20 - 22 May 2014

Lectures at Casual Connect are programmed to focus on cutting edge topics in the video games space. On May 20 - 22, over 900 industry professionals will come to Singapore for the third 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 a future Casual Connect in Amsterdam, Eastern Europe, Singapore or San Francisco, please email Tennille Forsberg.

    Island Ballroom Katong

  • May 22:
    Games as a Service (Operation, Retention & Engagement)

    Emcee: Che-Yuan WANG

  • May 21:
    Market Expansion, Discovery & User Acquisition

    Emcee: Pepe AGELL, Sr. Director, Publisher Relations, Chartboost

    Pepe Agell leads the International Expansion at Chartboost. In his role, he oversees the global expansion of the company’s publisher base, strategic partnerships, and customer relationship management (CRM) to ensure the highest standard of service and support. In addition, Agell translates feedback from and interaction with the company’s worldwide publishers to inform the technology development of the company’s leading direct-deal advertising marketplace. He holds a Mechanical Engineering degree from the UPC Barcelona and the ETH Zurich. Previous to Chartboost, he led product management and operations teams in both multinational (Hilti AG) and startups (3scale and Innovalley).
    [Email Pepe]

  • May 20:
    Industry Insights


  • 10:00 - 10:20


     
  • Building Durable Mobile Franchises in a One-Hit Wonder Market
    Weiwei GENG, Sr. Producer, Kabam
    Weiwei Geng is an executive producer at Kabam, currently leading Kingdoms of Camelot: Battle for the North and The Hobbit: Kingdoms of Middle-earth. Weiwei works directly with live-ops, product management, business development and marketing to operate and drive the business for both mobile games. Through his and his team’s efforts, Kingdoms of Camelot: Battle for the North became the Top Grossing App of 2012 on the App Store.
    [Email Weiwei]

    In a crowded App Store market where mobile games can easily fade into an endless library of titles, Kabam’s Weiwei Geng will conduct a talk on what it takes to build a great mobile game and maintain it for long-term success. Geng is the executive producer of Kabam's biggest mobile games The Hobbit: Kingdoms of Middle-earth and Kingdoms of Camelot: Battle for the North, which have grossed more than $100 million each since their 2012 debuts.

  • Growing Your Games Business in an Increasingly Global Industry
    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]


  • 10:30 - 10:50


  • Glenn KILADIS, VP, New Market & Media Solutions/Games Evangelist, Fiksu
    At Fiksu, Glenn leads the ideation of new mobile marketing & media solutions for games, brands, and agencies. He also built FreeMyApps, which quickly grew to become one of the world’s largest rewards-based app discovery & engagement ad networks. Fiksu sees 50+ million DAU’S on its mobile marketing platform & works with 33 of the top 50 grossing game publishers. Prior to Fiksu, Glenn was VP, marketing, user acquisition & mobile ad monetization for HeyWire, a cloud based multi-screen SMS & social networking platform with over 5 million registered mobile users. Previously he was VP, marketing & game developer relations for Zeemote, a mobile gaming company, acquired by GAIA Holdings of Japan. There he worked with EA Mobile, Glu, Gameloft, Nokia, Sony, T-Mobile, Vodafone & others. He also held leadership positions at Digit Wireless, a mobile device UI/UX Co., and Logica (now Acision), the leader in mobile messaging delivering 2 trillion messages yearly.
    [Email Glenn]

    With such fierce competition in the games category on mobile, having a strong start with your app launch is imperative. This presentation will go in detail about soft launching your game and other strategies seasoned game publishers use to test their apps to ensure market readiness. Learn the key metrics you should be monitoring during your soft launch, how to best track those metrics, and the scope of a soft launch campaign. We will also discuss the next steps to fully launching your game after you have tested and improved.

  • Demystifying South East Asia
    David NG, CEO, gumi Asia Pte Ltd






    [Email David]

    How we climbed the charts of SEA's fastest rising markets

  • Building Cross-platform Games on Facebook
    Richard SONG, Head of APAC, Platform Partnerships, Games, Facebook
    Richard Song has been working with the gaming industry for 16 years as managing director & VP of APAC at Perfect World Entertainment, VP of global publishing at Webzen HQ, managing director of Shanghai at NHN HQ, and VP & head of global business at Hanbitoft HQ. Before he joined the gaming industry, he worked at GREY Ads & Euro RSCG (Havas Worldwide) as senior. ads designerand art director for four years.
    [Email Richard]

    Come and hear how to create cross-platform games faster. Learn how to use Facebook Platform and Parse to build great mobile apps and games.


  • 11:00 - 11:20


  • Oliver JONES, Director, Moonfrog Labs
    Oliver is the 25 year old director of Moonfrog Labs, a VC funded gaming startup in Bangalore, India. As a former ZYNGA veteran he and his team have worked on a wide range of F2P titles on mobile and web with over 80m monthly players.
    [Email Oliver]

    The recipe for success on the app store still eludes most of us. But at least at this point we have a decent grasp on the recipe for disaster. From a game design viewpoint, Oliver gives us 10 reasons why mobile apps will tip and fall on the rocky road to the top 10.

  • How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P Core Games
    David CHIU, Senior Director of Developer Relations and Business Development, Kongregate
    David P. Chiu is the senior director of developer relations and business development at Kongregate. Kongregate, a part of the GameStop Digital Network, is an online social gaming platform for web free-to-play games with over 15M core gamers (85% male, average age of 21) and also a publisher of mobile F2P games. Before joining Kongregate and GameStop, David was at Intel Corporation for more than 5 years in various gaming-related roles such as a gaming developer relations manager, US gaming campaign strategy manager and software business development.
    [Email David]

    As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.

  • Developer Ecosystem in APAC – Microsoft View
    Said ZAHEDANI, APAC DPE/General Manager, Microsoft
    Said Zahedani is general manager of developer platform and evangelism group (DP&E) in APAC. Said’s DP&E group specializes on software innovations - with recent focus on transformation to devices and services. Before his recent move to APAC, Said served as Microsoft´s strategic lead for cloud computing, and an executive member of Microsoft Germany. Said has also served as a member of board of directors of DFKI- Research for Artificial Intelligence in Germany, a member of Muencher Kreis Association which explores ICT trends with 600+ enterprises, and a member of BITKOM, a German Association for Information and Communication Technologies. Said earned his PhD. in Computer Science/Programing Languages in Technical University of Darmstadt/Germany.
    [Email Said]


  • 11:30 - 11:50


  • Leah NA'AMAN, Marketing Manager, SocialClicks
    Leah Na'aman is the marketing director at SocialClicks, where she leads the company's marketing initiatives. SocialClicks is dedicated to helping the world's top marketers leverage game-changing cross-platform social and mobile marketing solutions. The SocialClicks Technology Suite is designed to help reduce acquisition and awareness costs, maximize the lifetime value of acquired customers, and provide deep insights into campaign results and actionable strategic recommendations.
    [Email Leah]

    With the many different channels designed to drive your messages to users, prompt app downloads and push your app up the charts, how do you select the right one for your advertising goals? Whether you're looking for more visibility and exposure, or to reduce acquisition costs and maximize the lifetime ROI from your mobile marketing campaigns, the possibilities are endless. In this session, we will take a close look at the different mobile advertising options out there, the quality of results you should expect to drive and best practices that will help you get the most from your cross-platform campaigns.

  • Challenges Asian Game Developers Face in the Rush to Expand Overseas
    Si SHEN, Co-Founder & CEO, PapayaMobile
    Si Shen is the co-founder and CEO of PapayaMobile who has a global ad network, AppFlood, which has been giving developers and brands unrivalled transparency in mobile advertising. After gaining a Master’s degree in Computer Science and Engineering from Stanford University, Si went on to work at Google for 4 years in the Mountain View campus before heading up the mobile division in Beijing. In 2010, Forbes magazine named her as one of “Nine Young Chinese Entrepreneurs to Watch”.
    [Email Si]

    Asian game developers in 2014 are aggressively developing a strategy to break into the Western game market. Inevitably, they face expansion roadblocks, whether it be localization, insufficient market expertise, or weak partnerships and strategies. Lending from in-house case studies, AppFlood’s global app industry analysis, and raw experience, Si Shen will discuss the trends, obstacles, and strategies that Asian game developers must know in 2014 for Asian game studios to climb to the top of app store charts in Western app markets.

