle he and his co-Gramblers have been through.”.
In today's digital world, publishers are not necessarily needed. But just publishing your game doesn't make you a publisher.
This speech is about the 7 key strategies and tactics to have in place in order to start your future life as your own publisher.
The game development community in the Philippines has taken a careful approach toward outsourcing their production process. But as developers and publishers relentlessly look for more cost-effective solutions in building their products, they are realizing the value of curtailed cost and efficient development processes. Join this panel of the top Philippine studios to gain insights from a country that has heavily relied on outsourcing to fuel the local game development industry.
A 12 year perspective on the evolution of the fund raising market in Asia for developers, from a experienced investor both from a angel perspective and a corporate investment perspective. Overview of what has worked in the past, present and active Q&A on what might work for the future for aspiring game studios, including perspectives on Kickstarter and seeking investment from angels and venture capital funds. Bring all your funding questions!
This session will discuss how to resolve the common pitfalls of the developer community, from overcoming SDK fatigue to prioritizing developer resources. Then, we address some of the challenges that developers face when going to work directly with an OEM or mobile carrier (i.e. lack of value, time to market, etc.). In addition, this session will highlight the importance of picking the right advertising solution (brand advertising vs. CPI ads) and how it truly works. Finally, we will wrap up by discussing how to stay up-to-speed with the changing times and new operating systems, and how to ensure success in an ever growing marketplace where discoverability and revenue are a huge obstacle.
John Passfield discusses the challenges of building a mobile game accelerator from scratch. Right Pedal Studios is helping small teams of 2-5 developers to build mobile games by providing funding, office space, access to industry mentors and business support.
This talk will discuss the process of building the accelerator, the methodology behind the selection of the games, as well as an overview of the tools and business behind the program. You will also be given a sneak peek at some of the games in development.
Most start-ups begin with an energized, driven culture but as they grow bigger or older, this culture often deteriorates. how do you avoid becoming the victim of your own growth? Over the last 9 years, GameDuell has evolved from a three people casual game developer to a cross-platform company with over 200 people in several countries. Michael Kalkowski, Co-Founder and Creative Director of GameDuell, will examine best practices of companies that are known for a great work environment in both Silicon Valley and Europe. By getting insights into the processes to maintain creativity and drive amongst employees, you will learn how to survive the impact of fast growth and technology changes on your team's culture.
With the advent of more and more mobile platforms, together with the rising popularity of mobile gaming, the challenge to develop software for different operating systems and hardware configurations has become even greater than before. How to deal with different mobile platforms, while still maintaining a desktop presence, and also targeting the web? How to write the code; what are the different technical architectures/methods for approaching the different platforms; how to optimize performance? The topics will be explored and discussed specifically from a programmer’s perspective.
Lately, Series A crunch seems to be one of the en-vogue topics within the tech investment community. What exactly is Series A? Is there a universal definition for it? Many agree that it’s the most important stage of funding next to the Seed round, the funding round that enables a company to pivot to the next level. What better way to sort things out than to bring together a panel of tech-oriented VCs and tech companies that have successfully raised money. With companies of various sizes and stages and with so many strong personalities on stage, this panel is sure to have a few fireworks. Oh, our brave moderator, will help to keep calm and carry on the panel.
The future is rushing at us faster than ever. Our panel of experts pull out their crystal balls to predict future trends.
Alban will discuss the process of setting up a mobile gaming studio in Singapore and provide an overview of the tools and programs available for indie creators, as well as a realistic view of the opportunities and challenges Studios can be confronted to: public funding, accelerators, investors and marketing. He will also share a sneak peek at some of the games in development and the strategy behind them.
In this talk, Albert Lim will explain how a game ecosystem (Games Solution Centre) was established to facilitate indie game development in Singapore and its progress to date. He will detail its multi-faceted approaches in facilitating development and ensuring high probability of completion and commercial release. Albert will also show all stakeholders (students, indie developers, publishers, funding agencies, education institutions, tool/service providers, etc) how they can participate and actively engage in this growing game ecosystem.
