19 - 21 May 2015

Lectures at Casual Connect are programmed to focus on cutting edge topics in the video games space. On May 19 - 21, over 1100 industry professionals will come to Singapore for the fourth annual Casual Connect Asia to listen to lectures from industry experts. Conference content is programmed by a set of industry advisors.

To email any of the speakers below, click on the email icon next to the speaker's name.

If you would like to speak at Casual Connect in San Francisco, Israel, Amsterdam or Singapore please submit a lecture proposal online for further questions, please email Cathy Simpson.


    Lecture Hall Jurong

  • May 21:
    Industry Insights: Self-Publishing (Tales from Content Creators)

    Stephane PANYASIRI,  Consultant and Investor

    Entrepreneur, investor and consultant  Stephane Panyasiri is a digital media and gaming veteran - Online and mobile He started his career in France in 1997 managing the business development for one of the first Web Agency in the country. After 2003, Stephane focused on the Online and mobile gaming industry.  He is also a specialist in the digital payment space. He has developed a global vision and understanding of the gaming industry across Asia, Europe and North America. He managed to create a bridge between East and West.    He has successfully leaded the business development of several ventures like Alldvantage,123Ticket, BilltoMobile. Stephane has co-founded or advised several companies among which Connect-City, SEA Gaming, Ruby Coin, New Agency, Gocoin and most recently Cryptosigma. On top of his consulting and angel investment, he advises and mentors various organizations such as Casual Connect Asia, Yetizen, Chinaccelarator.

    [Email Stephane]


  • May 20:
    Industry Insights: Market Navigation (Tales from Content Creators)

    Emcee: Kieran BARR, Board of Advisors, Casual Games Association

    Kieran Barr has played an active role in the video game market research industry for almost 10 years. He has worked at some of the leading mobile market data intelligence companies and headed up global monetization for the number one Facebook market research firms. He also helped start up one the most recent successful syndicated research organizations based in Silicon Valley. As well, he helped launch a VC focused market research subscription based service. Kieran was the Social Media chair for the Board of Directors of the Puget Sound Research Forum. Kieran earned a BA in Business - Finance and Information Systems, and a BA in Economics, both from the University of Washington. Kieran is based in San Francisco. He has crab fished in the Bering Sea (aka "Deadliest Catch") and also captained a commercial fishing vessel in Alaska during many summers. In his free time Kieran is an avid runner, biker, downhill skier, and boater.

    [Email Kieran]


  • May 19:
    Industry Insights: Overview

    Emcee: Matthew HANDRAHAN, European Deputy Editor, Gamesindustry.biz

    Matthew Handrahan started in games journalism a decade ago, reporting on the numerous changes and disruptions that have swept through the industry since then. Formerly the Features Editor for the award-winning gamesTM magazine, Matthew is now an integral part of the editorial team for GamesIndustry.biz, the leading developer-focused in the games press. In any downtime from reporting on gaming’s movers and shakers, Matthew waits impatiently for a sequel to Red Dead Redemption.

    [Email Matthew]



  • 9:15 - 9:30


     
     
  • Welcome to Casual Connect Asia 2015


  • 9:30 - 9:50


     
    • Kick9 DaaS - Pave the Way for Mobile Game Global Publishing
      Yong WANG, Founder & CEO, Kick9

      Mr. Wang founded Kick9 Inc. in March 2014 on technology development and content distribution in the field of wireless internet. Before that, Mr. Wang served as Greater China CEO of the world’s leading wireless internet company DeNA. Mr. Wang led DeNA China from scratch to three core business platforms in DeNA Group in 5 years, and established a complete mobile game development, distribution, and operating system.

      [Email Yong]


      How do Kick9 DaaS help global mobile game developers to conquer challenges when they enter into Chinese market?

    • Crossy Road: Something for Everyone
      Matt HALL, Co-founder, Hipster Whale

      Matt Hall is the co-founder of Hipster Whale, the developers of Crossy Road. Also he runs a one-man-band studio in regional Victoria called KlickTock and has three other App Store #1 games: Doodle Find, Little Things and Little Things Forever.

      [Email Matt]


      You all probably heard of Crossy Road, a chart topping hit released in November last year. But did you know that this is Matthew Hall's fourth #1 game? In this talk Matthew will be dissecting his specific design and marketing technique which he has used to consistently create innovative games that connect with and engage a wide audience.


    10:00 - 10:20


    • Mr. Minoru IWAKI, Company COO,  SEGA Games Co., Ltd. SEGA Networks Company

      Minoru Iwaki was the head of strategy planning section for SEGA from 2006~August 2011, and then became business director, Mobile New Media Department. He was appointed SEGA Networks' executive officer, head of business in July 2012, and has served as company COO for SEGA Games' SEGA Networks Company since April 2015.

      [Email Mr. Minoru]


      Deliver better games to more customers" is the mantra of Noah Pass: a marketing support tool that for the past 3.5 years has improved promotional efficiency at lower cost for us and our partners by cross-promoting users within a free in-game ad network. In this presentation, we’ll share the current state of Noah Pass and our ongoing plans for the service’s development in Japan.

    • Ad Networks Exposed: What Really Affects Your Revenue?
      Jason ZHANG, VP of Business Development, Heyzap

      Jason Zhang has been with Heyzap since 2012, and watched the product scale from initial design prototypes to integrations in over 12,000 apps. He’s now working on the development of Heyzap’s mediation platform, which aims to bring greater transparency to mobile ads. Jason studied Biology at Stanford University and enjoys reading, playing basketball, and listening to music.

      [Email Jason]


      Ad networks can be black boxes -- you put your apps in, and out comes some seemingly arbitrary revenue figure. What variables affect ad network revenue? How do ad networks function in the back end? What does eCPM really mean? Go behind the scenes with Heyzap’s Jason Zhang, and unpack how ad networks work, how to differentiate between them, and how to choose the right one for your business.

    • Seriously Playful – Building and Maintaining a Great Studio Culture
      Juha PAANANEN, Head of Studio, Nonstop Games, a King Studio

      Juha Paananen is the Head of Studio at Nonstop Games, a King studio based in Singapore. Previously Juha was a co-founder and CEO at Nonstop Games leading the company through two funding rounds and launching Heroes of Honor, world’s first mobile strategy game with real-time map. Following the acquisition of Nonstop Games by King in August 2014 Juha continues to manage the studio.

      [Email Juha]


      This session will cover how to build a great studio culture and why that’s important for the success of a game company. Learn more about the journey of Nonstop Games from 4-man team to the acquisition by King and how the company has focused on creating and sustaining a great culture. Juha will talk about the building blocks of the culture at Nonstop Games/King, how it attracts international talent, and why it has been important in their success.


    10:30 - 10:50


    • An VU, User Acquisition Lead, Rovio Entertainment

      An Vu has worked in user acquisition marketing for mobile games from casual to casino (and everything in between) since 2009 from small indies to large, international not-so-indies. Her expertise and experience in the gaming space has taken her from Nebraska to San Francisco and Finland.

      [Email An]


      Do UA harder, better, faster, stronger. Problem solving with data, creativity, and budget one game at a time, from casual to core and everything in between. Learn the mistakes and luck from mobile gaming in the last 6 years.

    • Working with Brands in Mobile Games
      Robby YUNG, CEO, Animoca Brands

      Robby Yung is the CEO at Animoca Brands (ASX: AB1), a leading developer and publisher of mobile games for global audiences. At Animoca Brands, Robby focuses on both publishing as well as creating games from their library of licensed intellectual property. Previously, Robby was the co-founder of Redgate Media, which was sold to Inno-Tech Holdings, and Co-Founder of One Media Group, listed on the HKEx. He began his career in the wireless business at Metromedia, building fixed and mobile wireless networks in China and Indonesia in the early 90's.

      [Email Robby]


      Whether as a tool for discovery or a way to connect with fans, working with brands in mobile gaming can be a powerful engine for growth. Taking the right approach is essential, from negotiating your commercial arrangements to project management and marketing & distribution.

    • Smart Strategies to Acquire, Retain and Monetise your Games
      Sergio SALVADOR, Head of Games Partnerships,  Google

      Sergio has accumulated more than 15 years of diverse experience in general management, marketing, and strategic business development across different industries and countries. He has launched and managed startups, and held various roles in multinational companies. During his time with Electronic Arts and Nokia, Sergio focused on building and bringing to market software, applications and digital services in the videogames, mobile and digital media spaces. Sergio's focus in the past few years has been on building strong partnerships and alliances for Yahoo! first and then for Google across Southeast Asia, through a variety of initiatives with global and local players, to positively influence the growth of the digital industry across the region. More recently, Sergio took on the challenge of leading a new team focused on partnerships with games companies to bring about the next phase in the development of the games market. Sergio values rolling up his sleeves and working closely with internal and external stakeholders to drive business results. He is an avid student and practitioner of digital and social media marketing.

      [Email Sergio]


      Developments and innovation in mobile technologies affect mobile gaming and mobile entertainment, and the industry shifts subtly, especially when looking at regional trends. In Asia, and everywhere, the next wave of device penetration should shape the next round of game development. Hear from Google on the evolution of the mobile platform, the advent of microconsoles, $50 smartphones, and the next trends in APAC.


    11:00 - 11:20


    • Mario WYNANDS, Managing Director, PikPok

      Mario Wynands is the Managing Director and Co-founder of PikPok, a leading publisher across mobile, tablet, and desktop. In his 18 years at the New Zealand based company, he has led studio operations, built a successful game portfolio and overseen the creation of many engaging console titles including Shatter®, GripShift®, and Speed Racer The Videogame, as well as multiple hits in the smartphone and tablet space including Flick Kick® Football, Into the Dead® and the BAFTA nominated Super Monsters Ate My Condo. Wynands is a graduate of Victoria University in Wellington with degrees in business management and computer science, and has studied at MIT Sloan.

      [Email Mario]


      A viable strategy towards commercial success in mobile is to build a strong portfolio of product to spread financial risk, improve discovery, and better grow and monetize a fan base. In this lecture, Mario explores how PikPok has grown a successful mobile portfolio by leveraging company strengths, strategic partnerships and licensing, well considered content choices, and “playing to the audience”. In exposing the information, processes, and “rules” that support this process, attendees will gain insight that they can apply to their own business and content plans.

    • Windows 10 for Game Developers | 11:00 - 11:50
      Patrick SHIM, Director Technical Evangelist, APAC, Microsoft‏

      Patrick is a true veteran in gaming industry with 12 years of experiences launching and managing 12 massively multiplayer online games around the globe. Patrick has served a role as a programmer, IT Pro and Business Developer in multiple companies in Asia and Europe. He is a lead evangelist of partner business and technology in gaming across APAC at Microsoft.  Patrick’s focus is on building stronger partnerships and alliance around Microsoft gaming from Windows to Xbox in the region, handholding the partners from development to marketing to ensure their success and growth.

      [Email Patrick]


      Discover what’s new in Gaming at Microsoft! The Windows universal platform delivers true compatibility across a range of devices in form factors on a global scale. With Windows 10 and Xbox, cross-device multiplayer, an amazing gaming community and the power of DirectX 12, the game you’ve envisioned is within reach.

    • Monetising Your App with Mopub - Programmatic in Gaming
      Sonal PATEL, Business Development Director, Twitter Exchange, JAPAC

      Sonal is a veteran advertising expert with considerable international experience in technology advertising. Sonal has over 12 years’ experience in the digital industry with focus on ad exchanges, e-commerce and programmatic advertising.  Sonal has held various positions in tech advertising at Yahoo, Google and now Mopub-Twitter. Sonal currently runs Business Development at Twitter Exchange in JAPAC which connects real time advertising with real time communication. She holds a LLB Hons from the London School of Economics, England. She describes food at her house as highly 'eclectic' with heritage from India, Kenya, England and now Singapore!

      [Email Sonal]


      Gaming Companies have the ability to monetise inventory in real-time and acquire new users. The app store rankings can change overtime. Is the Gaming industry ready to take advantage of real-time? App developers should be ready to monetise their apps through real-time advertising.


    11:30 - 11:50


    • Nikola CAVIC, Head of Business Development, Nordeus

      Nikola Cavic is the Head of Business Development at Nordeus, where he is currently managing all aspects of business development and publishing. Prior to Nordeus, he spent 5 years with CCP Games where he was responsible for sales and global distribution of EVE Online, and has been involved in a number of international projects with global leaders in the gaming industry. Nikola joined Nordeus in February 2012 and has been playing a key role in Top Eleven's international expansion and corporate development ever since. Nordeus is the developer and publisher of Top Eleven - Be a Football Manager, the most popular social sports game in the world, with over 10 million active users. Nikola holds an M.S. degree in International Business & Marketing from the University of Reykjavik.

      [Email Nikola]


      Top Eleven - Football Manager is one of the most popular mobile games in the World with over 100 million registrations. Part of the success is due to 35 direct licenses with the best football cubs around the World, and featuring of Jose Mourinho as the ambassador for the game. In this session, you will have an opportunity to learn through examples of Top Eleven what it takes to attract the best football clubs to your game, what are the standard business terms, how much can you expect to gain from the sport club’s promotion of your game and what is the overall impact on the KPI’s that you can expect to see.

    Session continues...

    • How The Gaming Industry is Growing on the Cloud – Case Story: 6Waves
      Namrata KAPUR, Head APAC Marketing, SoftLayer

      Namrata Kapur is the Regional Leader for Marketing Strategy, Growth and Brand Presence for Softlayer’s entire portfolio of solutions and services across Asia Pacific. A key part of her role is to understand trends shaping the IaaS, data center, hosting, software, and IT markets, including customer requirements and buying behavior across industries. A Masters in Business Administration, Namrata has significant experience in creating and sustaining strategic brand positioning, nurturing effective platforms for go-to-market executions and, has demonstrated success in conceptualizing and managing multi-channel thought-leadership initiatives. Key focus areas include building marketing strategies from ground-up and setting up the marketing department for business units as well as SMBs.

      [Email Namrata]


      For game developers and publishers, the game is on to capture and please players around the world. They expect faster development cycles, no-lag game play, and a flawless overall user experience. To meet these demands, you need infrastructure with scalability, performance, and high availability. Infrastructure on the cloud allows you to scale easily to meet high amounts of traffic, with physical and virtual cloud servers available in real time. Namrata will share stories of how other gaming companies are leveraging cloud to get closer to their players.