  • Diving Deep into South East Asia's Gaming Market
    Robin Sagacious NG, Head of International Business, Asiasoft Online Pte Ltd
    Robin leads the international business team in Asiasoft, overseeing acquisitions and business opportunities in online and mobile gaming. He creates bridges with global gaming partners and brings them into the fast growing SEA markets through Asiasoft, which is the leading game publisher in the region.
    [Email Robin]

    Gaming in South East Asia has attracted a great deal of interest from publishers and developers in the last two years. Many of them are wondering just how big and deep the market is. The key markets in SEA are in the six more developed countries which have seen significant economical growth in the last decade. This session will provide an overview of the SEA online and mobile gaming markets and its projected trends.


  • 12:00 - 12:20


  • LUNCH BREAK
  • LUNCH BREAK

  • 12:30 - 12:50


  • LUNCH SESSION: The Power of Social Integration of Mobile Games in China
    Linda JIANG, VP Business Development & Marketing , UMENG
    Linda Jiang has more than 12 years experience in the mobile and internet industries in Europe and China applying her expertise in business development, marketing and strategy. Linda is VP business development and marketing at UMENG, the leading mobile developer service platform and the largest mobile app analytics platform in China. Prior to UMENG, Linda has been active across all aspects of the mobile industry, having worked for operators, handset manufactures, consultancies and service providers. She led content and apps partnership development for Samsung’s mobile business in the UK and provided consultant services to Operators O2, T-Mobile & Vodafone. Linda holds a MSc degree in Business Information Systems from Royal Holloway University of London.
    [Email Linda]

    China already has over 700 million active iOS and Android smart devices and this number is growing at an unprecedented rate. China has a number of powerful local social networks such as: Wechat, QQ, Weibo etc. The amount of app content shared to all social media platforms by each Internet user every day has tripled over the last six months, with 48% of uploads coming directly from games. Socializing your game has become the key to success in the China market. UMENG is the leading mobile developer service platform in China working with over 210,000 apps domestically. Linda will be using UMENG analytics data to provide some in depth analysis. She will conclude with some practical tips on the best practice to integrate with top Chinese social networking services and to create a powerful in-game community.

  • LUNCH BREAK

  • 1:00 - 1:20


  • Marcus KIM, Platform Director, Valuepotion
    Marcus Kim is the platform director of the ValuePotion team at Daum Communication in South Korea. He and his team have built ValuePotion, a mobile game LTV maximization platform with advanced analytics such as real-time game analysis, cross promotion and behavior targeting solution. This helps maximize LTV in game. He has been working for over 15 years in the IT industry from PC to mobile.

    Prior to this project, he worked for Ad@m, the largest mobile ad network in South Korea and Display Ad platform as the product director at Daum - which is the leading Korea portal with 2B+ daily impressions.
    [Email Marcus]

    Though growth in the mobile games market is sharply increasing, it is very difficult to be successful due to the severe competition and short life cycle of mobile games. Because of this, mobile game developers need a sophisticated marketing strategy and a flexible game design which has been developed according to an analysis of their users' behavior. This analysis should cover each level of the user life cycle in order to maximize LTV (Life Time Value). There are three things that are essential for mobile games marketing: acquiring users, choosing effective marketing channels to find loyal users, and targeted marketing for the users, once you find them, to maximize their engagement in your game. Also, mobile games should be designed to help increase revenue from engaged users. During this session, Marcus will explain how to maximize LTV through user behavior analysis and introduce how to successfully monetize a game.

  • Mobile Games Marketing – How to Use TV, Performance and Viral Marketing in Your Strategies to Enter the Western World Markets
    Tung NGUYEN-KHAC, CEO, ProSiebenSat. 1 Games
    Tung Nguyen-Khac assumed the leadership of the management board of ProSiebenSat.1 Games in December 2012. As Chief Executive Officer of ProSiebenSat.1 Games, he is responsible for strategy, M&A, and all online games publishing departments. Prior to accepting the position of chief executive officer, Tung Nguyen-Khac was a management consultant who also worked as a business angel and investor for start-up companies, and as a industry advisor for private equity, online gaming and eCommerce enterprises. In his earlier career, Nguyen-Khac held the positions of managing partner and CEO Advisor for Bigpoint in Hamburg, Germany, where he contributed significantly to the company's buildup and remarkable success.
    [Email Tung]

    With more than 85% of smartphone and tablet owners playing mobile games, this presents the question of how to address this massive market using different marketing tools. This talk asks the question: “How can we use TV together with performance and viral marketing to have either a good market entry or expansion strategy into the western mobile games world?” Tung will discuss the different marketing parameters in the Western World and their interdependences: Which marketing methods can help to extend the lifetime of a product? How can the use of TV support mobile marketing or influence the digital marketing channels? Can TV campaigns support the up sale among existing players?

  • Mobile Gaming Market Overview in Asia
    Alex KIM, Director of Global Business Development, KakaoTalk

  • 1:30 - 1:50


  • Momchil KYURKCHIEV, Co-Founder & CEO, Leanplum
    Momchil Kyurkchiev is the CEO and co-founder of Leanplum, the most powerful A/B testing platform for mobile apps. Prior to Leanplum, Momchil was a tech lead at Google where he built some of the core A/B testing infrastructure for YouTube ads.
    [Email Momchil]

    Are you creating what your customers want and not what you THINK they want? How do you fail fast, iterate and stay lean and responsive to customers using data? We’ll present the top 7 principles of effective A/B testing along with examples you can take home with you and start doing immediately. From early launch to sun-setting your game, come learn how you can get the most out of A/B testing to optimize and personalize your mobile app customer experience.

  • Solving the Discovery Dilemma for Games
    Stephen CHUN, Head of Gaming Sales North Asia & Emerging Markets, Facebook

    [Email Stephen]

    Learn how to get your mobile apps and games discovered and growing your audience through various Facebook solutions.

  • The Future of Gaming is Big Data
    Nate WIGER, GM Gaming Solutions, AWS



    Collecting analytics on your players and their experience in your game is a key success factor for free-to-play games. Despite this, most free-to-play games fail to gather the right metrics or do the right types of analysis to understand what players love (and hate) about the game. Learn what companies like Rovio and Supercell are doing today to gather statistics on their players and analyze them in the cloud. Then, learn what the future looks like, as big data analysis and real-time analytics come into play, and the huge untapped potential they can unlock for gaming and mobile entertainment.


  • 2:00 - 2:20


  • Raymond WONG, Sr. Vice President, Tecmo Koei Singapore Pte Ltd
    Raymond joined TECMO KOEI in 2004 and established the Singapore development studio. Today, the Singapore studio is responsible for key titles in the console space and an increasingly large proportion of social network games. His strong interest in developing the game industry in Singapore can also be seen by his work on the advisory committees of Nanyang Polytechnic, Infocomm Development Authority of Singapore and Digipen Singapore. Prior to joining KOEI, Raymond was involved in a variety of roles including 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.

  • App Discovery and The Marketer's New Clothes: Rankings, Advertising & Keywords
    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 attending a 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]

    Today’s game publishers and marketers are more sophisticated than ever and are eager to make smarter decisions in the fast-evolving mobile app ecosystem. In this new age of apps, marketers must become familiar with a whole new set of channels and metrics to really scale app marketing success. App store data, advertising analytics, and app store optimization are all tools that help publishers maximize revenue and downloads and improve discoverability. Join Junde Yu as he uses real-world examples to provide a full picture of the app marketing opportunities available and to get actionable tips to capitalize on the best ones for your business.