The little engine that could. For a tiny country of 6 million or so population, we are seeing game companies from small studios to well-known brands setting up regional hubs in Singapore.
What makes Singapore the increasingly preferred destination of choice? What is Singapore's USP (unique selling proposition)? Joining this panel are representatives from Singapore agencies that deal with the game industry and game companies that setup shop here.
- Better understanding and tips on how to access various Singaporean government programs and funds for game studios and publishers wanting to setup shop in the country.
Tetsuya Mori will share DeNA’s experience developing their own first party title, Blood Brothers, and how they managed to apply the science of operating social games in Japan to the US market. Disbelief? Let the results speak for themselves as Blood Brothers has managed to stay in the Top 3 of the Grossing Charts both on Android and iOS. He will also share how DeNA extends the lifespan of their titles by localizing them for specific markets like Korea and China.
Pop Culture and Philosophy are not uncommon but Japanese Role Playing Games (JRPGs) feature the connection between them because of their inherently philosophical core storyline. From games such as Xenogears, Chrono Trigger and Final Fantasy VII, traditional JRPGs have had strong storylines, character development and deep intricate philosophical complexities that underlie the simple gameplay mechanics. Alpha Kimori focuses on this aspect and aims to be the medium that drives the philosophical message across.
Transforming established retail franchises into social and casual titles doesn’t just mean simplifying gameplay and banking on the brand. It’s a delicate balancing act that involves forming a winning team, creating high-quality content, staying close to the market, and sustaining partnerships. Learn what it takes to work on AAA IPs from Fabien, VP for Online at Take-Two Interactive. Fabien has extensive experience since his days at EA and Blizzard launching online titles such as FIFA Online and World of Warcraft. Now he partners with developers and publishers in the region to bring Take-Two’s revered IPs such as Civilization, Borderlands, GTA and 2K Sports to broader Asian audiences across multiple platforms.
Fundraising is one of the hardest parts of building a game company in Southeast Asia. The easiest option is to bootstrap all the way, but there are definitely other ways to help developers in the region get their kickstart in producing that holy-grail of original IPs.
The app stores are becoming more crowded every day with a flood of new apps released by an ever growing community of mobile developers. Consumers face the challenge to find their desired app among hundreds of thousands of available games and other apps for smartphone and tablet devices.
Tim Koschella will discuss the challenges every mobile games publisher faces and insightful solutions, as to how tools like specialized distribution networks, can help your game gain additional distribution traction where it is needed. Make your games stand out or be left behind in the competitive mobile market.
Growing any company is hard. Growing a 100% virtual company with over 70 people in 8 countries can be especially challenging. We've been through typhoons, earthquakes, Third World internet connections, and countless coffee shops to make some of the best games in the casual game business. Let Boomzap share with you how we do it from Jakarta to Vladivostok, pants optional.
Countries throughout Asia each have their own, distinct ecosystems that mobile game developers must learn to navigate in order to ensure success. From monetization solutions and distribution methods to device testing and customer support, what works in one Asian country won’t necessarily work in another, despite their close proximity. To shed light on these differences and discuss how to best manage them, Animoca’s David Kim shares what his company has learned about growing its games in countries throughout Asia.
In this session, Anuj will present a path to grow as an Indie development studio, covering the following topics:
-How niche-based game development is the way to grow in the crowded App Store market
-Bootstrapping in gaming
-Growing from an Indie game development company to attract VC funds
-Growing a company in India where the gaming ecosystem is still underdeveloped
Even as consumers continue to increase their spending on apps and games for smartphones, tablets are now emerging as a potentially more lucrative growth opportunity. Favorable form factors such as larger screens, easier to control game play, and access to the rich content available on the App Store and Google Play make tablets a unique market that developers cannot ignore. In addition, the rapid increase in the number of connected TVs presents another massive growth opportunity, as technology powerhouses such as Apple, Google and Samsung set their sights on the living room. In this presentation, he will review these opportunities, as well as provide updated revenue projections for each segment of the video game market.