    12:00 - 12:20


    • LUNCH PANEL: Publishing Panel

      Don SIM, CEO, Quest Drop
      Jakob LYKKEGAARD, CEO & Co-founder, PlayLab
      Andrew CHANG, VP, Business Development & International,  RedAtoms, Inc.
      Stephen LEE, Executive Director, Business Development, 6waves
      Tung NGUYEN-KHAC, CEO, Spil Games
      Eric WU, Business Development Manager, Yodo1
      Moderator: Christopher NATSUUME, Creative Director, Boomzap Entertainment

      Don is the CEO & Co-founder of Daylight Studios, Singapore based indie game dev and CEO of Quest Drop, southeast asian mobile game publisher. 4 years as an entrepreneur has earned him a wealth of experience managing many aspects of startup life including 3 rounds of fund raising (Pre-seed, Seed, Series A).

      [Email Don]


      Jakob is the CEO & Co-founder of Playlab, the biggest independent mobile game developer and publisher in the region. Their most famous title "Juice Cubes” was published in partnership with Rovio and have became Rovio’s top grossing title. The team have without external funding grown to 100+ and is mix of Thai and foreigners, representing around 15 different nationalities at their Bangkok & Manila office. Jakob is originally from Denmark, but moved to Thailand 6+ years ago. Prior to Pocket PlayLab, he co-founded Pagemodo.com, which was acquired by Webs Inc. in 2011. He later publicly listed VistaPrint Inc. less than 2 years after it was started.

      [Email Jakob]


      Andrew Chang is the Vice President of RedAtoms. Prior to Redatoms, Andrew worked at Oracle and Nortel Networks in the US and National Instruments in Japan. Andrew has a master’s degree in computer science from University of Southern California and MBA from Waseda University. RedAtoms is a mobile social game company committed to producing well-crafted games that connect people. Headquartered in China and with locations in Hong Kong, Seoul, Taipei and San Francisco, Redatoms has produced #1card battle and music games, where millions of players interact with each other on a daily basis.

      [Email Andrew]


      Stephen Lee is Executive Director and Head of Publishing at 6waves, where he leads all business development and publishing-related matters, including content acquisition, developer outreach, and new initiatives.  Priorto joining 6waves, Stephen gained over 10 years of experience in strategy and consulting roles with leading technology and infrastructure companies in both the US and across Asia.

      [Email Stephen]


      Tung has been CEO of Spil Games since 1 April 2015.  He has substantial experience as a leader of gaming and media organisations and a strong record in expanding media businesses through organic growth and acquisition. Prior joining Spil, Tung was CEO of the gaming subsidiary of German TV company ProSiebenSat.1, where he was responsible for a significant expansion of the gaming segment. His acquisition of Aeria Games in 2014 made ProSiebenSat.1Games one of Europe’s top three games publishers. He also oversaw the development of Football Manager GoalOne, a top grossing game in the app stores. It is this type of experience in mobile gaming that makes him crucial to Spil’s business strategy. Tung holds a Master in Political Science from the University of Munich and has been a frequent author of academic papers on the media, gaming and finance. He was a managing partner and CEO advisor at Bigpoint from 2004 to 2010 and has a media and corporate banking background when working at Bertelsmann Media Group and the German subsidiary of Unicredit.

      [Email Tung]








      [Email Eric]


      Christopher Natsuume has been making games since 1994, including titles on PC, console, and mobile. He is currently the Creative Director and Co-Founder of Boomzap Entertainment. Since 2005, Boomzap has developed over 40 game titles, winning multiple awards and selling tens of millions of units worldwide, making it one of the top casual game studios in the industry today. In 2015, Boomzap announced its intention to leverage this expertise to become the premier regional publisher in Southeast Asia, and is actively working towards that goal now.

      [Email Christopher]


      Southeast Asia is the new goldrush: booming sales, soaring smartphone acquisition, and big populations. But the region comes with a number of major challenges in payment, distribution, and marketing. Let some of the top industry leaders in the region help you understand the opportunities and challenges in the region. Moderated by Christopher Natsuume, Business Director of Boomzap Entertainment: one of the top independent developers and publishers in Southeast Asia.

    • LUNCH SESSION: Social Casino and APAC – Present & Future
      Adi HANIN, Business Development Manager, Playtika

      Adi Hanin is the business development manager at Playtika. Playtika pioneered the social casino industry in 2010 and was acquired very early on by one of the largest casino companies in the world, Caesars. With repeatedly successful titles like, Slotomania, Bingo Blitz, Caesars Casino, House of Fun and WSOP poker, Playtika consistently holds the title of the largest social casino company on the globe. As the business development manager, Adi is in charge of all M&A, heading strategic partnerships, as well as spearheading regional growth opportunities in untapped markets.

      [Email Adi]


      Quantifying the Asian social casino opportunity:
      - Which regions in Asia offer the most opportunity, and how can social casino operators access these markets successfully?
      - Where will social casino growth come from in Asia: Mobile, Regional opportunities and in-game optimization
      - What are the challenges that ‘western’ social casino developers face trying to enter Asia


    12:30 - 12:50


    • Panel continues...
    • Session continues ...

    1:00 - 1:20


    • Grace MENG, Global Business Development Manager, TalkingData

      Grace is the global BD manager of TalkingData , China's largest mobile internet data service platform. She has diverse business experience in multiple industries and focuses on business development in the global market. She helps clients and app developers to accomplish their objectives with her knowledge and expertise of mobile technologies and mobile big data. She has four years working experience and previously worked at China Merchants and Renzhi.

      [Email Grace]


      TalkingData: the leading mobile big data platform in China will share with you the latest market data of China's mobile game industry, and help you find the accurate answers to your questions about the Chinese market like: what are the KPIs and benchmarks of different game genres; what are viable launch strategies for breaking into the market? How to leverage data to acquire users and increase ROI?  Leave this talk profoundly enlightened and informed.

    • Self Publishing in Korea: Is it Possible?
      Jason PARK, Co-CEO, Nextap Games

      Jason Park is the Co-Founder and Co-CEO of Nextap Games, which specializes in mobile game publishing and marketing. He started his career at Blizzard Entertainment and soon headed the SEA office for Ndoors / Nexon, and then founded his company in Singapore and S. Korea, which ended up becoming the foundation of his current company, Nextap Games.

      [Email Jason]


      The Korean mobile game scene is saturated by heavy hitters spending thousands, if not millions on marketing. How can smaller companies compete in this type of market? I will explain strategies involving third tier markets, alternative marketing funding, and niche marketing to help publish your game in Korea.

    • D-pad SEA - Service Quality Matters
      Joerg TENTE, Managing Director, Gamevil SEA

      Joerg is leading GAMEVIL’s Southeast Asian business and great teams in Singapore, Hanoi, Jakarta, Bangkok and Kuala Lumpur. His pioneering experience in the mobile games industry in Asia Pacific takes us back to J2ME games in the year 2002. Let’s hear what he has to say about servicing some of today’s top games in the region.

      [Email Joerg]


      Gamevil set up their Singapore business unit in October 2014 to deliver top services to their fans in the region. Here are some insights into a four way directional approach to win the hearts of the Southeast Asian gamers.


    1:30 - 1:50


    • Dmitry SHKOLNIKOV, Product Manager, myTarget Ads Platform

      Dmitry has master degree in biophysics which helps to find unordinary solutions for everyday tasks. Now he is working at myTarget Ads Platform as Advertising Technologies Product Manager and is responsible for advertising API and custom solutions. Prior to Mail.Ru Group Dmitry worked at Begun Advertising Service and prior that almost 10 years IT-experience.

      [Email Dmitry]


      If you’ve succeeded in small ad campaign it doesn’t guarantee you that you’ll be able to transform your success into large campaign in naive way. In this lecture you will see how to succeed in scaling small ad campaigns into thousands of installs using Poisson prediction models. Also we will discuss some other math approaches.

    • Introduction to the Chinese Gaming Culture: Why Your Game Will Not Work
      Juan LI, Project Manager, Portal2China

      Juan Li has worked in different walks in China, Singapore and Canada. Focusing only on the Chinese market, she was mainly involved in helping the western investors to develop their business in China. Her expertise includes the feasibility study on investment projects in China, recognition of the culture and human behavior differences in the field of business between local Chinese and westerners, follow-up of the Chinese government policies and cross-culture communication. For game industry, Juan Li had served as Country Manager of Bug-Tracker Lab Inc. Chengdu Representative office. In 2012, she successfully helped the company to set up the WOFE in Chengdu, China, dedicated to game testing and game evaluation. Afterwards, Juan Li was transferred to Montreal as Studio Coordinator between Montreal Studio and Chengdu Studio.  Since there are more and more requests from overseas developers with the intention to launch their games in China, she set up the business of Portal2China to help overseas companies to launch their business in China by putting more focus on the Chinese game market and Chinese gamer behaviour study.

      [Email Juan]


      The Chinese mobile game market continues to increase at an incredible rate; raising the competition between local and overseas game developers who seek to share a portion of such productive market. But, are game developers ready for the Chinese Market? China being a country of traditions represents a challenge for any outsider because of its complexity and uniqueness. If a game developer doesn’t have the necessary information and tools about the Chinese market and its uniqueness in regards to game preferences, genres, gamers expectations, tastes and publishing rules & organizations; chances are these developers won’t succeed. This lecture will help game developers evaluate where they stand in their readiness for the Chinese market and generally what they need to improve, in order to succeed.

    • The Everything Pizza: Why Great Ideas Don't Always Make Great Games
      Al YANG, Lead Game Designer, Bigpoint GmbH

      Al Yang is currently the lead designer of Shards of War at Bigpoint Games. He was previously a senior combat designer on Playstation All-Stars Battle Royale and spent several years in China before that, designing F2P online games for the local market. Having worked at development studios across three different continents, he is especially interested in how global influences and local culture affect design and player preferences, both as an avid gamer and a developer.

      [Email Al]


      A well designed game is much more than just taking good ideas and putting them together. This presentation outlines the decision to rework Bigpoint's Merc Elite and the agile transformation to Shards of War, which has just recently entered into beta online. We will start from the evaluation of core design decisions of Merc Elite to the major challenges faced during the development process and why these changes had to be made.


    2:00 - 2:20


    • Tommy PALM, Co-founder, CEO and VR Guru, Resolution Games

      Tommy Palm, long-time Swedish games industry veteran, is the co-founder, CEO and resident “VR Guru” at Resolution Games, where he works in the forefront to man the helm of the companies voyage into creating original IP for VR gameplay that will forever change the way mainstream consumers engage in VR. Most recently Palm was the spokesperson and Games Guru of Candy Crush Saga maker King Digital Entertainment, where he helped lead the company to its IPO at a $6B valuation. Prior to that, the company he founded, Fabrication Games, was acquired by King Digital Entertainment in 2012 to provide the platform ultimately used to help the wildly successful company transition to mobile. Palm also founded Jadestone, the Game Trail and consulted on games development since he first started programming for Commodore 64 in 1986. Palm has worked as concept creator and game designer on more than 10 game titles including Championship Manager Online, World in War, Karlsson på Taket (mobile), Dirk Dagger and Kodo. During the more than 10 years developing mobile games, his team has been awarded nine international awards and numerous nominations – most recently the prominent IMGA and IGF Mobile awards. Palm is a regular collegiate lecturer and frequently contributes articles on trends in social, mobile and VR games. He has also spoken at prominent events including GDC San Francisco, GDC Europe, Game Connection, E3, Free-to-Play Summit and Cannes Film Festival among others.​

      [Email Tommy]


      There’s no question that the VR space is heating up. With recent funding, acquisitions, hardware and content development initiatives there’s already billions of dollars being pumped into this industry – an industry that is estimated to be worth $30B by 2020 according to DigiCapital. Also, the hardware market is already becoming competitive with companies like Merge VR and others looking to lower the price point and open access to a wider audience. However, when it comes to games the vast majority of content is being created for the hardcore gamer audience, which is ultimately a small percentage of VR’s potential. As games like Candy Crush proved, most consumers and even gamers don't prefer hardcore or violent games, but instead more relaxing and light experiences. And, with the healthy list of non game developers creating content that will appeal to the whole family – whether its movies, fitness or other experiences – the consumer bringing VR into the household isn’t going to be only the hardcore gamer. It will be the mom, the sister, any family member. Yet, not many have focused on creating games for this audience. This session will explore how more casual, 2D reminiscent games may have a more welcome home in VR than anticipated. The speaker will dive into how these titles may even be one of the primary culprits when it comes to the mass market potential of VR. He will discuss how more lighthearted titles could be the familiar face that makes VR less intimidating to the non-early-adopter and make the early stages of VR relevant for all family members – not just hardcore gamers.

    • Demystifying Japan: What Pitfalls And Chances Does The World's Biggest Mobile Game Market Offer
      Dr. Serkan TOTO, Founder & CEO, Kantan Games Inc.

      Based in Tokyo since 2004, Serkan Toto is CEO of Kantan Games Inc., a game industry consultancy focused on the Japanese market. His clients include financial institutions, game makers, advertising firms, and large technology companies in the US, Japan and other parts of Asia. Serkan is often seen speaking at game and mobile industry events in Asia, Europe and the US. He has been contributing from Japan to US-based TechCrunch, one of the world's biggest technology blog networks, between 2008 and 2012. Serkan holds an MBA and a PhD in economics. His website can be found at www.serkantoto.com. He tweets about his obsession with Japanese games and mobile tech under @serkantoto.

      [Email Dr. Serkan]


      This session intends to uncover the “myths” of the Japanese mobile games market by highlighting its pitfalls and chances for developers.

    • Unlocking Revolutionary Opportunities to Grow Your Games in 2015
      Stephen CHUN, Head of APAC Platform Partnerships, Facebook

      Stephen Chun is the Head of APAC, Platform Partnerships. He is responsible for platform business development, commerce strategy and gaming. He works closely with developers to help them build, grow and monetize their apps. He is an18-year career veteran in the sales, marketing, and business development and is a founding member of the Facebook Singapore Regional headquarters. He recently finished a 2-year assignment in Korea, where he launched the sales organization and is now developing relationships with some of the top application developers in the world. Stephen has held executive level positions in New York, San Francisco, Korea and Singapore. Previous to Facebook, he was a Regional Vice President for McCann Worldgroup working with many of the top 100 brands in the world. He graduated from the University of Pennsylvania with a degree in marketing and communications. He is an avid skier, trekker and loves spending time with his newborn son Lucas.