  • Top 5 Mistakes Developers Make When Publishing a Game Globally (And How to Fix Them--Fast)
    Stephen LEE, VP of Publishing, 6waves






    [Email Stephen]

    As social and mobile games continue to explode, developers are now armed with more tools, and can reach a wider audience, than ever before. Unfortunately, competition is fierce, and most games launched will not succeed. How can developers give themselves the best chance to beat the odds? This talk will share perspective from a publisher's perspective and highlight key issues developers should be mindful of when getting ready to launch and grow their games globally.


  • 2:30 - 2:50


  • Nicole LAZZARO, President, XEODesign, Inc.
    Nicole Lazzaro is a world-renowned game researcher, designer and speaker who makes games more fun. She discovered the Four Keys to Fun in 2004, a model used by hundreds of thousands of game developers worldwide. She used this model to design the iPhone's first accelerometer game in 2007, now called Tilt World, which aims to plant one million trees in Madagascar. Nicole has been named one of the most influential women in the gaming industry by Fast Company, Forbes, and Gamasutra. Nicole's work on user experience and emotion spans over two decades, and she has worked with some big names such as EA, Ubisoft, D.I.C.E., and The White House.
    [Email Nicole]

    Gameplay that converts players creates strong emotions that A/B testing and traditional marketing methods can't measure. Other methods can, and developers that access player emotions early in game development can innovate with much less risk. Beyond level packs and ammo, players crave specific emotions in exchange for their hard-earned cash. Come find out how games such as Candy Crush Saga, Minecraft and Jetpack Joyride go beyond emotions like fiero and schadenfreude to motivate players to convert. Starting with new XEODesign research of the top grossing free-to-play games, together we dive deep into the world of player emotion to explore why players pay for lollipop hammers and custom G-suits. This diagnostic approach to sculpt emotional responses can improve conversion as early as the design document. Emotions are more than rewards for a job well done. Join us for the full story and add the emotions that aid player conversion to your game. Free white papers on emotion and games:http://4K2F.com

  • Analysis of the Asian Mobile Market and What It Takes to Succeed on Android
    Choy WAI CHEONG, Director, 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 business in Southeast Asia and beyond.
    [Email Choy]

    Choy Wai Cheong will discuss the current state of the Android market throughout Asia, highlighting what changes we have seen in the past 6-12 months. He will analyze the market on both a macro- and micro-scale, reviewing the sales and growth of the region as a whole, and will also identify which marketing methods are successful in specific regions and why. Finally, Choy will present regional case studies to demonstrate how to effectively market your app and pinpoint particular market differences within the region.

  • How Asian Mobile Game Developers Can Break Into the US Markets
    Yat SIU, Co-Founder, Animoca
    Yat Siu is the co-founder of Animoca and the founder and CEO of its parent company, Outblaze, a messaging communications company that services over 40 million users today based out of Hong Kong. Yat has previously worked for Atari Germany, served as director and head of East Coast operations for Lexicor, established Hong Kong Cybercity (the first free web page and e-mail provider in Asia, later renamed Freenation), as well as AT&T Solutions™ System Integration practice. He has been named a Global Leader of Tomorrow and a Young Global Leader by the World Economic Forum.
    [Email Yat]

    The $3 billion North American mobile gaming market represents an enormous opportunity for Asian game developers looking to expand overseas. And yet, the North American market is markedly different from Asian markets, demanding a whole new approach from developers. How can Asian developers “westernize” their games for US audiences? What are the best strategies for marketing to US users? What type of partnerships must developers forge, and which platforms offer the best chance for success? Animoca’s Yat Siu answers these questions and others as he helps Asian mobile game developers understand what it takes to break into the US market.


  • 3:00 - 3:20


  • Dhruv PARPIA, Solution Architect, AWS


    Discover how mobile game companies are leveraging AWS to build cost-effective, scalable games. Learn how companies like Supercell are using EC2 and S3 to run their online game servers. Understand the challenges in scaling game databases, and how developers like Halfbrick use DynamoDB to overcome these demands. Finally, see how to stream game telemetry to the cloud in real-time using Kinesis. Then, analyze your players with Redshift or Elastic MapReduce like Rovio does.

  • App Marketing Trend in East and Southeast Asia
    Motoki KIKUTA, Head of Smartphone Marketing Business SEA, Adways
    Moto is the head of smartphone marketing business of Southeast Asia at Adways Inc., a mobile marketing company headquartered in Tokyo. Moto began his career working at one of the biggest digital marketing firms in Tokyo and gained mobile marketing knowledge at the dawn of mobile era. In 2012, Moto joined Adways to spearhead its global expansion and successfully launched smartphone advertising business in Thailand. His personal achievements include LINE and Koram Games that have succeeded in Southeast Asia’s market.
    [Email Motoki]

    Asia is the leading app market in the world that makes almost 40% of the total revenue globally. This session will give effective marketing methods in user acquisition of East Asian markets including a new advertising model that has gotten a lot of attention recently. This session will also go through the rise of Southeast Asian market especially focusing on the most emerging market in Thailand. Adways will share real data and case study from its experience in supporting UA for a major mobile player.

  • Behind The Great Wall - A Deep Dive Into The Chinese Mobile Gaming Market
    Ibrahim DAI, Chief Evangelist, TalkingData
    Mr. Ibrahim Dai is the Chief Evangelist of TalkingData, China's leading data service provider for Mobile Internet. He has a solid professional background in TMT industry with rich executive experience in the mobile Internet field. Before joining TalkingData, Mr. Dai served as senior solution manager at BEA/Oracle in charge of TMT solution design and delivery for global key customers.
    [Email Ibrahim]

    As a two billion dollar industry with 100% annual growth, the mobile gaming market has become very lucrative for developers who understand the analytics behind the Great Wall. There are so many questions for people outside China. What gaming genres are successful in China? What are some of the KPI's and benchmarks of successful titles in China? Are behaviors of Chinese players vastly different from western players? TalkingData, China's leading data service provider on Mobile Internet, has all the answers.


  • 3:30 - 3:50


  • Chen QI, COO, FunPlus
  •  
  • Zero to 80 Million: How Ski Safari Became a Chinese Hit
    Henry FONG, CEO, Yodo1
    Henry Fong has published and co-produced several dozen Western mobile games in China, including Cut the Rope: Time Travel and Ski Safari. He’s spoken about Chinese mobile gaming for GDC and Casual Connect, been interviewed on the subject by TechCrunch and the BBC, and is an expert blogger for Gamasutra.
    [Email Henry]

    This session explains step-by-step how Ski Safari, a little-known casual single player game from the indie Australian studio Defiant Development, became one of China’s most played mobile titles on both iOS and Android, gaining 80 million players in under two years. Attendees will learn what's required for other Western mobile games to also become well-monetized hits in China - from design principles to localization and culturalization methods, to marketing and social media promotion, to publishing and monetization strategies.


  • 4:00 - 4:20


     
  • Go HTML5 or Die: The Cure For Your Declining Flash Games Business
    Alexander KRUG, Founder & CEO, SOFTGAMES
    Alexander Krug holds a Master of Arts in Media Management having studied in Mittweida – one of Germany´s most respected media universities. Previous to SOFTGAMES, Alexander has worked at Yahoo! Germany and managed to re-launch their complete gaming portal. Alex has also co-founded 2 successful startups, a role that’s perfect for him given his ten-plus years of experience making big things happen.
    [Email Alexander]

    Given the unstoppable growth of mobile penetration and pervasive trend of shifting from desktop to mobile, it will be up to the quickest and cleverest to survive. In this age of mobility, old Flash Game Portals will either go extinct or climb to new revenue heights by adapting new mobile strategy. Alexander, an expert in mobile monetization, will share a quick and experience-based introduction to HTML5 gaming strategy. This presentation can easily be adopted into your own work, and might be a cure for your declining flash games business.