Erick talks about his experiences on being a one-man indie game developer for almost 10 years and provides tips and insights on how to survive and adapt to the rapid changes in the mobile gaming market and how he was able to grow his player base from several thousands to several millions (7M+).
Using App Annie Intelligence, the most accurate market data on the app stores, Junde will deliver the most unique insights on Global Trends in App Store Monetization.
- What are the highest countries for revenue, downloads and ARPU?
- Just how significant is the growth of the app stores in Asia?
- Where are the growth opportunities for publishers across different categories and regions?
Any indie developer who experiences success with their first game wants to replicate this success. In her talk, Anna will talk about how to create a successful sequel to your game and to build a brand instead of creating new games from scratch. It comes down to the right marketing techniques for existing community and fans, developing a unique, distinguishable style, and branding your game to different platforms and media.
Due to luck, hard work, or pure brilliance, sometimes a studio's app leaps up in rankings, gets great press, and perhaps even AppStore featuring. Now what? How can indies leverage their hit app into a successful business? Learn from case studies of indies that grew their original IP into major franchises.
-Introduction of the functions and development environment of PSVita.
-Introduction of Sony’s business scheme.
In recent years, we have tried to use different engines to create our games at Happy Elements. After having encountered many obstacles and issues, we finally chose cocos2dx + Lua as our major engines. This presentation will introduce you to the reasons behind this decision, what we have done to improve the efficiency of these engines and the advantages they could bring to us.
Ganesan will share how Sushi Friends managed to get 1 million downloads, covering the following: - SEO for App Store and Google Play - Cross promotions of your own apps - AB testing - Facebook marketing - Other techniques
Consumers are rapidly moving to smartphones and tablets to consume their media, but there exists a big shortage of quality mobile web gaming content. With concrete case studies, industry examples and actual game data, you will learn about the trends in the mobile web game space, hear about the unique opportunities unfolding for studios and distributors, and get insights from top media companies, carriers and game portals from around the world.
How do you create a game development program that will adequately train students to be skilled enough for the industry, when the industry itself changes substantially every 3 years and academia syllabus need to be crystallized 5 years before a student graduates?
Hilmy has created and taught game development programs since 1998, and in this session, he shares the stable solutions he discovered to the ever-evolving problem.
Unity has seen unprecedented growth as the game engine of choice globally, and is far and away the most popular game engine. Unity is now taking steps to further democratize game development and empower developers. In this talk you will learn how Unity is used to make casual games, where it's being used and by whom. And most importantly, you'll hear about Unity's strategy and plans in Asia, and how we can help you realize your potential to make successful games with Unity.
It's not easy to satisfy a local audience, let alone a global one. As a developer and publisher, GAMEVIL provides games and game services to a worldwide audience. Join Brian Oh, Director at GAMEVIL, as he shares case studies of executing a global operation and how they are looking to expand.
Using HTML5, savvy developers are able to create games that are indistinguishable from native apps. In fact, the advantages of HTML5 over native code are clear: developers can release games to more platforms, create a better experience for their players and avoid the third-party dependencies. Big Viking has used HTML5 to create immersive mid-core games who gameplay is identical to rival native apps. Albert will share how Big Viking Games uses ubiquitous gameplay and how a single codebase across multiple devices, real time updates and native-app like performance is all possible with HTML5. Furthermore, we'll talk about what the future holds for HTML5 games and what business and technical barriers need to be overcome for HTML5 to become more attractive platform to build on.
The Adobe Gaming SDK has everything you need to build games that can reach 1.3 billion users through the web and 500+ million iOS and Android devices. This session will introduce you to the features and roadmap of the Adobe Gaming SDK and will show you how easy it is to get a game up and running for the web and mobile devices. Along the way, you will also learn a bit more about the future of Flash.
Alawar, a leading international publisher and the No. 1 distributor of casual gaming content in Russia, shares its experience in building a game market from zero in one of the biggest countries in the world. Starting with PC casual and progressing to mobile and social free-to-play, they have that “extra something” to make a game successful in Russia. This lecture unwraps the mystery of the Russian “playing soul”, showcases the most successful and adored titles in Russia, and reveals the Russian market potential in mobile and social as well as PC. Learn how you can enter one of the most promising mobile and gaming markets in the world.