      [Email Stephen]


      Discover essential tools for today's developers to build better games that revolutionize the games industry. Whether your game is mobile, web or console, learn best practices on how to unlock new organic distribution, virality, and re-engagement.


    2:30 - 2:50


    • Raymond WONG, Senior Vice President, KOEI TECMO Singapore

      Raymond joined KOEI TECMO in 2004 and established the Singapore development studio. Today, the studio is responsible for key titles in the console space and an enlarging pie of social network games. His strong interest in developing the game industry in Singapore also sees him on the advisory committees of Nanyang Polytechnic, Infocomm Development Authority of Singapore and Digipen Singapore. Prior to joining KOEI TECMO, he had been involved in a variety of roles from product development and support, business planning and development, and also founded his own technology company.

      [Email Raymond]


      Data data everywhere. Top that up with the tons of feedback your customers give, the incessant schedules of features you intend to roll-out, plus the stress of managing your bottomline. We all know we need to do these things. The real key to success comes from not only doing these well, but doing these in a disciplined fashion. Come share with Raymond as he talks about the pains and lessons gleaned from the development teams, both from a business and operational perspective.

    • How to Monetise Indonesia / Solving Indonesia's Monetisation Woes
      Anton SOEHARYO, CEO and Founder,  Touchten Games
      Elaine HUANG, Correspondent (Southeast Asia) and Content Strategist, e27

      Anton Soeharyo is one of the founders of the company and currently in charge of the whole marketing process. He is passionate about playing games and learning languages. He has been educated in Singapore, China, and Japan. His company has raised millions of dollars in funding.

      [Email Anton]


      Elaine is e27's Thailand-based Correspondent, covering technology and innovation in Southeast Asia. She's also the Content Strategist for various e27 events like Echelon Asia Summit, the biggest tech and business conference in the region. Her works have also been published in other titles like Web In Travel, AseanNews.net, HYPE Magazine, and Technode.

      [Email Elaine]


      Indonesia is the world's fourth largest country, by population. Home to more than 250 million people, the country also sees its inhabitants as highly-engaged mobile gamers flexing their fingers to addictive casual and midcore games. The problem, however, is that while there is a huge pool of users, most of them are not paying due to a lack of options - like credit card and purchasing power. How can you as a developer or publisher monetise Indonesia?

    • "New" Ways of Mobile Game Marketing
      Wenyi JIN, Business Director, FunPlus

      Wenyi Jin is Business Director at Funplus, in charge of marketing and BD of mobile distribution biz. Funplus, the No.1 Facebook game developer in Asia, has already launched some successful titles, like Dot Arena. Before that, Wenyi was Marketing Director in DeNA China and Senior Analyst in McKinsey, focusing on internet industry for more than 7 years.

      [Email Wenyi]


      Mobile ad networks/affiliates are the most productive and easily measured sources to acquire new players. At early stage, successful results are achievable in most cases. But with the time going by, in fierce markets, increasing scale and maintaining a reasonable cost becomes a challenge. Mobile game marketers need to think creatively about building credibility and visibility, spreading message, and forming meaningful customer relationships. This talk will show what we have already observed in Asia.


    3:00 - 3:30


    • China Localization and Market Distribution Mechanics for Mobile Games
      Calvin NG, Executive Director / Co-Founder, 21PINK INC

      Calvin is a serial entrepreneur with many good successes on his belt. Today he sits on the board of 2 online games start-up and 2 ecommerce company in China. Calvin has extensive experience in the digital media, social networking, online games and casino gaming space. He founded PLAYPELI *China leading ‘Custom Apparel’ Company and 21PINK *A New Entertainment Social Casino Company. His past includes consultant to SULAKE *Habbo.com (world largest teens virtual world). He was also the Vice President of CITIC PACIFIC (*SEHK0627) and CITIC TELECOM 1616 (*IPO-2007 : SEHK1883) responsible for their new strategy and new media development. Prior Calvin was part of the team that successfully clichéd the deal for World of Warcraft in China in partnership with THE 9 (*IPO-2004 : NCTY) and also developed China 1st digital comics magazine and 3G comics on mobile. Back in 2000 Calvin master-minded the control of more than 90% of cyber cafes in Malaysia and is the only company that partners with all the major PC games publishers worldwide. A former veteran in the promotional advertising industry, Calvin had won numerous awards and tenders from top international client for 4 years straight ( Triumph International and Public Bank ). During the Daytona USA craze back in 1994, Calvin took a video game company from USD 5 million in sales to USD 50 million within just 1 year.

      [Email Calvin]


      What do foreign studios need to know about the lucrative Chinese mobile gaming market ? A deep look at the complex Chinese mobile games eco-system and what kind of localization is necessary for success in China ? Understands and uncover ways to market in China.

    • The India Mobile Games Market & How Game Developers in India & SEA Can Monetize their Non-paying Users through Incentivized Video Ads
      Rohit SHARMA, Founder & CEO,  POKKT

      Rohit Sharma is the founder of POKKT. He has been part of the games industry for more than 10 years and has set up leading Game companies viz, Zapak and Jump Games in India. He led partnerships with companies like EA, Shanda, Zynga, Runescape, Glu Mobile, Playdom, and Disney. He is also a board member in Codemasters, a leading UK Games Company. He has been a speaker in Leading Games events across the world.

      [Email Rohit]


      Rewarded video gives players opportunities to get introduced to premium content, such as in-game currency, consumables, etc., leaving an impact on a player who may have never converted into a paying user, resulting in a better game economy and a rise in revenue for developers.


    3:30 - 3:50


    • Newton GRANT, Vice President, Account Director, Defy Media

      A graduate of the United States Military Academy and a former US Army officer, Newton is a core gamer with over 7 years working in the video game marketing industry and is currently serving as a VP/Account Director at Defy Media. In addition for his enthusiasm for the video game industry, he also enjoys world travel, classical music, and fencing.

      [Email Newton]


      The 2015 Acumen Report by Defy Media addresses 13-24 year olds, those who’ve been constantly consuming content – when and where they want it – from birth. This study seeks not only to describe what kind of content appeals to 13-24 year olds, but explain:
      · Why is certain content appealing?
      · What motives them to share content?
      · Why do YouTube personalities appeal to youth?
      · What is development and what is trend?

    • Lessons from Inzen's Adventures in China
      Gerald TOCK, Co-Founder & CEO, Inzen

      Gerald is Chieftain at Inzen Studio. Inzen creates inventive play experiences inspired by Asian entertainment throughout the years and is taking this approach to the world in 2015, with its first stop being China!

      [Email Gerald]


      Topics covered will be: What is the industry composition like? Who are the key players? What types of games are trending now and why? What growing niches exist? Given strategic movements in the market, what does the future look like for foreign companies looking in? Attendees will gain: a quick understanding of what it means to operate in the Chinese market, what the current and future potential is and who the key players are, as well as an understanding of who they may be able to partner with.

    • Monetization as an Integral Part of Game Design
      ​​​​Jayesh EASWARAMONY, VP&GM, Asia Pacific, Middle East and Africa, InMobi

      Jayesh Easwaramony, a widely regarded mobile evangelist, helps leading brands and developers to harness the power of mobile advertising. He was instrumental in shaping InMobi’s app monetization strategy. Prior to Inmobi, Jayesh has worked with companies like Frost & Sullivan, Newscorp and Tata group advising corporates on growth and new business strategy in mobile and media.

      [Email ​​​​Jayesh]


      As game developers, we obsess about our game. More often than not, this obsession revolves around mechanics - building blocks or rules and methods for gameplay dynamics - run time behavior driven by gamer input aesthetics - the look and feel of the game monetization often ends up being an afterthought which means that it frequently doesn't tie in with other game elements. How do developers make monetization an integral part of the game development process? What factors do developers need to consider as part of game design? In this presentation, Jayesh Easwaramony, VP&GM APMEA at InMobi, discusses these and other questions on monetization that can help developers improve their chances of success.


    4:00 - 4:20


    • Kenneth TAN, ​Lead Producer, DeNA Asia Pacific

      Kenneth is a Lead Producer at DeNA Asia Pacific, the SEA headquarters for DeNA Co, Ltd. His first venture into the games industry was as a artist with Gevo Entertainment, an influential Nintendo DS/Wii game developer in the early 2000s. He then headed the art team with Nubee PTE LTD, a pioneer smartphone games studio in Singapore. Transitioning to a Producer role, his first title as Producer/Director - Monster Blade, was a critical and commercial success. Today with DeNA, Kenneth directs talented teams in the creation of original titles, aiming to delight DeNA's global audiences.

      [Email Kenneth]


      More than 40 developers partnered with DeNA over the past year in a unique, fully-funded 2nd party co-development scheme that brought their game concepts to realisation. Leading the charge is Legends of Mora, an original title headed by Kenneth Tan of DeNA & developed by Blowfish Studios in Sydney. Kenneth relates how the title was crafted, as well as future co-development opportunities with DeNA.

    • Royal Revolt 2 for Kakao - How we Entered the Korean Market (and What We've Learned for our Asian Strategy)
      Georg BROXTERMANN, Co-founder / Director Business Development, flaregames GmbH

      Georg Broxtermann is Business Development Director and Co-founder of flaregames. He dived into gaming when he founded the games division of ProSiebenSat1, a leading european TV network. In 2008 he launched his first own startup, which later became, in 2011, a central building block for flaregames.

      [Email Georg]


      In March 2015, flaregames launched a culturalized version of their flagship title Royal Revolt 2 on Korea's leading social chat platform Kakaotalk. The title was downloaded 120.000 times in the first 24h and went to #1 in the Kakao game charts and into the Google Play Top 25 grossing charts. What kind of marketing techniques were applied and what are the differences between the global and the Kakao version of the game?

    • Breaking the Law: How Tiny Apps Can Get Big Attention by Ignoring the Rules
      Jeff GRUBB, Reporter, Gamesbeat.com

      Jeffrey Grubb is an experienced journalist who has covered gaming for much of the last decade. Now at GamesBeat, he focuses on the business behind the world's fastest-growing medium.

      [Email Jeff]


      With mobile gaming continually dominated by the same group of megapopular apps, it can seem like an insurmountable task to breakout from the crowd. But it isn't.


    4:30 - 4:50


    • Langer LEE, Business Development Lead, SEA, Klab

      Born and raised in Singapore, Langer Lee graduated from Singapore Management University and went straight to work for KLab Inc. based in Tokyo. He started off as a game planner alongside industry veterans for a global IP title before settling on Business Development and Marketing, during which he feels privileged to be able to contribute to major mobile titles like Age of Empires: World Domination and Glee Forever!    

      [Email Langer]


      What do some of the top grossing mobile games have in common? Apparently, a fair bit, it seems. In this talk, I will share a simple framework to help you understand mobile games better, the same way it did for me when the world of free-to-play opened up to me, as a Singaporean working in Japan. The framework will cover key game elements including core loops, player retention, engagement, social elements, and in-game stores. Come listen to this talk if you want to learn more about what you can watch out for in your own game.

    • Unlocking Asia: Secrets to Launching in the East
      Stephen LEE, Executive Director, Business Development, 6waves

      Stephen Lee is Executive Director and Head of Publishing at 6waves, where he leads all business development and publishing-related matters, including content acquisition, developer outreach, and new initiatives.  Priorto joining 6waves, Stephen gained over 10 years of experience in strategy and consulting roles with leading technology and infrastructure companies in both the US and across Asia.

      [Email Stephen]


      As the most populous region in the world, Asia leads the world in mobile gaming revenues. However, despite the huge audience of players, success has proven to be difficult for most developers to achieve. This session will shed light on common misconceptions about Asia, sharing tips and keys to success that gaming companies should consider as part of their Asia strategy.

    • Protips On Pitching To Western Press
      Spencer YIP, Editor in Chief, Siliconera

      Spencer Yip is the founder of Siliconera and director of YummyYummyTummy. As the founder of Siliconera, Spencer grew the community to reach millions of readers. YummyYummyTummy is a fun first educational video game developer creating Nommons: Calcuquest, a RPG that teaches players math. Spencer also hosts and organizes indie game events such as Indie Games Live with YummyYummyTummy.

      [Email Spencer]


      You spent the years meticulously designing an awesome game. Great work! Now, it’s time to tell the world about it. At this presentation, you’ll learn how to spark media attention from the editor in chief of Siliconera. Bring your game and questions - I'm here to help you!

    Lecture Hall Casuarina

  • May 21:
    Growth: Platforms & Distribution

    Emcee: Matthew HANDRAHAN, European Deputy Editor, Gamesindustry.biz

    Matthew Handrahan started in games journalism a decade ago, reporting on the numerous changes and disruptions that have swept through the industry since then. Formerly the Features Editor for the award-winning gamesTM magazine, Matthew is now an integral part of the editorial team for GamesIndustry.biz, the leading developer-focused in the games press. In any downtime from reporting on gaming’s movers and shakers, Matthew waits impatiently for a sequel to Red Dead Redemption.

    [Email Matthew]

  • May 20:
    Growth: Expansion Strategy Research, Funding and Capital

    Emcee: Daniel BERNSTEIN, Vice President, Corum Group

    Daniel Bernstein has worked in a number of roles over a twenty year career in high technology, most recently as the founder and CEO of Sandlot Games Corporation, a leading casual games publisher and developer. Having sold Sandlot Games to Digital Chocolate in 2011, Daniel started a games studio and a consulting practice where he advises larger companies such as RealNetworks and other high growth businesses on product development, strategic initiatives, and M&A opportunities. Prior to Sandlot Games, Daniel Bernstein held director level positions in companies such as Wild Tangent and Monolith. Daniel holds a BS in Computer Science and an MA in Music Composition from the University of Virginia.

    [Email Daniel]

  • May 19:
    Next-Gen Design & Research

    Emcee: Tal SHOHAM, Head of International Business Development, Supersonic

    Tal Shoham is the Head of International Business Development at Supersonic and leads his efforts from the Tel Aviv office. With deep know-how in the latest monetization trends, Tal helps develop lasting business relationship with publishers and developers all over the world. Supersonic was founded in 2009 with a vision to maximize monetization and user acquisition efforts for mobile app developers. Today, Supersonic's ad platform reaches over 500mm users worldwide, serving over a quarter million daily installs. Prior to joining Supersonic, Tal was a product manager in a classified defense industry for over 10 years.