  • Disrupting the Playground: What It Takes to Succeed in the US Kids’ Market
    Clark STACEY, CEO, Animal Jam (SBI)
    Clark Stacey is the CEO of Smart Bomb Interactive, a leading developer of online worlds and F2P games for players of all ages. Before co-founding Smart Bomb in 2003, he was a partner, creative director, and vice president with Beyond Games, where he contributed to a decade of action titles across platforms ranging from the Atari Lynx to the PS2. He was also the CEO of Cobalt Interactive, a developer of branded casual games and educational titles for kids 12 and under. He is currently managing the expansion of Smart Bomb’s Animal Jam and Tunnel Town properties into new territories and media verticals. Clark graduated from the University of Utah with a degree in English Literature and Philosophy, and is evidently doing what one does with those qualifications.
    [Email Clark]

    Games and online communities designed specifically for kids are a big business in the US, generating hundreds of millions of dollars for marquee IP holders like Disney and Nickelodeon. Many developers and publishers shy away from this market, however; in part because of perceived hurdles in marketing, privacy protection, monetization and design that come with the under-12 audience. This session examines how the MMO game world Animal Jam has dealt with these challenges to become one of the most valuable online properties for children, and how developers in Asia and elsewhere can succeed in the US with this multibillion-dollar market segment.


  • 4:30 - 4:50


     
  • App Store Optimization for Game Developers
    Gabriel MACHURET, ASO Consultant, Author, Trainer, ASO Professional
    Gabriel Machuret is a leading app store optimization expert, consultant, trainer and author. In the last 2 years, Gabriel has helped over 100 different app companies to achieve better ranking by implementing practical and effective app store optimization strategies. Gabriel is the host of the ASO podcast and he is a best selling ASO trainer at Udemy. Gabriel believes that ASO should be approached in a fresh and human way, and that all developers should empower themselves to be masters of their own app ranking.
    [Email Gabriel]

    How can app developers use app store optimization to take advantage of easily obtained organic traffic? By understanding how different app store algorithms work, developers will be able to identify market opportunities and easy victories in a very competitive app game ecosystem.

  • HTML5 and the Future of Mobile Games
    Albert LAI, Co-Founder & CEO, Big Viking Games
    Albert is a serial entrepreneur and has been the co-founder/CEO of six technology companies, including Big Viking Games, Kontagent, MyDesktop Network, and BubbleShare. He also helped start and host the first DemoCamp, the largest and longest running "unconference" in Canada, which now has events taking place around the world. Albert was one of the youngest ever to be invited to speak at TED, and regularly keynotes or speaks at industry events worldwide.
    [Email Albert]

    Big Viking Games has used HTML5 to create immersive mid-core games whose gameplay is identical to rival native apps. Join Albert as he talks about what the future holds for HTML5 games and what business and technical barriers need to be overcome for HTML5 to become a more attractive platform to build on.


  • Tower Ballroom Acacia

     
  • May 21:
    Funding & M&A/Casino

    Emcees: Jim PERKINS, Director, Digital Media Specialist, Corum Group
    Elad KUSHNIR, VP Business Development, Playtika

    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.
    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    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 and WSOP poker, Playtika consistently holds the title of the largest social casino developer of the globe. As VP of business development, Elad is in charge of all M&A activity as well as heading strategic partnerships for the company.
    [Email Elad]

  • May 20:
    Monetization & Payments


  • 10:00 - 10:50


     
  •  
    Yinglan TAN, Venture Partner, Sequoia Capital
    Chih-Han YU, Ph.D., CEO & Co-Founder, Appier
  •  

    11:30 - 11:50


     
     
     

    11:30 - 11:50


     
  • Building a Game Platform in Indonesia: Touchten's Story
    Anton SOEHARYO, CEO, TouchTen






    [Email Anton]

    After receiving investments, Touchten is embarking on a new challenge to build a game platform for smartphone users.

  •  

    12:00 - 1:00


     
  • LUNCH BREAK
  • LUNCH BREAK

  • 1:00 - 1:20


     
  • Mergers & Acquisitions : Market Update on Trends & Predictions
    Alina SOLTYS, Senior Analyst, Corum Group
    Alina Soltys joined Corum Group in 2010, located out of their Seattle headquarters working on client engagements in the financial and research capacity. Prior to this, she worked as an acquisitions specialist at a real estate development firm specializing in acquiring multi-family properties throughout the Pacific Northwest. During her college years, Alina was an intern within the mergers and acquisitions group at Colliers International where she contributed in marketing, finance as well as strategic growth and positioning. Alina graduated from the Foster School of Business at the University of Washington, specializing in finance and entrepreneurship.
    [Email Alina]

    Timing is everything when deciding the next strategic steps to take with your company. This talk presents an overview of the industry’s buying trends, investment rounds, drivers of value and interest and our expectations for the coming years in-and-around gaming, content and media.

  • Successfully Going Global – Key Trends
    Nick MACILVEEN, Head of Digital Goods Vertical, Asia Pacific, Paypal






    [Email Nick]

    Finding the key partners, which markets to start with, or how to address fraud concerns are a few of the key considerations to go global. As a key partner, PayPal has helped some of the most successful Gaming companies in the world grow beyond geographical limits, and gained a deep understanding of what made some companies successful and some other fail. This speech will be the opportunity to share the key trends in the digital space to keep in mind to successfully go global.


  • 1:30 - 1:50


     
  • Building Company Value: Do’s and Don’ts When Selling Your Company
    Jim PERKINS, Director, Digital Media Specialist, Corum Group
    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.
    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    The sale of your gaming company has the potential to be the most important transaction of your life—don't launch this final step without a walkthrough from the experts. We’ll share lessons learned, tips for preparing and proven processes you need to sell your company—and the negotiation pitfalls and deal disasters that can vaporize value. Built from the largest body of technology mergers and acquisitions, this presentation will help you prepare for battle when considering selling in the next three years.

  • Why Publishing is Broken and What Airbnb Has to Do with It
    Yaniv NIZAN, CEO, Soomla
    Yaniv Nizan is the CEO and Co-Founder of SOOMLA, an open source company allowing mobile game developers to share resources and data. Yaniv is also an Expert blogger on Virtual Economies at Gamasutra and a speaker at different industry events.
    [Email Yaniv]

    Publishing as we know it evolved long ago and has become obsolete. It doesn't fit in the age of digital distribution and shared economy. Crowd funding was the begining but the future is much brighter for self published games. Open source tools are disrupting game development and shared data is leveling the playing ground.


  • 2:00 - 2:20


     
  • Buyers Power Panel | 2:00 - 2:50
    Elad KUSHNIR, VP Business Development, Playtika
    David AN, Director of Mobile Games, ProSiebenSat1 Group
    Moderated by Jim PERKINS, Director, Digital Media Specialist, Corum Group
    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 and WSOP poker, Playtika consistently holds the title of the largest social casino developer of the globe. As VP of business development, Elad is in charge of all M&A activity as well as heading strategic partnerships for the company.
    [Email Elad]

    David An is currently director of mobile games at ProSiebenSat1 Group where he is responsible for global mobile game licensing, product management and TV and performance marketing. Previously, he was founder and managing director of Rumble Media, a VC-backed mobile and online gaming company where he built one of Germany’s leading gaming portals Fettspielen and Playandroid.
    [Email David]

    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.
    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    Find out what the industry's top buyers are looking for in partner companies, and get the inside scoop on how they evaluate gaming companies for an acquisition. How about after the transaction closes? How will your company be integrated into the mother ship? This panel gets you deep inside what the buyers are thinking when approaching companies.

  • Monetization: What Differentiates Top Earners from Everyone Else
    Peter HEINRICH, Technical Evangelist, Amazon
    Peter Heinrich has programmed video games since 1991, when he started his career porting flight simulators to the Amiga. Now a technical evangelist for the Amazon Appstore, Peter posts regularly on topics relevant to mobile app and game programmers, including monetization, analytics, and programming patterns.
    [Email Peter]

    The Amazon Appstore for Android represents millions of downloads and in-app purchases every year, and being metrics-driven, we couldn't let all that data go unanalyzed. Using cohort analysis, we identified key predictors of top-earning mobile apps and games, and offer practical insight into maximizing monetization.