The mobile gaming ecosystem is fast and unforgiving, with games vaulting up the charts but fading from memory only weeks later. PlayFirst will leverage lessons from its unique, crowd-sourced “Game Jam” development philosophy and its experience with the DASH brand -- a franchise with close to 700M downloads and steady growth since its mobile debut three years ago -- to share lessons on how to add fresh content, boost retention, improve monetization and turn mobile games into enduring and vibrant platforms for player communities to thrive. PlayFirst will also be launching significant new IP in the time surrounding the conference, and Paul can discuss in detail the development and decision-making process that went into them.
You’re a game developer and you’ve decided to go indie. You have an office wall covered with ramen noodle packets, and enough cash to pay rent and utilities for a few months. You are going to make the next great game, or so you think. But how will you promote it? If the game fails, what next?
Wouldn't it be nice to be able to put these questions to people who have managed to stay afloat, regardless of the circumstances? In this panel, Juan Gril of Joju Games has invited a group of very successful indie game developers to talk. “Success” is defined here as being able to feed yourself and your team for more than a few years in a row solely by making games. We will cover topics such as promoting your studio, self-publishing vs. working with publishers or distributors, how to best plan your projects, and general survival skills. Come with your questions, and we'll do our best to answer them.
Join Mario Wynands from PikPok as he explains how to reach mutliple audiences with your cross-platform games and what pitfalls to expect when publishing internationally.
This session will cover the benefits and pitfalls of using puzzle generators, solvers, visual representations of solutions and content pacing tools to assist designers to iterate faster and get content out of the door quicker. This session is NOT a tech talk! If you have a keen interest in logical puzzles, don't miss out!
Splitman 2 a flash game with simple controls and a very unique mechanic. It has been played more than 5 million times on the web in just a month. Bari and Gilbert will also share their experiences on how they made ends meet while developing the game.
This talk will touch on various topics critical to running a games business.
The rise and fall of Zynga has left the gaming industry suspect of the social games category. Just as with the music industry, social games are perceived as “hits” driven. Methodical strategy and diversification of titles or content can help developers in social games develop thriving – and profitable – titles for paying players. Games must be fun, innovative, and accessible on all the most popular platforms – across mobile and social networking destinations. Intelligent analytics behind thoroughly researched and strategic cross-promotion techniques hold the key to success for long-lasting, revenue-driving social gaming titles.
The convergence of social gaming and mobile has changed the game for social game developers combining old and new challenges. Many mobile social game developers are leveraging AWS for their backend infrastructure because it allows them to execute in the face of these challenges. How can you reduce deployment time from weeks to hours? How can you build a backend that can serve 10 users or 10,000,000 without failing or paying for what you’re not using? Come learn from us how to architect your mobile social game on AWS and change the game of mobile social deployment in your favor.
Malaysia-based Appxplore will share their experiences and learned lessons on how they started and paving their way to success. Today, Appxplore has successfully published three mobile games - Lightopus, Sporos and Alien Hive and all three were featured on either App Store or Google Play. You will hear about their experience - the team setup, design and development, publishing and monetizing of their games. They hope to inspire new start-ups.
The mobile phone is the first screen and primary entertainment device for many users across developing countries in regions such as the Middle East, Africa, Southeast Asia, and South Asia. With the explosive growth of home-grown, mobile-first social networks in the aforementioned regions in the past 2 years, how is a company like mig33 succeeding despite challenges that include feature phones outnumbering smartphones, low-bandwidth, poor physical infrastructure, extremely low online credit card usage, and cultural/religious sensitivity? Oh will shed more light on this industry along mig33’s up-and-down-and-up journey.