    [Email Tal]


  • 9:30 - 9:50


    • Latest Trends and How They Have Changed Marketing for Games
      Karen TEO, Head of APAC Gaming Sales, Facebook







      [Email Karen]


      Gain insight about gamers on Facebook and how to reach them better. In addition, hear about best practices and case studies.

     
     

    10:00 - 10:20


    • How to Optimize Your Game Retention with Data Based Analytics
      Ronen MENSE, VP Asia, Appsflyer

      Ronen Mense (馬健龍) is the Asia growth hacker at AppsFlyer - his vision at AppsFlyer is to provide mobile marketers with an industry leading set of tools that enable them to measure and analyze their user acquisition funnel and make informed decisions in order to maximize performance. Ronen has vast experience in the industry, having spent the past 10 years entrenched in the mobile space. Originally founding his own mobile marketing agency in 2005, he soon merged into Interchan, a mobile VAS provider, spearheading its growth across the Asia region. Prior to joining AppsFlyer, Ronen was the Global head of Sales at MassiveImpact, a performance-based mobile ad platform backed by SingTel Innov8 and SoftBank as well as an Asia Board Member at MEF. Born and raised in Taipei, Ronen is fluent in Chinese and deeply rooted to Asia.

      [Email Ronen]


      LTV is greater than CPI, and in order to reach users with high LTV, you've got to analyse your gamers behaviour, where they came from, and what are they doing after their Install. That way you'll be able to optimize your acquisition channels and eventually optimize your ROI

    • Kickstarting Wild Season. How to Plan & Launch a Kickstarter Project and What Happens Next
      Sharan BALANI, Founder, Creative Director, Game Designer, Quickfire Games

      Sharan Balani is the founder & CEO of Quickfire Games the developer of the Kickstarter funded RPG farming sim, Wild Season. He started the company in August 2013 after shutting down his previous company and deciding to launch his Kickstarter which was successfully funded. Today his team are in the final stages of building and launching Wild Season. Sharan is incredibly passionate about games and probably crazy, but lovable and occasionaly wears bow ties. You should say hi.

      [Email Sharan]


      Wild Season is an ambitious game being developed by Quickfire Games. During this talk you will learn about why & how the team funded their game. But wait, there’s more. You will also learn why the Kickstarter was NOT their endgame, and how they used it to keep growing the company and make the game better.

    • Azure Services for Game Development
      Saranya SRIRAM, Technical Evangelist, Microsoft Azure, APAC HQ, Microsoft

      Saranya is a Technical Evangelist on Microsoft Azure covering the APAC market. She has been with Microsoft for last 10 years in various roles. She was responsible for spear heading Microsoft Azure evangelism in India since its inception in PDC2008. Saranya is an eclectic mix of deep technical knowledge that has earned as a brand ambassador for Azure within Microsoft / external communities in India (& APAC) and wide business acumen to help lead some of the most important Windows Azure customer deployments and migrations. She is a regular speaker at TechEd , Youth Congress in Philippines, Thailand , Vietnam and other events.

      [Email Saranya]


      Are you looking to utilize the power and efficiency of cloud computing for your online multiplayer games to support millions of players? With the tools and platforms of your choice, whether your game runs on Android or iOS, PC or Mobile, we have the Cloud-based backend systems you need to avoid pitfalls. Come join this session to learn more about practical applications of Azure in games created for global reach and hyper scale.   The session will focus on choosing Backend Game Servers (cache servers, highly scalable and powerful server specs, auto scale features) or creating Backend Game Service Platform using platform components such as Mobile Services, Notification Hubs, database (SQL & NoSQL) services, webapp services, redis Caching service. We will finally touch upon Game analytics to gain insights into player behavior and user preferences using Big Data services such as HDInsights and predictive analytics, so as to tailor marketing campaigns and promotions of the games.   Join this session to see some cool demos and case studies of games from the world of Microsoft Azure.


    10:30 - 10:50


    • Running Live Game Events for Fun and Profit
      James GWERTZMAN, CEO & Co-Founder, PlayFab

      James has spent his career at the intersection of technology, business and the arts, with more than 15 years of executive experience in the computer game industry. He's currently CEO and founder of PlayFab, which delivers a live game operations platform that provides developers and publishers with the tools, technology, and know-how necessary to launch and operate games successfully at a fraction of the cost of doing it themselves. He previously set up and ran Asia operations for PopCap Games. Earlier in his career, James co-founded two game studios, one of which was acquired by PopCap in 2005. Last year, James served as chief evangelist for Code.org, leading the Hour of Code initiative that introduced more than 20 million students to computer science. He has a computer science degree from Harvard. James is married, with three children.

      [Email James]


      Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build out your operations plan and then take a deep dive into one key component: in-game events. You'll learn how events can be used to boost monetization, increase retention, and extend the life of your game. We’ll go over some real-world examples and talk about how to design and plan events for your own game.

    • How to Raise Funds from VCs for Gaming Startups in Asia
      Masahiko HONMA, Founder and General Partner, Incubate Fund

      Masahiko Honma is co-founder and general partner of Incubate Fund, the largest seed stage investment group in Japan, with the focus on investing in mobile, gaming, and internet media startups in Japan. The total asset under management of this fund is US $200M. Masahiko made good track records of creating and supporting mobile gaming startups, including Pokelabo and Gumi.

      [Email Masahiko]


      Incubate Fund, a Japanese venture capital firm who has good track records on supporting early days of major Japan's gaming startups, including Gumi, Pokelabo, and Aiming. All of them successfully went public or be acquired by big gaming giants with US$150M valuation and over. The general partner of Incubate Fund will share the tips of fundraising for gaming startups in Asia.

    • Leveraging Internal Expertise and Customer Insights Techniques to Build And Improve Games: Ubisoft Singapore Experience
      Benjamin POMMERAUD, Head of Player Intelligence, Ubisoft

      Benjamin Pommeraud is head of player intelligence at Ubisoft. His job is to make sure that players are always at the center of the development process. His division serves most Ubisoft AAA titles as well as several mobile games. Benjamin owns an MSc and an MBA from INSEAD and 12 years of experience as an entertainment professional and an entrepreneur.

      [Email Benjamin]


      Did you know that cultural differences translate into large discrepancies in customer feedbacks? Do you know how that leveraging the expertise of your organization is free and yields results that are close to costly external studies? Discover how Ubisoft explores the synergies between market research, big data and playtests and uses innovation tournaments or guerilla tests to constantly improve its understanding of players.


    11:00 - 11:20


    • How Dynamic Retargeting Impacts Improving Mobile App Game ROI
      Issei TANAKA, Head of International Operations at AdTech Headquarters, CyberAgent, Inc.

      Issei leads International Operations of AdTech Headquarters at CyberAgent. Previously, he led their mobile game marketing/analysis in US and other region in 2012. He joined CyberAagent in 2004 and led Search and International Operations at agency division until 2011.

      [Email Issei]


      Dynamic Retargeting is now available at iOS/Android game marketing. Currently, most of marketing budget of mobile app promotion go to user acquisition, but investing more on existing users (app installed users) is more effective approach to make your game apps monetized, especially by reaching out them at the right timing with dynamically generated creatives in real time according to user status.

    • Funding Sources for Game Development
      Daniel BERNSTEIN, Vice President, Corum Group

      Daniel Bernstein has worked in a number of roles over a twenty year career in high technology, most recently as the founder and CEO of Sandlot Games Corporation, a leading casual games publisher and developer. Having sold Sandlot Games to Digital Chocolate in 2011, Daniel started a games studio and a consulting practice where he advises larger companies such as RealNetworks and other high growth businesses on product development, strategic initiatives, and M&A opportunities. Prior to Sandlot Games, Daniel Bernstein held director level positions in companies such as Wild Tangent and Monolith. Daniel holds a BS in Computer Science and an MA in Music Composition from the University of Virginia.

      [Email Daniel]


      There are more ways than ever to fund your game development project. We explore game funding options with panelists, including publisher funding, grants, investment (angel and VC) and crowdsourcing.

    • Evil Game Design Challenge
      Matt HALL, ​Co-founder, Hipster Whale
      Gabby DIZON, CEO, Altitude Games
      Nikki ASSAVATHORN, CEO & Creative Director, Infinity Levels Studio
      Moderator: Teut WEIDEMANN, Online Games Consulting

      Matt Hall is the co-founder of Hipster Whale, the developers of Crossy Road. Also he runs a one-man-band studio in regional Victoria called KlickTock and has three other App Store #1 games: Doodle Find, Little Things and Little Things Forever.

      [Email Matt]


      Gabby Dizon is the CEO of Altitude Games, a Manila-based game studio creating original midcore games. Gabby was previously senior producer at Boomzap Entertainment, helping grow the studio from 15 people in 2009 to over 90 across 12 projects four years later. Gabby was also formerly CEO of Flipside Games and president of the Game Developers Association of the Philippines, and is a passionate champion of the game development industry in Southeast Asia.

      [Email Gabby]


      Nikki Assavathorn oversees Ranch Run development, the first ever pet racing and resource management games. Previously, she founded a dating company, MeetNLunch which is later acquired to be part of the largest dating company in Asia.

      [Email Nikki]


      Teut Weidemann is a senior games specialist and consultant for Ubisoft Blue Byte. He was a part of the team who created The Settlers Online, the browser game of the year. Teut has been working in the games industry since the 1980's and has shipped over 100 titles on multiple platforms. After working for Apple Computer and Microsoft Games, he founded his own development company, Wings Simulations, in 1996. The company shipped the highly awarded Panzer Elite for Psygnosis, a former Sony company. After selling his company, he joined CDV as CTO where he oversaw all development. Since 2007, Teut has been working as a consultant assisting gaming companies to become successful online.

      [Email Teut]


      The most-popular talk in Casual Connect history returns! You think monetization design is evil? Well, we'll give you evil! Watch as three free-to-play luminaries battle on-stage trying to redesign a popular paid game to free to play! You, the audience, will decide: Who is the most-evil game designer?


    11:30 - 11:50


    • New Mobile Marketing Trend ~Building Ecosystem for Mobile Game Monetization in SEA~
      Yoshikazu (Yoshi) NAKAYAMA, VP of Global Business, Adways

      Since 2006 when Yoshi joined Adways Inc, he has taken the lead in domestic and international business investment and M&A at Adways. In 2011 when Adways accelerated its global business expansion to East and Southeast Asia, Yoshi spearheaded M&As in Vietnam, Philippines,Taiwan and Thailand. As VP of Global Business, Yoshi contributes to a successful expansion of Adways global business.

      [Email Yoshikazu]


      We will go through a new marketing method which has became the major trend in East Asia and expected to become a new wave in Southeast Asia. Adways will introduce this new method to solve a problem of undeveloped monetization platform and media that SEA mobile game market is facing and also to build an ecosystem for mobile game monetization in SEA.

    • Chasing Investment: Is it Right for Your Studio?
      Andrew WALKER, Partner, GameFounders

      Andrew Walker is a 20-year game industry veteran with a wide variety of experience covering development, publishing and investment. He is a Partner and Mentor-in-Residence with the GameFounders accelerator aiding game studios reach for the stars. He is actively searching for the first batch of studios to enter GameFounders’ new Asian hub in Kuala Lumpur.

      [Email Andrew]


      Developers are faced with some tough choices when they make the decision to look for outside investment. Is an accelerator the right move? Is a Publisher a better choice? This session offers insights into current landscape of game investment and looks at the reality of having an investor on board. We will also look at best practices in approaching investors and how to present your studio in the face of stiff competition for investment money from both inside and outside the game industry.

    • Session Continues...


    12:00 - 12:20


  • LUNCH BREAK
  • LUNCH PANEL: "I Have a Game Plan and a Business Plan. Enuf?"
    Joyce NG, Partner, iGlobe Partners
    Leo LUM, Khattar Holding
    Jeffrey PAINE, Founding partner,  Golden Gate Ventures
    Moderator: Addison KANG, CEO, Cherry Credits, VP, Shanda Games International, President, Games Exchange Alliance 

    Ms. Joyce Ng is currently a Partner with iGlobe Partners and she has been with the firm since 2006. Joyce has over 18 years’ of experience in venture capital, fund management and financial services. She is responsible for deal sourcing, investment management, working with portfolio companies, exit management and building partnership with investors, corporate and government agencies. Joyce’s investment focus is in digital media, mobile, social, gaming and digital healthcare. She is a Board Member of Sparky Animation (Singapore) Pte Ltd and works very closely with the Company on its international expansion strategy. She oversees iGlobe investment in Unity Technologies Inc and has helped Unity to set up international corporate headquarters in Singapore. She also works closely with Shop Your World on business strategy and internal processes. She is an alternative Board member of Paofit Technology Pte Ltd (“RunSocial”). Joyce was with Vertex Management Pte Ltd for 8 years (1996 to 2003). In 1996, Joyce joined as an analyst responsible for portfolio monitoring of Vertex European investment. She was later promoted to Assistant Manager in charge of the Global Fund of Fund portfolio.

    [Email Joyce]


    Business Development in Khattar Holdings, focus on private equity investments across a broad spectrum of industries. Previously a trader with Commerzbank AG and Dresdner Kleinwort. Graduated from NUS, majoring in Economics and Mathematics

    [Email Leo]


    Jeffrey Paine is the founding partner of Golden Gate Ventures, an early stage technology venture capital fund based in Singapore investing in Southeast Asia. Jeff started and manages the Founder Institute in Singapore where he is currently overseeing its expansion in Southeast Asia, and Japan. Since 2010 the Founder Institute in Singapore has graduated over 70 companies. He is a recipient of the Founder Institute Director Award 2012 for "Greatest Ecosystem Impact" Worldwide (Singapore). He is currently an investor/advisor to Redmart, Nitrous.io, Tradegecko, Coda Payments, Ayannah, PopApp, Waygo, Noonswoon, Lenddo, Carousell, Spotnews, 99.co, Vibease, PT Bilna, Angellist, monoco.jp, TheBridge.jp, Darma, Sydney Seed Fund, China Axlr8r, and Startup Chile. He is a Singapore native and graduated with a Bachelors of Business Administration (Information Systems) from the University of Southern California in Los Angeles.