  • 2:30 - 2:50


     
     
  • Programmatic Trends in Gaming and Why Real-Time Matters
    Sonal PATEL, Business Development Director JAPAC, Twitter Exchange
    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 Expedia, Orange Telecoms and went on to grow the international team of RightMedia Advertising-Exchange in Hong Kong and South-East Asia, which Yahoo acquired. Sonal thereafter went on to become industry head of new media aolutions at Google Singapore, working with large advertisers in key verticals and resides in Singapore. Sonal currently is business development director at Twitter Exchange in JAPAC which connects real time advertising with real time communication.
    [Email Sonal]

    Social Media has exploded the digital landscape and mobile has made digital advertising accessible to many in the developing world. Now we have real-time connection with real-time conversation. Programmatic real-time bidding allows marketeers to tap into real-time advertising. 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?


  • 3:00 - 3:20


     
  • Social Casino in Emerging Markets
    Vicenç MARTI, CEO, Akamon
    CEO and co-founder of Akamon Entertainment, Vicenç Martí is an expert in the specifics of the gaming industry, where he had previously worked as managing director at Cirsa Gaming Corporation. His professional record also includes being chief marketing officer at Spanish low-cost airline Vueling, and CEO at fashion label Custo Barcelona. He graduated in communications from Saint Louis University, and earned an MBA from IESE Business School, completed with an Executive program at Stanford University Graduate School of Business.
    [Email Vicenç]

    While publishing in core markets, such as the English speaking market, continues to be the goal for most larger gaming companies, alternative markets are becoming increasingly inviting. The slim margins in the regulated markets lead operators to seek out opportunities in alternative markets- with Asia being one of them. It is important to understand the cultural similarities and differences and have a deep knowledge of the local game scene. Come and listen to Vicenç Martí, the CEO of Akamon, explain how the emerging markets are an exciting opportunity in the social gaming industry.

  • Knowing Your 'Apponomics' to Make the Right Moves Faster
    Jayesh EASWARAMONY, Vice President, Business Development, inMobi
    As the vice president for business development at Inmobi, Jayesh is driving the rapid growth of Inmobi’s advertising network and user reach in Asia through key partnerships with digital industry leaders and app developers. He has also shaped Inmobi’s global monetization strategy and foray into publishing. Prior to Inmobi, Jayesh worked with Frost and Sullivan as the leader of its TMT practice. He advised several companies on their mobile internet, new media, market entry and new product strategies. He was widely respected for his views on the industry having provided several interviews to leading publications and spoken at various industry forums. Jayesh earned an MBA from the prestigious Indian Institute of Management. He has also worked with Newscorp in India to set up their pay TV business and the Tata Group to enter the telecom business. Jayesh is also an avid movie buff who writes movie reviews on Indian cinema.
    [Email Jayesh]

    As the mobile gaming industry matures rapidly, with over sized acquisition budgets, fast scale and multiple monetization options, a wrong decision can be fatal. This multiplicity in viewpoints can be intimidating for even the most seasoned of app developers, especially when it comes to mobile advertising. Jayesh will walk the audience through the Key Decision Variables that every app developer needs to consider while embracing mobile advertising. The app developer will understand a.) how to choose the right ad formats based on his desired user experience and app type, b.) key ratios (ARPDAUs, session times) that influence mobile ad revenues compared to IAP revenues, c.) maximizing the audience base in a sustained manner and not just traffic, and d.) winning globally.


  • 3:30 - 3:50


     
  • So You Want to Get Into RMG? What You Need to Know
    Jonathan FLESHER, EVP Business Development, Betable
    Jonathan Flesher is Betable's executive president of business development. Jonathan brings a wealth of diverse experience in games, digital entertainment, and finance having previously worked at JP Morgan, Kohlberg Kravis Roberts & Co., and Electronic Arts. Jonathan was most recently vice president and general manager of business development at Zynga where, among other things, he oversaw Zynga’s deal to enter the real-money gambling space and license its brands for lottery tickets.
    [Email Jonathan]

    As the first platform that enables developers to offer real-money play into their own games, Betable has gained important learnings. Join Betable’s EVP of BD Jonathan Flesher to get a better understanding of what is working for real-money game developers, and what should be avoided. What are the best implementations of real-money play? Can or should you bolt real-money play onto an existing game? What about marketing? Is the landscape similar to that of free-to-play games? This and more from Jonathan who knows developers’ deepest concerns firsthand having worked at both Zynga and EA.

  • Creativity & Mobile Game Monetization: How Developers are Creatively Weaving Monetization Mechanics into their Apps to Enhance the User Experience and in Turn Maximize Monetization
    Jonathan ZWEIG, President & Founder, AdColony
    Jonathan Zweig is founder and president of AdColony, the leader in breakthrough mobile video advertising. With deep roots in mobile app development, Mr. Zweig has been featured in Forbes and the Wall Street Journal for his work at the company. Prior to AdColony, Mr. Zweig designed and implemented medical software for massive patient data sets at UCLA Radiology. Mr. Zweig holds a BS in Computer Science from the University of California, Los Angeles.
    [Email Jonathan]

    Successful developers think carefully about user experience when implementing non-IAP revenue -- often less is more when it comes to ad monetization. Developers who leverage player data and incorporate enticing, creative monetization hooks to enhance the user experience tend to make more compelling games and more money. Jonathan Zweig, president & founder of mobile video advertising platform AdColony, will discuss five key dimensions of monetization: creativity, frequency, eCPM, session time, and app profile to present best practices for creatively weaving monetization mechanisms into the game experience.


  • 4:00 - 4:20


     
  • How to Add Gambling to Your Mobile Game: Legal, Technical, and Game Design Considerations
    David CHANG, CMO, Gamblit Gaming
    David Chang is a founder at Gamblit, responsible for game design, business development, and gambling licenses. David was founder of Gamiker, a mobile game developer bringing entertainment franchises to mobile, and OnNet Europe, a leading online games company. David was IGN's managing director and led expansion into Europe and Asia.
    [Email David]

    The creativity of the games industry can transform the gambling industry, whose core offerings have not changed for a long time, and give the gambling world the dose of innovation they need to attract audiences for future growth. Developers in turn gain access to a lucrative new market. However, gamblifying an interactive game is not as simple as just adding gambling. The gameplay and triggers within the game need to be very different to operate within the laws. This session will take a deep dive into how to structure games as well as the gambling technology infrastructure to be in compliance with legal regulations. Games will be demonstrated to show what types of play or gambling can occur at which points in the game, and how they need to work to comply with legal regulations.

  • Asia's Role in the Evolution of Carrier Billing
    Kurt DAVIS, Managing Director of Asia, Boku
    As managing director of Asia, Kurt works with merchants, publishers of all sorts as well as perspective global partnerships. Previous to BOKU, he lead business development efforts at a two mobile startups – one he founded in Shanghai, China and another in the US where he worked with carriers, OEM's, and media partners. Kurt started his career working in strategic investing at GE Asia Pacific Technology Fund in Hong Kong and Mitsui Ventures in Silicon Valley.
    [Email Kurt]

    This presentation will focus on how Asia has played a significant role the evolution of carrier billing from virtual goods to digital goods to payments in the real world, a deconstruction of the carrier billing ecosystem, the value proposition for consumers, merchants, and MNOs, and the future of carrier billing including opportunities throughout Asia.