Lalit will speak about how emphasis on metrics-driven game design helped propel their game Bingo Bash to No. 1 position of Top Grossing charts on iPad, Top10 on iPhone and Android. In an incredibly crowded mobile gaming market with next to zero organic growth and cost of user acquisition going sky high, there are thousands of games that can’t retain users or are having trouble breaking ground even with exciting new game play. Often, analytics is the secret ingredient these games are missing. This talk will share insights on how you can measure your games' progress and back your decisions with numbers to improve user engagement and retention. It will also focus on how to use analytics to optimize your user acquisition efforts to bring down your cost and maximize ROI.
The future of loyalty marketing is happening now in the mobile, social games industry. The advent of connected devices has turned games into real-time marketing services, where every interaction with a player is a unique opportunity to cultivate them. In this session, Playnomics COO John Cheng will share case studies on how targeted players responding to messaging and incentives outperformed control groups, resulting in 5X higher click-through rates, 87% higher spend, and 23% higher return rates.
While the social casino sector becomes increasingly crowded in the English-speaking world, emerging markets like those that share Latin language represent a good opportunity for “brave” players who understand the cultural similarities and differences, ho bet on mobile and have a deep knowledge of local games. The session will present the main aspects of Latin (emerging) markets as an opportunity in the social gaming industry.
Is it possible to make a free-to-play game that doesn't get condemned for its exploitative business models? Is there a way to cash in on this lucrative space without selling your soul? Do devs have to choose between good press and good money? LambdaMu Games certainly believes so, and given their experiences with the success of Pixel People, they feel they're getting closer each day to having their cake and eating it too.
In this session, Rachmad would like to introduce a new indie game developer from Indonesia, as well as talk about creating their first major game DreadOut
The opportunity for mobile developers to reach a global audience has never been bigger. However however finding quality users at a reasonable prices can be challenging and require different strategies across the global landscape.
This panel will share best practices for Asian developers looking to distribute their games in the US and Europe. Learn how top developers combine marketing strategies - such as cross promotion, ad networks, incentivized downloads, app store partnerships - to launch and sustain momentum for their games and which strategies are most successful in different locations. .
Kirakorn Chimkool, CEO of Kiragames, has released Unblock Me three years ago and it became an instant hit and inspiration to many other developers around the world, being one of the most downloaded application in 2010 and created a phenomenal with people playing at all ages, genders and nationalities. Working solo and indie at the time, he slowly grew his company and the popularity of Unblock Me during the past three years while still maintaining his indie roots. Today, joined with many sessional developers, Unblock Me FREE is still going strong and has been named as #17 most downloaded application of all time from the US AppStore and Kiragames is still looking forward to expand globally. In this session, Aun Taraseina the COO of Kiragames will share the Key Points that they believe were crucial for Kiragames success ranging from what design rules they used for Unblock Me to the company culture within Kiragames
Choy will share the growth of Android, experiences in creating high ARPU users, and strategies to be successful on Google Play in strategic countries around Asia.
Free-to-play game developers have a major problem: low conversions, low ARPUs and difficult acquisition channels. The first wave of developers have launched real-money games and the results indicate relief for this challenging model. Is the promise of real-money gaming real? What are market entry strategies? What is working and what isn’t? Join Betable’s EVP of Business Development Jonathan Flesher as he discusses how the intersection of social/casino games has and will continue to dramatically impact the trajectory of the Casual Games Industry in the coming year.
Valthirian Arc II is a Simulation/Action game that put player as the principal in charge for
academy of heroes.
Did you ever think your player plays a major part of your game design?
In this session, we will share how to make a game that takes user feedback into account, how to learn from past mistakes, fix issues and improves them.
Predicted to become a future of cross-platform entertainment and frowned upon by some global players, HTML5 delivered so far an unstable performance. With today’s capabilities and well known challenges of the technology, one wonders if HTML5 can compete with native development and how to monetize the technology in gaming sector. Alexander Krug will present SOFTGAMES's insights on the launch, promotion and monetization of HTML5 titles. A discussion on upcoming trends, major KPI´s and insights will round up the session.