    [Email Jeffrey]


    Addison Kang, is a recognized name in the Asian online and electronic gaming industry. Charged with driving the development and promotion of Cherry Credits as a premier electronic pre-payments provider. Prior to the founding of Cherry Credits (which was later acquired by Shanda Games), Addison was founder and CEO of AsiaSoft Singapore and Malaysia, which formulated the success of MapleStory SEA service. Addison benefits from over a decade of industry expertise and credibility. He is now CEO of Cherry Credits, Vice-President of Shanda Games International and President of the Games Exchange Alliance (Singapore Game Industry Association).

    [Email Addison]


    The numbers of indie game developers are progressively increasing worldwide. Many encounter problem sourcing funds. Many wonder what things investor are really looking for. Hear the challengers game investors have faced and the tips and tricks to overcome them.

    • LUNCH SESSION: Why Mobile Video is a Game Changer
      Tal SHOHAM, Head of International Business Development, Supersonic

      Tal Shoham is the Head of International Business Development at Supersonic and leads his efforts from the Tel Aviv office. With deep know-how in the latest monetization trends, Tal helps develop lasting business relationship with publishers and developers all over the world. Supersonic was founded in 2009 with a vision to maximize monetization and user acquisition efforts for mobile app developers. Today, Supersonic's ad platform reaches over 500mm users worldwide, serving over a quarter million daily installs. Prior to joining Supersonic, Tal was a product manager in a classified defense industry for over 10 years.

      [Email Tal]


      The pervasiveness of mobile video among consumers and brand advertisers alike have publishers at the edge of their seats. In this session, we will discuss why video has become the ad format of choice for app developers, as well as the emerging market trends that support its growth. The talk will outline key benefits and metrics behind video monetization and how developers can leverage this growing format to maximize ad revenue.


    12:30 - 12:50


  • LUNCH BREAK
    • Panel continues...

  • LUNCH BREAK

  • 1:00 - 1:20


    • Approaching and Navigating Game Monetisation Design
      Mohan LOW, Game Director, WiGU Games

      Mohan Low has been in the game industry since 2003. His experiences range from being an online game publisher, organising game community events to being a game developer. He has launch over 20 online games in various roles and mentored over 50 game development projects primarily in game design and commercialisation. He is currently game director at WiGU Games where he is responsible for strategic game design decisions.

      [Email Mohan]


      The talk is primarily aimed at small and medium sized game developers and designers to help deal with considerations and explore options when building a game with monetisation in mind. The talk will cover areas from understanding different monetisation audiences , choosing the right criteria for games and where to go from there. Other recent topics such as Free to Play burnout and having the right attitudes towards monetisation.

    • Mobile App Retargeting: Maximizing the Lifetime Value of Each Player Beyond The Install
      Andy KATZMAN, Head of Gaming, TapCommerce, Twitter
      Phillip LIU, Director of Global Marketing Strategy and Analytics, gumi, Inc.

      Andy Katzman leads the Gaming team at TapCommerce, a Twitter company. He works closely with marketers of top mobile games across the globe to develop app retargeting strategies and optimize ROI of re-engagement campaigns. Andy joined TapCommerce with a strong background in strategic partnerships, product marketing and business development from previous senior roles at Facebook and Yahoo. Andy holds a BA from Yale University and MBA from the UCLA - Anderson School of Management. Follow him on Twitter at @andykatzman.

      [Email Andy]


      Phillip Liu leads International Marketing teams in various locations at gumi, Inc. Based in gumi's Tokyo headquarters, he works with strategic marketing partners to collaborate on user-acquisition efforts to measure and increase ROI of marketing spends for gumi's games worldwide. Phillip joined gumi approximately 1 year ago, and has a focused background in user-analytics and statistical analysis from previous roles at CyberAgent and Tencent Games. Phil has a B.S. from University of California, Berkeley in Computer Science and Electrical Engineering.

      [Email Phillip]


      Launching your game and acquiring a strong user base is just the first step. Marketers need to develop a strategy for keeping players engaged beyond the install to strengthen retention and turn your game into a long-term, sustainable business. Mobile app retargeting has rapidly emerged as a major channel used by app marketers to drive re-engagement. This session will cover exactly what app-to-app retargeting is, how it works, and why it matters for games marketers. We’ll share tips on how to use real-time data, segmentation, bidding to reach your users at each stage of the player lifecycle and ultimately strengthen lifetime value.

    • Where Brains Meet Beauty
      Itay ROKNI, CMO, StartApp

      Itay is in charge of the company’s marketing, PR, sales and business development activities.  He holds MBA in Entrepreneurship & Finance and BSc. in Industrial Engineering & Management.  Itay is a seed investor and his past positions include Director of Online Marketing at SweetIM, founder and CEO of Rosh Creative Ltd. and more.

      [Email Itay]


      Case studies – successful native ad campaigns with the combination of tailor made design and powerful optimization.


    1:30 - 1:50


    • Running a Successful Business on Google Play
      Kunal SONI, Head of Google Play Partnerships, Southeast Asia, Google

      Kunal heads partnerships and business development for Google Play Apps and Games in South East Asia, India and Australia. He has been with Google for over four years, and prior to joining Google Play, he led Google's performance marketing products and solutions team in the region, focusing on mobile search, mobile apps and mobile asset strategy. Prior to Google, he worked at Ernst & Young for several years, consulting businesses in the areas of strategy development, performance improvement and business transformation.

      [Email Kunal]


      Sure, we all want to make the next great app masterpiece.  But we also want to feed our families and/or dogs. Come join the Google Play team as they give you some key pointers on how to make sure you're best taking advantage of Google Play and running a successful app business.

    • Bankers are Not Evil
      Daniel BERNSTEIN, Vice President, Corum Group

      Daniel Bernstein has worked in a number of roles over a twenty year career in high technology, most recently as the founder and CEO of Sandlot Games Corporation, a leading casual games publisher and developer. Having sold Sandlot Games to Digital Chocolate in 2011, Daniel started a games studio and a consulting practice where he advises larger companies such as RealNetworks and other high growth businesses on product development, strategic initiatives, and M&A opportunities. Prior to Sandlot Games, Daniel Bernstein held director level positions in companies such as Wild Tangent and Monolith. Daniel holds a BS in Computer Science and an MA in Music Composition from the University of Virginia.

      [Email Daniel]


      An exploration of my descent into the dark side (from developer to investment banker) and the valuable lessons I've learned along the way about building value and preparing your company for a successful exit.

    • How Data Changed User Acquisition for Games
      Thomas ANDREASEN, Chief Growth Officer, Playlab

      Thomas Andreasen is the founder and CGO of Playlab (Formerly Pocket Playlab) and also a Pragmatic Marketeer with focus on Statistical Data Sciences. Thomas Andreasen has administered successful media buying for several million dollars across Playlab titles since 2013.

      [Email Thomas]


      In this session Thomas Andreasen will go through the changes that has happened on Mobile Acquisition over the last 3 years and show the learnings from those experiences and come with an educated prediction of how the space is going to change in the coming years in terms of Performance Marketing, and Rising CPI's.


    2:00 - 2:20


    • Games and Stickers Make Messaging Apps the New Social Gaming Networks
      Geraldine YONG, Co-Founder and CEO, PicoCandy

      Geraldine co-founded the largest digital sticker distribution platform PicoCandy in 2013. Previously, she was in the mobile gaming industry in San Francisco, and hopes to use all her favorite gaming characters as stickers in chat in the very near future.

      [Email Geraldine]


      Messaging apps are becoming the new social networks with people spending more time on these apps chatting, sending stickers, and playing games. Gain insight into gaming trends on these platforms, and the digital sticker revolution that has taken the world by storm.

    • Startup Fund Raising - The Cap Table In A Nutshell
      Chin HOOI YEN, Founder, Polaris Law Corporation

      CHIN Hooi Yen is the founder of Polaris Law Corporation, a law firm in Singapore. Hooi Yen's passion is to work closely with startups and guide them through both the legal and commercial challenges of their business. Her practice focuses on venture capital and investments in companies, shareholders’ agreements, mergers and acquisitions, and employment law and employee share incentive schemes. Hooi Yen was named a leading lawyer in several publications including the AsiaPacific Legal 500. Her work was also cited in Asialaw Profiles in several categories. She speaks regularly at seminars and conducts training for several organizations including the Singapore Association of the Institute of Chartered Secretaries, the Singapore Institute of Directors and the IP Academy.

      [Email Chin]


      Your elevator pitch was flawless, and the crunch time arrives. The VC looks you in the eye, licks his lips and asks you the million-dollar question, "How much money are you asking for and how much of the company will I get for that?" We will examine how startups share cap tables, evolve as they raise funds from family and friends, angels and VCs, and churn out some numbers based on the scenario represented by a "typical" startup. Pre- and post-money, Series A, securities laws, dilution, employee option pool... Ladies and gentlemen, join us, get comfortable, put your fund raising cap on and get your calculators ready!

    • Worldwide and Asia Mobile Gaming Trends
      Junde YU, Vice President, APAC, App Annie

      Junde manages business development and sales in Asia for App Annie. He started his career in web startups while he was in university, and has since accumulated experience at web and mobile startups and corporations, in particular business development roles at companies like Scoreloop, SingTel, and Tapjoy. Junde graduated with a Computer Science degree from the National University of Singapore.

      [Email Junde]


      2014 has been another huge year for games, as we continue to see significant growth in both downloads and revenue. As the app economy continues to mature, and as new and powerhouse publishers continue to surprise and thrive, emerging regions, devices and subcategories are important trends to track. Join App Annie's Junde Yu for need-to-know insight into iOS and Google Play stats, global and Asian mobile gaming trends, also importantly - top players in the mighty Asian market.


    2:30 - 2:50


    • What the Top 50 Do with In-App Purchasing That the Rest of Us Don't
      Mike HINES, Developer Evangelist, Amazon

      Mike Hines is a Developer Evangelist at Amazon in Seattle, Washington. Mike comes to Amazon after four startups in Financial Services and Software (two of which are still operating) and 13 years at Microsoft. At Amazon, Mike helped launch the Kindle eInk app development project, has written mobile app test criteria, judged at hackathons, and is a blogger for Amazon Appstore. Mike has spoken at dozens of national and international conferences, including AnDevCon, SXSW, CES and GDC. Moving forward, Mike wants to bring developer feedback back to Amazon and is on a continuing mission to find out what is and isn’t currently working in mobile app monetization.

      [Email Mike]


      Amazon has collected data about how users engage with IAP in games, and we have reviewed how the most profitable apps are using IAP to monetize successfully. We found data on two levels: HOW the top 50 did differently (Retention data, session length data, units sold and price data) and we found WHAT they did differently to get those results. It turns out there are a handful of things that most of the top 50 do that other games don't do. We’ll share that actionable data with you in this session.

    • 3 Funders of Games and Game Companies Share Their Perspectives
      Masahiko HONMA, Founder and General Partner, Incubate Fund
      Brian KWEK, Founder, Ysbryd Games
      Hirokazu MASHITA, Founder & Director, m&s partners Pte.Ltd.
      Moderator: Gerald TOCK, Co-Founder & CEO, Inzen

      Masahiko Honma is co-founder and general partner of Incubate Fund, the largest seed stage investment group in Japan, with the focus on investing in mobile, gaming, and internet media startups in Japan. The total asset under management of this fund is US $200M. Masahiko made good track records of creating and supporting mobile gaming startups, including Pokelabo and Gumi.

      [Email Masahiko]


      Having produced multiple award-winning strategy games as the co-founder of Witching Hour Studios, Brian is exploring more unusual frontiers with his indie publishing label, Ysbryd Games, dedicated to storied developers who invest in charismatic and ambitious games. Born and raised in Singapore, Brian graduated summa cum laude from Boston University, and subsequently pursued varied experiences in investment banking, advertising and magazine publishing before entering game development. During his five (and counting!) years at Witching Hour, Brian wrote the dialogue and lore for games such as Ravenmark and Romans In My Carpet! while juggling other inspirational production duties such as refilling munchies in the pantry and vacuuming the office carpet.

      [Email Brian]








      [Email Hirokazu]


      Gerald is Chieftain at Inzen Studio. Inzen creates inventive play experiences inspired by Asian entertainment throughout the years and is taking this approach to the world in 2015, with its first stop being China!

      [Email Gerald]


      Raising money to make games, or build a game company, is tough.. or is it really? In this panel, we hear the perspectives of 3 people who have funded game companies and their games. We hear from.. a publisher who funds premium game projects across different platforms, a fund, that has funded game companies across Japan and South East Asia and a strategic investor, who funds game companies and related services across the value chain to build a network. The funders will share: - their investment philosophy - views on the market (or key projects) that they are focused on - and what they will invest in going forward and why.

    • Bad Monetization Mechanics - and How to Fix Them | 2:30 - 3:20
      Teut WEIDEMANN, Online Games Consulting

      Teut Weidemann is a senior games specialist and consultant for Ubisoft Blue Byte. He was a part of the team who created The Settlers Online, the browser game of the year. Teut has been working in the games industry since the 1980's and has shipped over 100 titles on multiple platforms. After working for Apple Computer and Microsoft Games, he founded his own development company, Wings Simulations, in 1996. The company shipped the highly awarded Panzer Elite for Psygnosis, a former Sony company. After selling his company, he joined CDV as CTO where he oversaw all development. Since 2007, Teut has been working as a consultant assisting gaming companies to become successful online.

      [Email Teut]


      This session will cover monetization mechanics which players generally find disturbing - and shows how to fix them. F2p has become criticized for various reasons as exactly those mechanics make these games seem exploiting players rather to embrace them. The session will explain the bad side effects of these mechanics and shows how changes in these will significantly make them more positive in the players eye without losing the revenue potential.


    3:00 - 3:30


    • Smarter UA - How to Get Into the Top Ten & Stay There (Especially When Bot Farms Won't Work)
      Steven STEWART, Senior Director of Marketing, NativeX

      Steven started his professional career at IBM with the creation and development of multiple award winning educational software titles. He spent the next 16 years at Nokia, which included developing and leading campaigns and marketing with top technology and entertainment brands as well as for top app and game developers. He is based in Helsinki, Finland.

      [Email Steven]


      Successfully launching your app requires an expert balance of optimizing your assets and choosing which of various types of user acquisition methods is best for your needs. Learn the key methods to do more with less to ultimately maximize your organic reach.