  • 4:30 - 4:50


     
  • Increasing the Chances of a Commercial Hit
    Paweł WEDER, CPO, Ganymede
    Paweł Weder is one of the most experienced game producers in Poland. He has been working in the gaming industry for 15 years, developing games from the design and production stage to marketing and onto successful sales. Paweł has previously worked for Ubisoft and Reality Pump. He currently serves as the Chief Product Officer at Ganymede, focusing on product and market strategy. He also develops strategies for new and existing products, markets and industries to meet each company’s growth objectives. He also executes games market research, including market segmentation and trends. Currently he builds and manages Poker Texas Holdem and Bingo, social casino games available to players across the world.
    [Email Paweł]

    Social casino games are one of the fastest growing markets ever. This market evolves so fast that changes, new trends and new products can be found on a daily basis. It is very hard to stand out in the crowd and, more importantly, make money with your product. This talk is about actual trends and opportunities (ideas) on how to raise your revenue, retain your customers, and increase your chances to have a hit.

  • Golden Rules of Monetization
    Jeff TENNERY, SVP Global Monetization Solutions, Millennial Media
    At Millennial Media, Jeff is focused on expanding the company’s monetization tools and solutions for mobile application developers. Over the past six years, he has led business development and publisher services efforts to help build the company’s industry-leading mobile advertising application portfolio. Jeff brings more than 25 years of sales and marketing experience in the wireless telecommunications industry, including executive roles at Verizon Wireless, SunCom (Telecorp PCS), nTelos and AT&T Wireless, among others.
    [Email Jeff]

    With tablets and smartphones steadily chipping away at the computing device market, developers worldwide are successfully capitalizing on the trend toward personal computing devices – showcasing over 1 million apps in both the Apple AppStore and Google Play, respectively. As this trend becomes increasing global, savvy app developers are looking for ways to best monetize their apps for success and sustainability. In this panel, Millennial Media SVP of Global Monetization Solutions Jeff Tennery will present the golden rules for monetization by outlining strategies and examples for appealing to the right audience at scale. Panel attendees will leave equipped with pinpointed steps to take their apps to the next level.


  • Tower Ballroom Banyan

  • May 22:
    Developer Workshops

  • May 21:
    Indie Development & Postmortems

  • May 20:
    Development


  • 10:00 - 10:20


  • Workshop | Architecting Games in Unity: Common Patterns for Developing Games in Unity | 10:00 - 10:50
    Rus SCAMMELL, Product Evangelist, Unity
    Rustum Scammell has been making games for more than 10 years. He owns Craft Colony, a game production & consulting company. He is a games technology generalist and takes a holistic approach to game development. He has been developing in Unity since 2009. Rus is an MSC Malaysia Intellectual Property Creators Challenge (IPCC) winner. In 2012, he released Penyu the Turtle, a top‐down shooter for iOS. He also launched and managed Malaysia’s first online portal for game assets. Previously, he was technical art director at Big Bad Robots and senior 3D artist at GameBrains. He lives in Kuala Lumpur, Malaysia.
    [Email Rus]

    Unity gives you a rich set of building blocks that can be used to construct any type of game. As a result it can sometimes be difficult to know how to architect your game in a way that's easy to iterate and build upon. This talk will cover a basic architecture structure for your game and point out some commonly overlooked details that can have a major impact on performance. The talk is geared towards programmers at all skill levels, but will be the most beneficial for beginner or intermediate programmers.

  • Freemium vs. Premium, an Indie Dilemma
    Ian GREGORY, Co-Founder and Creative Director, Witching Hour Studios
    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. Prior to the gaming industry, Ian spent 7 years working as an advertising copywriter/slave.
    [Email Ian]

    As the industry has evolved around the rise of the freemium model, many indie developers are faced with an important question. Do I take the plunge too? Unlike bigger studios, a single title could make or break a newly founded indie. Having tried both premium and freemium, Ian hopes to share his experiences and perhaps point people in the direction best fitting for them. While both are valid methods, one would fit better than the other for different indie set-ups.

  •  

    10:30 - 10:50


     
  • Discovering the Indie Game Scene in Japan: Playism as a Case Study
    Robert PONTOW, Executive Marketing Director, Active Gaming Media
    Involved in the gaming industry since 2009, Robert boasts a deep understanding of major world markets and has utilized his wealth of experience in marketing and bizdev to assist several titles in their entry into the Japanese market. He also helped launch Playism, the international indie game site.
    [Email Robert]

    With the rise of online game platforms, the possibilities for game developers become limitless, yet success in some markets remains a mystery. Why does one game succeed in one region over another? Learn about the power of culturalization and how to use the unique aspects of the indie scene to find success in Japan and abroad.

  • Great Sound. Great Game.
    Gwen GUO, Co-Founder, IMBA Interactive
    Gwen is the co-founder of IMBA Interactive, a Singapore-based studio that provides end-to-end audio solutions for video games and apps. Of the many games which she designed audio and created music for, a handful have bagged audio awards in IGF China 2013 and Casual Connect Asia 2013. She runs IMBA with two other audio specialists, providing sound solutions for bite-sized apps, full-blown game titles and everything in between.
    [Email Gwen]

    Increasingly, indie developers are recognizing that it pays to budget for a Sound Designer (not just a Composer) early in the development process. But as a developer, what do you look out for in a game sound designer? How can you make your game more immersive, memorable, and even more profitable? Now that audio middleware has been made highly accessible to indies, how can your game benefit from it? Join Gwen from IMBA Interactive, as she shares about how awesome audio often equates to a successful game!


  • 11:00 - 11:20


  • Workshop | Mecanim - Animation Workflows in Unity | 11:00 - 12:20
    Joh REUBEN, Evangelist, Unity
    Johaness "Joh" Reuben has been in game development for more than 15 years. He is the technical art director for GameBrains, one of Malaysia’s premiere game development companies and has shipped numerous titles on multiple platforms. He has also been involved in game art training, lecturing and consulting for some of Malaysia’s prominant game development universities. His expertise is in digital art production techniques, processes and methodologies for multiple gaming platforms and media, and is dedicated to the pursuit of interactive and technical processes of game development and art.
    [Email Joh]

    A comprehensive view of the time saving tools and methods of animating characters and game elements in Unity. The talk will cover animation retargeting, blending and transitions, and animating 2D elements.

  • Publishing and Distribution: What are Your Options? | 11:00 - 11:50
    Ian GREGORY, CEO, Witching Hour Studios
    Juan GRIL, Studio Director, Joju Games
    Chris NATSUUME, Creative Director, Boomzap
    Moderated by Yan MARCHAL, CEO, 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. Prior to the gaming industry, Ian spent 7 years working as an advertising copywriter/slave.
    [Email Ian]

    Joju Games' founder and studio manager Juan Gril has more than 16 years of experience developing casual games. Joju Games produces casual games for international clients including Atari, MTV Networks, and Disney.

    Juan is the advisor for the Free2Play Design and Business Summit at GDC, judge for the "Sense of Wonder Night" Game Festival at Tokyo Game Show and an editor of the IGDA Casual Games White Paper. The former head of Yahoo! Games Studios and a founding member of the team, he thinks video games are the coolest thing ever.
    [Email Juan]

    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, one of the top independant casual game development studios in the world. He holds a BA from the University of Texas at Austin and an MBA at the University of Washington, Seattle. He is the proud employer of the best damn game developers in Southeast Asia.
    [Email Chris]

    In the game industry since 1996, Yan first joined Ubisoft as a programmer and contributed to some of the then-midsized publisher's early successes (and failures).

    In 2003, irresistibly attracted by entrepreneurship and by the charms of Asia, Yan left Paris for Bangkok and founded Sanuk Games. After a couple of years of soul-searching and rollercoaster-like highs and lows, Sanuk Games established itself as a prominent console and mobile game developer, and released over 50 games over the years. It presently boasts one of the most experienced game production teams in the region.
    [Email Yan]

    You're investing countless efforts into making a great game, now how do you go about bringing it to the market and making a living from it? Which platforms and channels should you focus on? Should you publish the game by yourself or partner with a publisher? How do you spread the word about your game? If you self-publish, how do you attract and retain users? If you go with a publisher, how do you find the right one, and what are the pitfalls? In this session, veteran indie studio managers who have all taken very different routes to the market will share their experience and their thoughts on the business side of game development.