League of Legends, World of Tanks, Battlefield 3, Dota 2... these are the most popular games today and they all have something in common: competition. We are seeing year after year growth in eSports, online tournaments and the idea of playing to win. New pro leagues and teams are being formed everyday to be recognized as representing the best. Xfire is leveraging this growth market with a fully automated competitive gaming platform that extends life cycles of games, adds new revenue streams and has gamers putting money where their mouth is.
This presentation will cover the reasons why a developer might want randomized content, descriptions of different styles of randomization, and some examples of games that use them in different ways. The attendees will find out about a method for procedurally generating different types of content, like room layouts, color palettes, and wallpaper patterns.
You’ve built a great mobile game. Now you need to promote it, but how? While PR, viral marketing and game reviews are vital to your marketing strategy, they can’t deliver consistent results like mobile advertising can.
Join InMobi as we take you through the fundamentals of mobile advertising for games. We discuss all aspects, including how to make great mobile creative, what are the best targeting options and markets. We will also share our formula to calculate LTV (Life Time Value), so you can better optimize your spend, all from real world examples as case studies.
In this session, Bali-based startup company PT. Dragon Game Studio reveals their new and upcoming word game: BaliFied - Word game of the Gods. You will hear about the game development process, the good, the bad, the struggles, the great ideas and so forth… and how they as an Indie developer, succeeded to finalize the project. With this seminar, they hope to be an inspiration for other startup Indie developers!
Competition stiffens in mobile games sector today. Deeper data analytics becomes critical for game developers/publishers to understand details of their business operation in order to get maximum out of it. How to define reasonable KPIs for different types of games? And how to calculate all these metrics such as LTV, CAC, and 1-7-14-30 days Retention? How to read and analysis these metrics in different phases of a game's lifecycle? And how does these metrics play compared with industry benchmarks? Ibrahim Dai, Chief Evangelist of TalkingData will tell you the answers in this lecture.
Spine is a super new tool in the market (23 Feb 2013) that replaces traditional raster animation in games,
providing smoother animations that are easier to produce. Animations can be created without needing more art and are so tiny that games can make extensive use of them.
Vinova has adopted Spine from the day Spine has successfully raised its funding goal on KickStarter on 23 Feb 2013 ($67,569). Vinova is actively contributing the patches for spine-runtimes library in order to make Spine more awesome to game developers. In this session, Stefan will share about how helpful Spine is, and how easy it is to apply Spine into 2D game development process.
Reality Television shows are popular across the globe. Everyone in the community is able to access and engage with it. From the richest to the poorest has access to TV. How does Mobile Social Gaming stack up as a mass market entertainment genre compared to this? What can the gaming world learn from this and the opportunities it represents? A perspective from a mobile social gaming company focussed exclusively on democratizing this form of entertainment across emerging markets of Asia.
TaTaO is a social web-based mobile game created by 4 Universitas Multimedia Nusantara’s students. It is a product of a 24 hour hackathon competition which they won and finally published at KotaGames platform. They learned that developing a game does not only require the knowledge of the tools that they used, but also a good project and time management. Their over optimistic schedule resulting to the late delivery of the game.
Don't let history repeat itself. Learn how to navigate general game design pit traps and avoid mistakes rampant in the mobile game space in this two part talk.
Critical Missions:SWAT is the first real cross-platform FPS MOG, where players are able to compete against each other using PC-web, Mac, iOS and Android platforms. It has gained wide popularity and achieved over 8 million downloads and almost 300000 DAU so far. This presentation tells how the game was built, how it's virality was built, what went well, what went wrong and what the future of the game looks like.
Gewben will share key factors that developers need to alter in their monetization strategy to make the most profit from their Android games.
In this session, Gerald and Team Inzen will take you through:
a)The design inspiration for Game Show Warriors
b) What it took to establish an impactful and consistent feeling throughout different media, from web manga through to game.
c) How it all eventually came together in drawing players into the world.
AllJoyn™ is an open source project which provides a universal software framework and core set of system services that enable interoperability among connected products and software applications across manufacturers to create dynamic proximal networks so that products – for the home, automotive and the enterprise – can interact in new, exciting and useful ways that will engage and delight users.