  • Panel Continues...
  • Session Continues...

  • 3:30 - 3:50


    • Feeling Mobile Games
      Bob HEUBEL, Senior Manager, Gaming Content and Services, Immersion

      Bob Heubel is a technology evangelist with Immersion Corporation specializing in helping developers implement what is known as force-feedback, tactile-feedback or rumble-feedback effects.  He holds a number of patents in the field of Haptics and has spent more than fifteen years working with developers, carriers and hardware OEMs to design and program tactile sensations into game and interaction experiences. You may have felt some of Bob’s work in Rockstar Games’ Grand Theft Auto: Vice City & Max Payne for Android as well as games from Sega, Gamevil, Handy Games and many others.

      [Email Bob]


      Experts say that mobile devices will soon become the primary screen for gamers. As developers look at enhancing user-experience for games on mobile, they must take into account the way games are played on different platforms. While audio is an essential component of the PC/console game experience, it is often a muted component on mobile. The mobile game experience is nearly opposite in comparison. Game developers must think beyond audio as an engagement layer, and look to alternate means to engage their players. Touch is what is next for mobile games.

    • How to Get Funded: The SEA Indie Edition
      Don SIM, CEO & Co-founder, Daylight Studios

      Don is the CEO & Co-founder of Daylight Studios, Singapore based indie game dev and CEO of Quest Drop, southeast asian mobile game publisher. 4 years as an entrepreneur has earned him a wealth of experience managing many aspects of startup life including 3 rounds of fund raising (Pre-seed, Seed, Series A).

      [Email Don]


      Learn more about Don's journey as an indie game entrepreneur, how he raised over 1.5 million USD and grew his tiny team of 3 co-founders to a strong team of 16. Compare your indie studio's business strategy with his and discover how to prime your studio’s development plans into something investable. Measure your game’s potential, create financial projections and build a defensible valuation against an investor’s scrutiny.

    • For Their Eyes Only: How Mobile Data Helps Games Find the Right Users
      Oliver CLARK, Senior Director of Sales, EMEA/APAC, Fiksu

      Based in Fiksu’s London office, Oliver oversees the organization’s sales unit across EMEA and APAC. His core responsibility is to grow revenue in the region by developing new client relationships. Oliver is one of Fiksu’s primary international evangelists, doing everything from speaking at events or talking to journalists to help to define Fiksu’s position in the marketplace.

      [Email Oliver]


      For as long as there have been gamers, marketers have tiptoed the line between reaching the largest potential user base and reaching the right users. But now, ID-based mobile data is making it easier than ever for game marketers to reduce costs and zero in on the high-value players mostly like play your game again and again and again.
      We’ll cover:
      ·Behavioral data and contextual targeting
      ·Incorporating mobile data into your game’s campaigns
      ·Building lookalike audiences and targeting at scale


    4:00 - 4:20


    • Brand Video Advertising for Mobile Games : A Framework for App Brand Marketing
      Stephen UPSTONE, CEO & Founder, LoopMe

      Stephen is currently Chair of the MMA UK and member of the MMA EMEA Board. He has worked in mobile advertising since 2006 as Managing Director Europe for Ad Infuse (sold to Velti) and then VP Sales and Business Development Europe for Velti after the acquisition.

      [Email Stephen]


      Whether you’re a big brand with millions to spend on advertising, or a smaller organization that wants to promote its products and services, you must understand the journey by which mobile users move from awareness, to interest, conversion and beyond. Stephen Upstone, CEO and co-founder of LoopMe, the leading mobile video DSP, gives a framework for app brand marketing that explains how brand video can be a powerful tool to create emotional connections with audiences and how new and innovative formats such as native mobile video, programmatic buying and AI push this potential even further.

    • Partnering with a Game Accelerator: How to Get the Best of It
      Saiyai SAKAWEE, Chief Marketing Officer, MSeed Accelerator

      Saiyai Sakawee is currently  CMO of MSeed, Thailand’s first game accelerator and game publisher.  Saiyai has nearly a decade of experience in both the United States and Asia, where she frequently serves as a consultant for tech startups, governments, and corporations including several Fortune 100 companies. Prior to joining MSeed, Saiyai also worked in journalism. Her work included writing for Tech In Asia and Telecom Journal Thailand. Saiyai also holds a Master’s degree from NYU in PR and Corporate Communications. 

      [Email Saiyai]


    • Using App Data for Cross-Border Success in Asia
      Choy Wai CHEONG, Director & COO, Metaps

      Choy has over 10 years of experience and a deep track record in business development, evangelism, marketing and sales. Choy is spearheading Metaps as the Director and COO of its regional headquarters in Singapore, and is responsible for overseeing operations in North America and Europe. He is also focused on building strategic alliances and leading Metaps to expand its data driven app monetization business in Southeast Asia and beyond.

      [Email Choy]


      Choy will present recent trends and forecast the future direction for regional Asian app markets, including case study data on successful cross-border app campaigns in Japan, Korea and Greater China. He will also present how the use of app data and data analytics can help developers monetize their apps better,and present the findings of recent app market analysis conducted by Metaps.


    4:30 - 4:50


    • ARM’s Technology Insight on the Future of Mobile Gaming Platforms
      Nizar ROMDANE, Director of Ecosystem, ARM

      Nizar leads a worldwide team that works with the gaming developer ecosystem like game studios and game engine and middleware providers so they make the best use of the ARM GPUs and CPUs as well as helping them promoting their games to OEMs, Operators and Silicon Providers. Nizar has been working for ARM for 10 years and has 15 years of experience in developer tools, middleware and SDKs. In his spare time Nizar enjoys playing mobile games of course, adventure motorbiking, swimming, cooking, wine and music.

      [Email Nizar]


      Many experts argue that the future of computer technology rests in mobile. But Platform fragmentation is the bane of the mobile games industry. With games now being designed on touchscreen for tablet and mobile devices, you need to know about the game changing technology available that can ease the pain of porting and leave you to do what you should be doing… making great games.

    • PANEL: How to Monetize Players in South East Asia and India
      Ratapatr CHOTIMONGKOL, Co-Founder, Sinoze Co,.Ltd
      Aun TARASEINA, COO, Kiragames
      Anton SOEHARYO, CEO and Founder, Touchten Games
      Alvin JUBAN, GDAP President, Dir. of Business Dev, Synergy88
      MODERATOR: Nimit PANPALIA, Head - Global Developer Acquisition, POKKT

      With a background as a business development person in a large advertising firm, it is a big jump from a fresh young salary man to a CEO of a successful game studio in Thailand.

      [Email Ratapatr]


      After joining Kiragames, Aun has been leading the business for Kiragames by focusing on expanding the Unblock Me, improving the business model and increasing platform. Being a part of Kiragames that made Unblock Me one of the most successful apps to date. 

      [Email Aun]


      Anton Soeharyo is one of the founders of the company and currently in charge of the whole marketing process. His passion includes playing games and languages. He has been educated in Singapore, China, and Japan. His company has raised millions of dollars in funding.

      [Email Anton]


      Alvin has spent years in external development work for Game Art and Programming for global clients and is now recently delved into original IP Development work for mobile and VR games. With Synergy88 Digital, he serves as Director for Business Development while he extends his passion works with the Game Developers Association of the Philippines (GDAP), on a second term as President. Adding to that, he is also a Board Director of the Animation Council (ACPI) and also Creative Services Industry Champion (Private Sector) for the Board of Investments (BOI).

      [Email Alvin]


      18 years of experience in Strategy and Business Development with last 14 years with start ups.Last 8 years have been focused on gaming across all platforms (MMO, Virtual World, Flash, Html5, iOS and Android) and working with gaming companies from India, Europe and US. From 2014 Nimit has been focusing on building the game eco-system in India and South East Asia and have been interacting with more than 250 Game Development companies to solve the monetization challenge.

      [Email Nimit]


      There are more than a billion players playing games in SEA, but are still not purchasing the IAP items inside the game. With a lack of credit cards and other payment options, it is very important to understand how a gaming company can monetize these players. In this panel, hear how successful game companies have been able to monetize in their respective countries and how other developers can start monetizing from this upcoming market.

    • Insights to Boost Monetization and Retention
      Wandrille PRUVOT, VP Sales Asia Pacific, Bee7 Limited

      Wandrille leads Bee7’s advertiser and publisher relations in Asia Pacific, from Singapore. His background in mobile games, advertising and technology stems from more than 13 years’ experience in the industry. Having started his career at DreamCatcher games and Bouygues Telecom, Wandrille helped launch some of the first games on mobile devices in the early 2000s. He was an early adopter of mobile advertising, helping to open Buzzcity’s European headquarters in 2007 before joining programmatic mobile advertising specialists Smaato in 2010.

      [Email Wandrille]


      The reliance on advertising or in-app purchases to make money on mobile games, can sometimes come at the price of compromising the user experience or driving users away to another game. Often meaning doom for even the best games. Bee7's latest insight into gamers reveals how fostering user led discovery and rewarding gamer behaviour and interaction is a more compelling approach to maximising retention and multiplying existing monetization strategies.


    Tower Ballroom Banyan

  • May 21:
    Game Development & Production

    Emcee: Sahil ARORA, Chief Editor, iLLGaming

    Sahil is the founder and editor at iLLGaming. In the past he has been the video games reviewer at The Sunday Guardian and tech editor at Glittch Mag. When not reviewing games, he comments on the tech industry trends in India. He works with game developers, game publishers, and business heads of tech corps to gain insights and support the growth of the industry in the region.

    [Email Sahil]


  • May 20:
    Game Development & Production

    Emcee: Yan MARCHAL, Chief Bastard, Sanuk Games

    Yan founded Sanuk Games in Bangkok in 2003, after he had jumped from a comfortable position at Ubisoft in Paris without a parachute. After years of soul-searching and tough rides, Sanuk Games established itself as a prominent indie studio, with over 50 games released in the past couple of years.

    [Email Yan]

  • May 19:
    Game Development & Production

    Emcee: Elaine HUANG, Correspondent (Southeast Asia) and Content Strategist, e27

    Elaine is e27's Thailand-based Correspondent, covering technology and innovation in Southeast Asia. She's also the Content Strategist for various e27 events like Echelon Asia Summit, the biggest tech and business conference in the region. Her works have also been published in other titles like Web In Travel, AseanNews.net, HYPE Magazine, and Technode.

    [Email Elaine]


  • 9:30 - 9:50


    • Creating Fresh Game Mechanics Through Ludemic Transformations
      Khail SANTIA, Game Developer, Apocalypse Chefs

      Khail Santia's game design philosophy is to try something new with every game he makes. Over the span of eight years, he has worked on twenty titles and has published or about to publish a dozen of them. He says he pours his soul into this searching and exploration because he believes in the power of game design to enhance human life both inside and outside the magic circle. It took some time but validation of his work finally trickled in from places like FGL.com, Newgrounds.com, the Philippine Game Festival and the Benilde Prize for Design Excellence.

      [Email Khail]


      Can old ideas lead to something new? We will show that they can. The conceptual elements of games are reactive and alive. If you manipulate them a certain way, you can come up with startlingly different results.

    • My Life in the Reskin Industry - Takeaways for Mobile Game Development
      Jesse DAVIS, President, Hydraulic Games

      Hydraulic games started by doing freelance art for small game developers and app reskinners.  Over time, we grew into a Unity focused, indie production studio with extremely fast and efficient production methods, producing on average, 1-2 Unity3D games per week.

      [Email Jesse]


      This talk covers takeaways from the reskin/app flipping side of the industry and how to create better efficiency in indie mobile game development. Practical tips for small developers.

     

    10:00 - 10:20


    • Playlab: The 100 Person Startup

      Jakob LYKKEGAARD, CEO & Co-Founder, Playlab

      Jakob is the CEO & Co-founder of Playlab, the biggest independent mobile game developer and publisher in the region. Their most famous title Juice Cubes was published in partnership with Rovio and have became Rovio’s top grossing title. The team have without external funding grown to 100+ and is mix of Thai and foreigners, representing around 15 different nationalities at their Bangkok & Manila office. Jakob is originally from Denmark, but moved to Thailand 6+ years ago. Prior to Pocket PlayLab, he co-founded Pagemodo.com, which was acquired by Webs Inc. in 2011. He later publicly listed VistaPrint Inc. less than 2 years after it was started.

      [Email Jakob]


      Jakob will talk about how Playlab has grown from 20 to 100 people last year alone and focus on how to keep the culture, creativity and innovation going in a game company when growing bigger.

    • Doubling Day 7 Retention: Taking Creative Risks with Bears vs. Art
      Layton HAWKES, Game Designer, Halfbrick

      Layton Hawkes is a Game Designer at Halfbrick Studios, and when he's not playing football he's probably making games. After a stint developing serious games for the educational sector, he joined Halfbrick in 2013 and has worked on Fruit Ninja, Jetpack Joyride, Fish Out of Water and Bears vs. Art.

      [Email Layton]


      Using examples from Halfbrick's Bears vs. Art this session will show how we used split testing to increase retention and creatively free ourselves from a cautious start to soft launch. After first stumbling making small changes we embraced a new and successful development approach. Through discussing this experience we will reveal how to avoid our mistakes and share the key lessons that led us to double our day 7 metrics.

     

    10:30 - 10:50


    • Keeping It Indie: How We Bootstrapped a Game Company and Survived
      Allen TAN, Co-Founder & Managing Director, White Widget

      Allen graduated in 2008 and worked for big software until he finally answered his heart's calling to become a full-time game developer. After a stint with freelancing, he co-founded White Widget, an indie game startup based in the Philippines. In his free time, he writes tutorials at RayWenderlich.com.

      [Email Allen]


      As a self-funded indie game company, White Widget engages in work-for-hire deals while producing its own original content. It has been steadily growing for the past two years, and has very recently released its first original title on mobile, Face Mountain.  In this session, Allen Tan will tell the full story of how it all started and offer key insights into balancing the company's primary goals.

    • So You've Made a Game, Now What?: A Guide to Cost-Efficient User Acquisition
      Scott YOO, Head of Asia, Chartboost

      Scott Yoo leads the Asia team at Chartboost, the industry’s largest mobile games-only platform for increasing ad revenue and discovering new players. Scott is responsible for leading the growth of advertiser and publisher relationships as well as overseeing strategic partnerships and operational expansion in the region. Prior to joining Chartboost, Scott was at SK Telecom Ventures where he focused on early to mid-stage investments in high growth sectors including mobile games, advertising and app discovery.