  • Reversing a Cliche - Developing the Idea Behind Meanwhile In A Parallel Universe
    Diptoman MUKHERJEE, Co-Founder, Zombies Indie House
    Diptoman is an undergraduate computer science student and the co-founder of Zombies Indie House - an indie studio based in India. He was also the winner of the Student Game Of The Year award at the NGF Awards 2013 and has won several other national and international competitions.
    [Email Diptoman]

    The session will discuss the use of cliches in video games. Instead of trying to avoid them altogether some games have used them to their advantage. Diptoman will also discuss the design principles used in his game Meanwhile In A Parallel Universe in detail - how the game idea gradually developed based on this concept and what design-related problems needed to be addressed.


  • 11:30 - 11:50


     
     
     

    12:00 - 12:50


     
  • LUNCH BREAK
  • LUNCH BREAK

  • 1:00 - 1:20


  • Workshop | Exploring Linkage Between Successful Digital Campaign and Gaming: A Strategic Perspective
    Siddhartha Paul TIWARI, Solutions Consultant, Google Asia Pacific
    Siddhartha Paul Tiwari (aka 'Sid') is the solutions consultant at Google Asia Pacific, Singapore. Prior to this he was spearheading learning and development for Google across Asia Pacific based out of Tokyo and was a product lead. He is known for his pioneering works in the areas of e-governance and information and communications technology (ICT). He has been a widely recognized subject matter expert for his leadership and success on Internet and e-governance. He has delivered a host of invited lectures at various conferences, events and educational institutes. With a view to equip varsity students with the latest knowledge on e-commerce and internet business he has been responsible for the creation and introduction of 'Digital Marketing' as an academic course and successfully launched this course at the Indian Institute of Management (IIM, Indore) as a credit course in 2010.
    [Email Siddhartha]

    This presentation will bring together examples and strategic perspective on how gaming design capabilities combine into a single digital campaign unit, focusing on high-quality, cost effective implications in digital media. The presentation will also cover the latest concepts and practices in the profession of gaming and the digital world.

  • Let's Get Featured! Top Tips for Getting an App Store Feature
    Matthew HALL, CEO, KlickTock
    Matt Hall is the director of KlickTock, a one-man-band game studio located in regional Australia. At KlickTock he has released 5 games on the App Store, 3 of which have been at #1. His games have been downloaded more than 10 million times worldwide.
    [Email Matt]

    An App Store feature is one of the greatest things that can happen to an independent mobile developer. Front and centre placement means an enormous audience will see and play your game. We will review do's and don'ts to ensure that your game has the best possible chance of a feature.

  • Clumsy Ninja – Building a Believable Character
    Simon MACK, CTO, NaturalMotion
    Simon Mack is the CTO of NaturalMotion. After completing his Masters in Engineering at Oxford University, Simon worked at MathEngine Plc developing the Karma physics engine before joining NaturalMotion in 2003 as a developer. Now he leads technology development for games and middleware at NaturalMotion.
    [Email Simon]

    This session will look at some of the technology and techniques behind NaturalMotion’s Clumsy Ninja. We will examine the most advanced character animation system in mobile gaming and look at what the team learned about using it to create an engaging, dynamic and believable character.


  • 1:30 - 1:50


  • Workshop | Grow Your Games with Games Cloud Engine
    Cory FRANZMEIER, Head of Cloud Platform Asia Pacific, Google
    Cory has over 15 years' experience working with customers across the IT spectrum. During the last four years, Cory has worked at Google, passionately helping companies utilize the power of the Cloud. He leads the Google Cloud Platform team for all of Asia Pacific.
    [Email Cory]

  • 1024
    James BARNARD, Founder, Springloaded
    James Barnard has worked in the games industry for just over 15 years and has done everything from being a musician to producing on a triple A console title. James started as a small developer in the UK working with companies like EA and Sega, and then eventually moved to Singapore to become a lead designer at Lucasarts. In the last two years, James has started his own studio and built multiple titles, both as a single developer, and now as the leader of a team. Springloaded has gone through the trials of self-publishing and working with a publisher, having reached a point where the company is sustainable.
    [Email James]

    James takes the challenge of covering 10 or more random topics within 24 minutes. To be discussed: from bedroom to boardroom - how he went from just himself to a full studio in 12 months; cross-platform with c# - building games on mobile and console with a unified codebase; living the dream, what it's really like to code a game on a beach in paradise, and many more.

  • Representing Real-World Issues through the Medium of Games
    Ansh PATEL, Founder, Narcissist Reality
    Ansh is the lone twisted mind who works under the moniker of Narcissist Reality, developing experimental prototypes on topics rarely touched upon in games and writing occasional articles on game criticism. He is currently working on his first major project, Exist, a philosophical horror-adventure game.
    [Email Ansh]

    Games have an immense potential to be a powerful means to influence the world around us by representing social, economic, political and personal issues through an interactive medium that allows the player to experience the world we live in from a unique perspective.This session focuses on how we can represent such issues through examples and the incredible opportunity it opens up for gameplay mechanics and narrative.


  • 2:00 - 2:20


  • Workshop | Growing Your Business with Google Play
    Bob MEESE, Global Head, Games Business Development, Google Play
    Bob oversees global business development for games on Google Play. His team works with mobile games developers worldwide to help them grow their businesses on Android, and works closely with product teams to influence development of key areas including payments, distribution, discovery and engagement. Prior to joining Google Play, Bob spent 4 years on Google's New Business Development team, focused on launching new gaming platforms on Chrome and Google+, and new ad formats across mobile, web, and TV.
    [Email Bob]

  • Makings of a League : From Free-To-Play Flash to Premium Mobile
    Yi Wei P'NG, Head of Studio, Kurechii
    P’ng Yi Wei is the head of studio at Kurechii, an indie studio that has released titles like Reachin’Pichin and The King’s League series. 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 the studio not only on the creative side, but also on technicalities, publishing and businesses. He also lectures at a local college on game design.
    [Email Yi Wei]

    Explore the transition of an experimental strategy game as it makes its way from the browsers to mobile. The King’s League and its sequel have been played by many for free on game portals, what did going mobile do for the game? A walkthrough of the development and thoughts behind The King’s League games: from game mechanics and assets, player retention and exposure, to platform transition and thoughts behind its model.

  • You Matter! - Moving Towards Interactive Stories
    Simon NEWSTEAD,
    CEO & Lead Game Designer,
    Frenzoo
    Simon is the CEO and lead game designer at Frenzoo - the creator of the Me Girl series of 3D games, enjoyed by millions of women and girls around the world. Simon also blogs about game design and the industry at iteratingfun.com. He is passionate about crafting creative, interactive and uplifting game experiences.
    [Email Simon]

    Stories and narrative in most mobile games today tend to be simplified, linear experiences, if there is any at all. Conventional wisdom says mobile players don't like to read. Yet, is that really the case? Is there an opportunity for more interactive dialog and stories where user choice matters? This talk will examine some of the new directions in story design, and take some examples from the last 12 months to show as a potential future for the space.


  • 2:30 - 2:50


  • Workshop | Growing, Retaining and Monetizing Your Mobile Gamers
    Vineet TANWAR, Strategic Partner Lead, Gaming, Google
    Vineet manages games partnerships for Google in South East Asia, Australia and New Zealand. He has over seven years of experience working in casual games on desktop and mobile platforms and is passionate about games as a business. Vineet has managed all business aspects of casual games, including launch, growth, monetization, partnerships and fundraising. Apart from games, Vineet is passionate about long-distance running and is training for his 5th marathon in May.
    [Email Vineet]

  • The First Cambodian Game Development Studio: It All Started From Zero
    Uy EAR, Founder, Osja Studio
    Uy is a computer, technology and video game enthusiast. He has been a game player since childhood, and has been in love with the idea of creating his own game ever since. In November 2011, without any degree, experience or skills in game development, he began to fulfill this dream with a couple of gamer friends by starting the first game development studio in Cambodia. He formed a team who learnt game development from scratch. In a year, Osja Studio has created three mobile games. One of them, Asva The Monkey, a logic puzzle game with stunning graphics, became number 1 game in 3 countries including Cambodia and Brazil. And got among the top 10 games in 20 countries. Uy is also working with NGOs in Cambodia to create games for change.
    [Email Uy]

    A game development studio is something totally new for Cambodia, even though the citizens are passionate gamers enjoying various mobile and PC titles. There are not even books or schools on gamedev there! So, in order to create our company Osja Studio we had to start and learn everything from absolute zero. Even though, it’s our new journey, we always keep a few things in mind: quality being of highest priority, integrating Cambodian cultural features into our games and fixing all issues that come our way.