      [Email Scott]


      With a network of 150,000 mobile games, Chartboost understands the financial burden of launching a mobile game. Savvy developers need to be particularly careful in how they manage their budgets. This session will cover the basics of choosing proper ad formats and executing campaigns. It will also delve into the often contradictory world of analytics, outlining the tools essential for preventing catastrophe at launch.

    • Tiny Guardians: 28 Months Of Developing A Premium Mobile Game
      Yiwei P'NG, Founder & Director, Kurechii

      Yiwei is the founder and director at Kurechii, an indie studio that has released award winning titles like the King’s League series and Reachin' Pichin. Starting with only a background in multimedia design, he has tirelessly learned and worked to create refreshing games for players around the world to enjoy. Now, he manages both the creative side of the studio as well as all of the technical, publishing and business aspects. He also lectures at a local college on game development.

      [Email Yiwei]


      What goes on in the long span of a 28-months development process?  Hear the story of how Tiny Guardians came to be. From an idea to its growth into a game, about what right and wrong turns were taken, the challenges and lessons - and something most might ask: why a premium model?

     

    11:00 - 11:20


    • Indie Game Studio Survival Panel

      Ian GREGORY, Creative Director, Witching Hour Studios
      Christopher NATSUUME, Creative Director, Boomzap Entertainment
      Gerald TOCK, Chieftain, Inzen Studio
      Moderator: Yan MARCHAL, Chief Bastard, Sanuk Games

      Ian's handiwork includes dreaming up the expansive medieval fantasy world of the Ravenmark strategy series (Scourge of Estellion and Mercenaries), in addition to designing complex turn-based mechanics and balance for those games.

      [Email Ian]


      Christopher has been making games since 1994, including titles on PC, console, and mobile. He is currently the Creative Director and co-founder of Boomzap Entertainment, one of the top independent casual game development studios in the world.

      [Email Christopher]


      Gerald is Chieftain at Inzen Studio. Inzen creates inventive play experiences inspired by Asian entertainment throughout the years and is taking this approach to the world in 2015, with its first stop being China!

      [Email Gerald]


      Yan founded Sanuk Games in Bangkok in 2003, after he had jumped from a comfortable position at Ubisoft in Paris without a parachute. After years of soul-searching and tough rides, Sanuk Games established itself as a prominent indie studio, with over 50 games released in the past couple of years.

      [Email Yan]


      What are the odds for indie developers in 2015? Which choices will maximize your chance of making a living from your craft? Casual or core? F2P or premium? Mobile, PC or console? Local or global? In this session, veteran indie developers who have all taken different routes to the market will share their latest experience and thoughts on the business side of game development.

    • Panel: Philippine Indie Works - Market Tales
      Sharan BALANI, Founder & CEO, Quickfire Games
      Erick GARAYBLAS, Game Designer & Founder, Kuyi Mobile
      Gabby DIZON, CEO, Altitude Games
      Bari SILVESTRE, Indie developer
      Moderator: Alvin JUBAN, GDAP President, Director of Business Development, Synergy88

      Sharan Balani is the founder & CEO of Quickfire Games the developer of the Kickstarter funded RPG farming sim, Wild Season. He started the company in August 2013 after shutting down his previous company and deciding to launch his Kickstarter which was successfully funded. Today his team are in the final stages of building and launching Wild Season. Sharan is incredibly passionate about games and probably crazy, but lovable and occasionaly wears bow ties. You should say hi.

      [Email Sharan]


      Game designer and founder of Kuyi Mobile, a game development company based in Manila. Has been developing games for over 14 years and created a number of award-winning and successful titles including Streetfood Tycoon, which has received millions of downloads worldwide. An entrepreneur at heart, Erick also loves watching movies, travelling, reading and considers babysitting as his best skill to date.

      [Email Erick]


      Gabby Dizon is the CEO of Altitude Games, a Manila-based game studio creating original midcore games. Gabby was previously senior producer at Boomzap Entertainment, helping grow the studio from 15 people in 2009 to over 90 across 12 projects four years later. Gabby was also formerly CEO of Flipside Games and president of the Game Developers Association of the Philippines, and is a passionate champion of the game development industry in Southeast Asia.

      [Email Gabby]


      Bari Silvestre is an indie game developer who works from home collaborating with talented artists from Asia and the west. He has produced several hits with web based flash games and lately mobile games like Pretentious Game and Rubpix. He has come back to his roots working with browser games because he likes to focus on making his games fun without worrying about monetization, visibility or user acquisition.

      [Email Bari]


      Alvin has spent years in external development work for Game Art and Programming for global clients and is now recently delved into original IP Development work for mobile and VR games. With Synergy88 Digital, he serves as Director for Business Development while he extends his passion works with the Game Developers Association of the Philippines (GDAP), on a second term as President. Adding to that, he is also a Board Director of the Animation Council (ACPI) and also Creative Services Industry Champion (Private Sector) for the Board of Investments (BOI).

      [Email Alvin]


      A 50 minute session with the Philippines' most influential indie developers talking about how they are marketing their games while looking inside their own country's potential. Their games are from micro-casual to mid-core, with differing market approaches and in this discussion they will share whatever data they can muster on the PH market and see its correlation to other "like" markets. The Philippines has a population of 100M with at least 45M predominantly using Android smartphones (in 2014), swathed in English and still sporting a robust economy. Besides the burgeoning potential for a true game economy, another talking point will be its source of talent. Where is it really coming from and what's making it tick? Hear their take on its market and talent pool potential while looking outwards to the other markets in the west and east.

    • Breaking the Silence: Audio for Games
      Jeremy GOH, Co-Founder, IMBA Interactive

      Jeremy is the co-founder of IMBA Interactive, a Singapore-based studio that provides end-to-end audio and music solutions for video games and apps. Having worked in the audio industry for over 7 years, Jeremy has found a haven in creating fulfilling experiences for games and interactive media.

      [Email Jeremy]


      Your players are listening! Increasingly, consumers demand more from their aural experiences in games. Casual titles are moving towards "console" experiences. Creating compelling audio involves adjustments to business decisions, financial budgeting and development pipeline. Join Jeremy from IMBA Interactive, as he shares how to achieve a more polished game through better audio.


    11:30 - 11:50


    • Panel continues...

    • Panel continues...

    • How To Build A Global Kids Brand From The App Store
      Thijs BOSMA, CEO, Dr. Panda

      Thijs Bosma lives in Chengdu, China and is the founder of the studio behind the Dr. Panda series of mobile games for kids. The first Dr. Panda game was launched in 2012. Since then, the company has gone on to release 20 more Dr. Panda games which have now been downloaded more than 40,000,000 times. Dr. Panda is the largest independent paid kids app publisher worldwide on iOS and ranks #3 overall. Dr. Panda games have gone on to win numerous awards and accolades, from the Children’s Technology Review’s Editor’s Choice Award to being featured in publications like USA Today and Wired. Dr. Panda’s international appeal has been shown by topping the charts in several categories in countries like the US, China, Holland, Germany, France, Mexico and Russia. Prior to founding Dr. Panda Thijs worked at Spil Games in Shanghai, China. Thijs is originally from Amsterdam, The Netherlands.

      [Email Thijs]


      Thijs will share how Dr. Panda is building a global kids’ brand starting from the App Store. He will start with an overview of the young kids’ (3 to 8) app market in general, and then will explain Dr. Panda’s main markets and distribution channels. Thijs will go on with Dr. Panda’s design philosophy and how designing games for young kids is different, and then move to revenue models for kids’ apps as well as marketing practices. Dr. Panda’s future strategy will also be revealed, including venturing into physical toys.


    12:00 - 12:20


  • LUNCH BREAK
    • LUNCH PANEL: Insights from the Indie Trenches @ GSC
      Lim Chian SONG, Co-Founder, Rotten Mage
      James BARNARD, CEO, Springloaded
      Chong Lai ANG, CEO, Rock Nano
      Kent BYERS, CEO, Booster Pack
      Raymond TEO, Founder, Secret Base
      MODERATOR: Albert LIM, Deputy Director, Games Solution Centre‏

      Chian Song is one of the co-founders of a 3-man indie company, Rotten Mage, incorporated in 2013. He graduated from Nanyang Polytechnic and furthered his studies in Digipen Singapore. He is responsible for game-play programming and the business aspects of the company. Rotten Mage is currently working on their first major PC title, Spacejacked, set to be released at the end of 2015.

      [Email Lim Chian]


      James founded Springloaded in 2013, they have worked on mobile and console products the most well known of which would be their f2p game tiny dice dungeon, which has been downloaded 2.5 million times. James has worked in the industry for over 15 years in multiple roles including design, production and programming, and has worked with companies including EA, Atari and Lucasarts.

      [Email James]


      Chonglai is the Founder of Rock Nano Global in 2013 for a Game Development team working on a PS4 game titled “ArmaGallant”. Since 2008, he has won multi-disciplinary awards for developing apps and games on Facebook & Mobile, Interactive Installation, Gesture Tracking, Holograms, Projection Mapping, and he has commercialized a VR immersive room, as well as AR technologies with its own propriety softwares and 3D engines.

      [Email Chong]


      Kent Byers has been in the video game industry for over 10 years, primarily in a production role. He is currently the CEO & Co-Founder of Booster Pack a mobile game studio based in Singapore; that was founded in 2013. He was previously part of the LucasArts Singapore team has a producer until the studio closure in 2013. His main focus at Booster Pack is overseeing production, business development and strategic partnerships for Booster Pack.

      [Email Kent]


      Raymond Teo is the founder and game designer of Secret Base, an indie games development studio. We are the first Singapore company to have our game released on Steam, consoles and mobiles, most notable for Devil's Dare, Bitejacker and the Tobe's series. Many of our games can be seen, featured and reviewed across major gaming website like IGN, Kotaku , Destructoid and many more.

      [Email Raymond]


      Albert has been working in the tertiary education sector since 1990. He is currently a member of the senior management team at Nanyang Polytechnic, Singapore. In addition, he is a key member of the team that design, develop and manage the Games Solution Centre (GSC); a National Centre established by MDA to facilitate game development in Singapore.

      [Email Albert]


      This panel session aims to provide valuable insights by indie game developers  on some of the major decisions they have to make at various stages of their start-up development. Hear their insightful stories on taking leap of faith, boot-strapping with a core team, deciding the game to develop, seeking publisher or self-publish, raising seed funding and just staying afloat. Hear 5 Indie studios from very diverse background & experience: from fresh graduates to industry veterans.

    • LUNCH PANEL: Games Get Serious; The Opportunities, Developments And Challenges in the Emerging Serious Games Sector
      Karen YEO, Product Lead, PlayMoolah
      Jeremiah ALEXANDER, Indie game developer, Founder, Ideonic
      Lee Seng BEO, Director, Immersive Play Pte Ltd
      Brenton BURCHMORE, CEO, Conperior
      Moderator: Siddharth JAIN, Playware

      Karen helms Product at PlayMoolah, an innovation company that designs educational, digital, and community experiences to empower young people with the clarity and confidence to make smart money decisions that create harmony with the world. Prior to PlayMoolah, she co-founded an online shopping platform for independent contemporary designers, Inverted Edge, and worked at Yahoo!, Microsoft and several other tech companies. She is deeply interested in technology and socio-economic politics and their impact on people's lives, and delights in designing solutions that inspire users to make smarter and more informed (money) decisions.

      [Email Karen]


      Indie game dev and founder of Ideonic, Jeremiah spent the past year as CTO of Gingersnap, a gaming platform for grandparents and their grandchildren, whilst still finding the time to build and release IndiePrize 2014 game Grave Matters.

      [Email Jeremiah]


      Sengbeo is a techie at heart who loves creating and starting new things. After spending time at MNCs, helping others start companies and starting a few technology companies of his own, he finally decided to melt his twin passions of education and media and ‘retire’ into a job that he loves. In 2008, Sengbeo started Immersive Play Pte Ltd to design and create game-based learning solutions for children and adult learners. During this period, Sengbeo has also produced children’s TV series aired on OKTO, a massively-multiplayer game on Facebook for a regional games publisher, interactive children’s eBooks and many other transmedia projects for local and regional media companies. In 2014, Sengbeo also entered into a partnership to create a platform for health and rehabilitation games.

      [Email Lee]


      Brenton is a lecturer, educational designer, game designer, technologist, entrepreneur, student, father – and CEO of Conperior. Brenton works with universities, global technology companies, and major governments on the strategy of future learning. He has a passion for combining learning, technology, and fun with neuroscience and psychology.

      [Email Brenton]


      As creative director of Playware Studios Asia, Siddharth Jain deals with game design, production, technical art & music direction. He heads a technology, platform and genre independent team that has successfully developed casual, card and multiplayer arena games released worldwide and also a range of serious games for the institutions such as Singapore’s Ministry of Education, Singapore Management University and the Center for Learning Innovation, Department of Education Technology, NSW, Australia. He is a media veteran who has worked on triple digit hours of television programming, double digit game titles, multimedia applications, game engines and tools. He is a visiting faculty to University SIM and Nanyang Technology University and is on several agency and industry advisory panels.

      [Email Siddharth]


      The panel will touch on the various types of sub-divisions in serious games i.e. simulations, adver-games, games-based learning and gamification etc. We will talk about how games are the proverbial new-kids-on-the-block when compared to the incumbent technologies and methodologies prevalent in these sectors. The discussion will include insights on the kinds of skills needed to survive in this sector and that are unique to this market (different from how game developers and publishers usually do business such as 'learning how to work with and educate stakeholders on the design process'). Finally the panelists will also talk about changing customer mindsets and the potential for market growth.


    12:30 - 12:50


  • LUNCH BREAK
  • LUNCH BREAK
    • Panel continues...


    1:00 - 1:20


    • 7 common phrases that will get your game killed
      Aviv SHALGI, Director of Business Development - Mobile,  Taptica

      Aviv Shalgi is responsible for increasing Taptica’s Mobile revenues by exploring new products, reaching potential new markets and expanding Taptica’s technological and business partnerships. Aviv brings to the table a unique combination of both a highly technical background as well as business-oriented expertise and a proven track record of innovation and excellence. Prior to Taptica, Aviv worked in the Management Consulting industry at TASC Consulting and Capital and cooperated with European teams from Bain and Co. Aviv’s background consists of entrepreneurship, technological and management roles in the Satellites, Space and Hardware fields.

      [Email Aviv]


    • Developing a Free-To-Play "Games as a Service" Game in Today's Environment
      James LO, Co-Founder & President, Indigo Entertainment

      James Ronald Lo co-founded Indigo Gaming in Singapore and Indigo Entertainment in the Philippines. In addition to providing online and mobile game development services to various international brands and organizations, his studio also develops independent mobile games and applications. Additionally, James is a published author and artist and is a co-founder of Taktyl Studios in the USA, a creative start-up that publishes digital arts and crafts products. He is an avid gamer who enjoys playing in various formats.

      [Email James]


      No tricks, just games. This session is about the speaker's experience in developing a "free-to-play, games as a service" game in today's mobile environment; for a smart, well-informed market that knows and will pay for what they want in a game. The lecture focuses on design philosophies to consider that can help maximize the potential impact and longevity of your product.

    • Games for Change

      Asar DHANDALA, Co-Founder, Seven Summits

      Asar Dhandala is the Co-founder of Seven Summits Studio, an Independent Game Development Studio based out of India. His game ‘Petite’ has won several awards including the 'Best Game Story' at Casual Connect Asia. He mentors students by conducting various seminars and workshops on Game Design across India.

      [Email Asar]


      Video games are virtual sandboxes that encourage experimentation and engagement. As game developers, they offer us opportunities to create an impact on the audience and even improve cognitive and social functioning. The talk covers how gamers can also be social activists and why creating meaningful experiences is important inside as well as outside games.


    1:30 - 1:50


    • Designing Games For People, Not For Robots Or Zombies
      Ori TAKEMURA, Founder, Creative Director, Qixen-P Design; Senior Interaction Designer, FavouriteMedium

      Ori Takemura is a senior interaction designer at an international agency, with over a decade of design experience. He is most well known his user experience projects, however he has been making games since his years in high-school.

      [Email Ori]


      My lecture covers the topic that is fairly rarely discussed compared to those of monetization or even user friendliness, elaborating on the aspects that make a game a meaningful part of a player's life.

    • Making the Next 100 Million Downloads
      Aun TARASEINA, COO, Kiragames

      After joining Kiragames, Aun has been leading the business for Kiragames by focusing on expanding Unblock Me, improving the business model and increasing platform. Being a part of Kiragames that made Unblock Me one of the most successful apps to date. 

      [Email Aun]


      In this session, Aun will share his thoughts on what made Kiragames's popular game, Unblock Me, successful throughout the 5 years that it has been live. The landscape of smartphones has changed but Unblock Me has lasted and marked over 100 million downloads. Even after 5 years, Unblock Me is still expanding to more platforms and finding new ways to monetize.

    • Avatar Warrior's Journey : Tools, Pipelines and Optimisations
      Benjamin CHEVALIER, Art Director, BoosterPack Pte Ltd.

      Benjamin Chevalier has been producing games graphics for about 9 years in Ubisoft, Gameloft and LucasArts. They founded BoosterPack a year ago and are based in Singapore. His role is Art Director, but being constantly pushing mobile devices visual capacities, he's heavily involved in the technical development of their games visuals. They just soft launched Avatar Warrior’s Journey, their first mobile game.

      [Email Benjamin]


      The session is a breakdown of the pipeline and tools used during development of Avatar Warrior's Journey as well as a number of techniques we came up with in order to work around limitations and enhance visual quality of the game. Aimed toward audiences with 1 to 2 years experience using Unity or similar tools with a light technical understanding of rendering/shading. It is aimed toward artists, tech artists and programmers alike. This talk is basically a tour of our tech with a few quick demos covering: 
      • A breakdown of Booster Packs shader based lighting solution 
      • Many tips and tricks explaining our fog system approach
      • Going through multiple UI tricks (Render to Texture, Font tricks, Masks etc...) 
      • Detailing a basic but powerful multi-device optimisation using Render to Textures.
      It will help you understand our learnings with different techniques and work arounds, and we hope it supports your own investigations.


    2:00 - 2:20


    • But You Try and Tell the Young People Today That... and They Won't Believe Ya'
      Norman LEE, University of Benilde, Manila
      Pisal SETTHAWONG, Lecturer,  Assumption University, Bangkok
      Joe MCGINN, Senior Lecturer, Department of Game Software Design and Production, Digipen
      Hilmy ABDUL RAHIM, Lecturer, KDU University College, KL
      Moderator: Allan SIMONSEN, Co-Founder and Technical Director, Boomzap

      Norman Lee is the Chairperson of De La Salle-College of Saint Benilde's Game Design & Development Program (BSIT-GDD & BSIEMC). A member of the Technical Committee on Emerging Technologies at the Commission on Higher Education & is the Academic Head of the Game Developers Association of the Philippines.

      [Email Norman]


      Pisal Setthawong has been involved in Thailand's game industry since its early days and is a well-respected educator/game developer. In additional to being a regular fixture in the local game development scene, Pisal is usually spotted helping the next generation of game developers. He has been responsible for creating the first game developer directory in Thailand, and help co-found and administer TGDC, Thailand's most popular online community of game developers. Currently he is based at the Department of Business Information Systems at Assumption University (Thailand) where he lectures multimedia and game development subjects. In his free time, he help run Pigsss Games, a game development studio he co-founded back in 2005.

      [Email Pisal]


      Joe joined the game industry at Radical Entertainment in 2000, where he led the design of their breakout hit The Simpsons: Hit & Run, listed on Metacritic as the highest-rated Simpsons game of all time. Joe has been a lead game designer for over 15 years with Activision, Disney, and Ubisoft, specializing in games based on AAA brands, such as Shrek, Crash Bandicoot, and Assassin's Creed. His 2007 game Crash of the Titans, for which he worked on as lead designer, was nominated for ""Best Children's Video Game"" by the British Academy of Film and Television Arts (BAFTA).

      [Email Joe]


      Hilmy Abdul Rahim is a game design/development lecturer at KDU University College, Malaysia. He has been teaching game development for 12 years in 3 different universities and was a producer for 4 years in two game development companies. He is currently focused on figuring out how to best train game design graduates for the industry.

      [Email Hilmy]


      Allan Simonsen is the Co-Founder and Technical Director of Boomzap. Boomzap's a completely Virtual Studio, founded in 2005, with 80 staff in 11 countries. He believes that a good programmer is a lazy programmer, that Code Quality matters and that life is NOT a zero sum game..

      [Email Allan]


      4 game developers and educators reminisce about what works, and what doesn't from a decade of teaching students the Art and Science of Game Development.

    • 250 Million Play Postmortem

      Ratapatr CHOTIMONGKOL, Co-Founder, Sinoze Co,.Ltd

      With a background as a business development person in a large advertising firm, it is a big jump from a fresh young man in a salaried job, to the CEO of a successful game studio in Thailand.

      [Email Ratapatr]


      Two years after launching their game Thapster, the first musical mobile game in Thailand, it had been played more than 250 million times and the number of new users continued to grow. Here are the lessons learned by the Sinoze team, a small startup game studio in Thailand: what to do to survive, their experiences with success cases and with failure.

    • GameTuner: Session Beta | 2:00 - 2:50
      Leonard FRANKEL, Head of Business Development, Plarium

      Leonard Frankel oversees all biz dev activities in Plarium, the largest hardcore games developer on Facebook. The company’s strategy series includes titles such as Stormfall, Sparta and Total Domination. Leonard is also a proud husband and father of two daughters that often engage with the popular game Climb the daddy. He swims and practices yoga, albeit not often enough.

      [Email Leonard]


      Some of Plarium's finest game designers gathered to dissect existing games and tune them up - specifically, a few of the games presented at the Indie Prize Showcase here at Casual Connect! We looked into them and found some changes that might improve their monetization, engagement or retention. In this session, Plarium's Head of BD, Leonard Frankel, will present their findings and hopefully, some of it would be applicable for your games as well. This should be fun!


    2:30 - 2:50


    Panel Continues...
    • Re-Rolling the Dice: Making the Same F2P Game, 5 Years Apart
      Abhishek RADHAKRISHNAN, Chief Creative Officer, Lambdamu Games

      Abhishek co-founded LambdaMu Games with Ivan Loo in 2009, and since then, they’ve had numerous forays into mobile game development, including the acclaimed Pixel People, where his love for quirky gameplay and quirkier wordplay helped develop the game's charm and character.

      [Email Abhishek]


      In this talk, LambdaMu will discuss its experiences with building Dice Soccer in 2011 in contrast to the new edition being launched in 2015. Both titles are free-to-play, but the landscape has shifted drastically during the time in between. Looking at the changing trends in freemium, and learning from mistakes made with Dice Soccer and Pixel People, we will be sharing our ideas on F2P’s place in the market, and how we chose to develop our next game around these principles.

    Session Continues...

    3:00 - 3:20


  • COFFEE BREAK
  • COFFEE BREAK
  • COFFEE BREAK

  • 3:30 - 3:50


    • Localization from West to East: Top 10 Mistakes to Avoid
      Conor BRACKEN, Founder & CEO, Andovar

      Conor Bracken is the founder and CEO of Andovar. He is recognized within the localization industry as a pioneer in the separation of production centers and client-facing services. Originally from Dublin, Ireland, Conor held a diverse range of technical and management positions worldwide before deciding to build a company that would take advantage of the new possibilities of global cooperation afforded by the internet and emerging multimedia technologies. Andovar has offices in Singapore, Thailand, India, USA and Colombia. Conor is fluent in English and Thai.

      [Email Conor]


      There is more to successful localization than text translation. Western game companies approaching Asian markets face unique issues ranging from unknown scripts to culture clash and beyond. Conor will present the 10 biggest mistakes companies make and how to avoid them.

    • Gaming For A Better World

      Taco CHEN, Game Developer, Fourdesire

      Taco Chen is a game developer at Fourdesire. He dreams of making the world a better place with games.

      [Email Taco]


      Fourdesire's ultimate goal is to solve real-life problems through games. We began building games in 2012 to solve global problems such as healthcare and water scarcity, encouraging players to walk and stay hydrated to maintain healthier lifestyles. Both Plant Nanny and Walkr now have 4,000,000+ players who are playing their way to health. Games can help make the world a better place, enhancing everyone’s quality of life.

    • From Mediocre Prototype to a Smash Hit Game
      Henrik JOHANSSON, Artist, Game Designer, Co-Founder, Mediocre Games

      After nearly a decade of working with graphic design and web development, in 2011 I founded the mobile games studio Mediocre together with my colleague Dennis Gustafsson, and we released our first game, Sprinkle, in August of that year. Since then we've released four more games: Sprinkle Junior, Granny Smith, Sprinkle Islands and Smash Hit. Today our apps have been downloaded over 100 million times, yet we have decided to stay small and the studio is still just the two of us. We are currently completing our latest game Does not Commute, which will be released during the spring of 2015.

      [Email Henrik]


      A look back at 5 years working with mobile games and the early work on our games. The different approaches we've tried for game design and prototyping. What we learned from experimenting with mechanics, controls, interface design and from exploring various game genres. From idea to realization. Games covered: Smash Hit, Sprinkle, Granny Smith, Does Not Commute


    4:00 - 4:20


    • Mobile Monetization with Unity Ads: How to Acquire the Highest Quality Users and Create Ads User Love
      Evan SPYTMA, GM of SEA, Oceania, India, Unity Technologies







      [Email Evan]


      This session will explore the world of video ads in mobile agates and how developers can acquire the highest quality users and implement an ads strategy that users love. During this session, Evan will showcase various innovative ads that create additional ad inventory and drive revenue for developers, while sharing best practices with ad integration.

     
    • Small Team Working With Big Giants : On One of the Most Competitive Segment of Mobile Games Market
      Bazil Akmal BIDIN, Game Producer, Terato Tech

      Bazil Akmal Bidin, casually known as BuZz, is the Game Producer at Terato Tech that dabbles in programming, production, and game design. He and the team is working on a battle card game in partnership with DeNA Asia Pacific for the mobile games market.

      [Email Bazil]


      An experience sharing session from a Terato Game Team that spent more than two years developing a Battle Card Game while learning from the partner, DeNA Asia Pacific. During this session, Bazil will share what went right and what went wrong from the point of view of tools & technology, game design & monetization, art production & outsourcing and how they have managed to survive and what's next for the future.


    4:30 - 4:50


    • The Way of Japan - Overview of Tips and Winning in Japanese App Market
      Minoru YANAI, Global Strategist, AdInnovation

      Minoru Yanai has more than 10 years of experience in the mobile contents industry in Japan (since 2002). He has worked in several different mobile service roles in the past, including producing the biggest economic service in Japan or buying for several million dollars.

      [Email Minoru]


      The Japanese app market has been expanding rapidly for the last 3 years. The expected revenue of mobile games was over US $5 billion in 2014. In this talk, I will share the current Japanese app market overview and some tips for winning in the Japanese app market.

    • From Lurking to Stifled, a Student Project to an Indie Title
      Justin NG, Design & Business Guy, Gattai Games

      Justin is the Design and Business Guy at Gattai Games, where he contributes to game design, makes sure there is money in the bank, and everything else in between. He however, draws the line at making coffee.

      [Email Justin]


      Lessons learned from transitioning Lurking, an award winning sound-based horror student project, into an indie title.

    • Dev by Day, Dev by Night: My Story of Making an Indie Game While Working for a Gamedev Company
      Juan Karlo LICUDINE, Developer, Accidental Rebel Games

      Karlo works as a game developer at Indigo Entertainment during the day and as an indie developer at Accidental Rebel Games at night. He is also a board member of IGDA Manila plus an instructor at CIIT Philippines.

      [Email Juan Karlo]


      Karlo shares his experience of making a commercial independent game while working at a 8-hours job as a full-time game developer. Learn about how he made a deal with his employers, how he manages his time to make the setup work, and whether it is something other people should cinsider doing, and why supportive girlfriends are the best thing ever.




The views and opinions expressed in these videos and lectures are those of the persons or organizations appearing in or producing the lectures do not necessarily reflect the official policy or position of Casual Connect, its sponsors or affiliates. Copy and reuse of these lectures and videos is forbidden unless written permission is obtained.