  • Interactive Storytelling for Adventure Games
    Himanshu KAPOOR, Game Developer, Fleon Labs
    Himanshu is a part-time indie developer and proprietor at Fleon Labs. He has been passionate about adventure and role playing games ever since he got hold of his Nintendo DS. A programmer at heart, he has a dream to devise novel ways to tell interactive stories to the world.
    [Email Himanshu]

    What matters is not the story, but how you tell it. This talk will go over the effective ways to narrate your story to the player in order to make it a more engaging and personal experience. Beginning with a novel, yet simplified approach to interaction design, the session will move on to the seemingly complex topic of stepping into the player's shoes and invoking his/her emotions, and will conclude by talking about "connecting the dots" by using examples from Spellbound.


  • 3:00 - 3:20


  • Workshop | Developing and Deploying a Game on Windows Platform
    Tiam YANG, Co-Founder & CTO, Tyler Projects
    Tiam Yang is one of the co-founders and CTO of Tyler Projects. He graduated with a Bachelor of Computing in Communications and Media (Honours) from the National University of Singapore (NUS) in 2005. He has been actively involved in the development of several games in Tyler Projects over the years. He has also helped to initiate the technical localization of Battle Stations into other languages.
    [Email Tiam]

    - Demo of getting a sample game compiled and working on Windows 8 / WP8.
    - Demo of the submission process flow for Windows 8 / WP 8.
    - How Microsoft BizSpark can help new indie studios - software / hosting & DreamSpark for students.

  • From Broke to Millions - The Story Behind Pocket PlayLab and Juice Cubes
    Jakob LYKKEGAARD, Co-Founder, Pocket PlayLab
    Early on, Jakob decided to quit his university classes and a good job in Denmark so that he could move to Thailand and start his own business instead. While in Thailand, he co-founded Pagemodo.com which provided marketing tools for Facebook. After explosive growth, it was acquired by Webs Inc. in 2011. He later publicly listed VistaPrint Inc. less than 2 years after it was started. Today, Jakob is co-founder of Pocket PlayLab, the biggest independent mobile game developer in Thailand. Their latest title Juice Cubes was published in partnership with Rovio and has been grossing better than all of their titles (including all Angry Birds sequels). Pocket PlayLab has targeted gaming from a business focus and point of view. Doing this on their own internal platform has allowed them to build and self-publish more top grossing games. Though Pocket PlayLab is based in Thailand, the team of 50+ is a mix of Thai and 10 other nationalities.
    [Email Jakob]

    Jakob Lykkegaard will discuss how Pocket PlayLab went from nearly closing to becoming a top grossing mobile developer in less than half a year. Jakob will detail the full story and elaborate on which techniques he focuses on in the mobile free-to-play space.

  • Infectonator: Survivors - a Journey from Flash to Steam
    Kris Antoni HADIPUTRA, CEO & Co-Founder, Toge Productions
    Kris is CEO and co-founder of Toge Productions, an award winning independent games development studio based in Indonesia. Kris founded Toge Productions in 2009 with Sudarmin Then shortly after graduating university in late 2008. The studio focuses on creating high quality Flash games and has been able to deliver multiple successful Flash titles that have been played by millions of users worldwide. Now, Toge Productions has expanded its reach to Steam and mobile games. Currently Kris also serves as IGDA Jakarta Chapter Coordinator.
    [Email Kris]

    Infectonator: Survivors is a randomized permadeath survival simulator, an indie game about survival where death is permanent and worlds are randomly generated. This session will cover Toge Productions’ journey in developing Infectonator: Survivors from a Flash game to Steam and later mobile platforms.


  • 3:30 - 3:50


     
  • 10 Questions about Dusty Revenge
    KJ POH, Lead Designer, PD Design Studio
    KJ is the lead designer for Dusty Revenge. He spends most of his time working on the design of the game and managing production. Prior to developing Dusty Revenge, his studio has done plenty of projects in the realm of interactive digital media and games.
    [Email KJ]

    Go behind the scene with KJ, the lead designer for Dusty Revenge, as he answers 10 most common questions he received. Find out about the design challenges and production experience of developing the game.

  •  

    4:00 - 4:20


  • Workshop | Deploying a Gaming Server on Microsoft Azure Cloud Platform | 4:00 - 4:50
    Keon BOK LEE, Sr. Program Manager, Microsoft
    With over 11 years at Microsoft, Keon Bok Lee is their senior program manager. Keon assists cloud services partners in Southeast Asia and Korea to deploy their applications and services to Windows Azure through architecture review and technical support. Most of his time is spent reviewing cloud application architecture and recommending the best approach to migrate to Windows Azure. Keon Bok Lee has experience as a technical evangelist, engineer and in various other roles related to software development and enterprise platform. Prior to his current position, Keon spent over four years as chief architect in a consulting company. Keon holds a Bachelor of Physics from KGU in Korea.
    [Email Keon]

    In this session, you will learn about Microsoft Azure and why game companies are interested in moving their platform to a public cloud platform. Learn how to migrate your game services to a public cloud environment through several case studies with various game types (MMORPG, mobile SNG and FPS). Additionally, this session will cover the most important points for system architects to consider when designing for the public cloud.

  • Game Slam! | 4:00 - 4:50
    Tom SPERRY, Business Development, Exit Games
    David CHIU, Senior Director of Developer Relations and Business Development, Kongregate
    Rus SCAMMELL, Product Evangelist, Unity
    Bari SILVESTRE, Developer, Keybol
    James BARNARD, Founder, Springloaded
    Diptoman MUKHERJEE, Co-Founder, Zombies Indie House
    Sandeep SAHA, Founder, Sandyloisa
    Peter HEINRICH, Developer Evangelist, Amazon
    Moderated by Yulia VAKHRUSHEVA, Director, Indie Prize
    Tom Sperry is the head of Exit Game's business development. Exit Games is a venture capital backed technology company with a focus on the video game industry based in Hamburg, Germany. He also is the Managing Director of Rogue Venture Partners- A Portland (Oregon) based early-stage venture capital firm.
    [Email Tom]

    David P. Chiu is the senior director of Developer Relations and Business Development at Kongregate. Kongregate, a part of the GameStop Digital Network, is an online social gaming platform for web free-to-play games with over 15M core gamers (85% male, average age of 21) and also a publisher of mobile F2P games. Before joining Kongregate and GameStop, David was at Intel Corporation for more than 5 years in various gaming-related roles such as a Gaming Developer Relations Manager, US Gaming Campaign Strategy Manager and Software Business Development.
    [Email David]

    Rustum Scammell has been making games for more than 10 years. He owns Craft Colony, a game production & consulting company. He is a games technology generalist and takes a holistic approach to game development. He has been developing in Unity since 2009. Rus is an MSC Malaysia Intellectual Property Creators Challenge (IPCC) winner. In 2012, he released Penyu the Turtle, a top‐down shooter for iOS. He also launched and managed Malaysia’s first online portal for game assets. Previously, he was technical art director at Big Bad Robots and senior 3D artist at GameBrains. He lives in Kuala Lumpur, Malaysia.
    [Email Rus]

    Keybol is a one-man indie game developer company from the Philippines. Bari Silvestre has made a bunch of popular Flash games, some of which were showcased at game conferences around the world. Bari is now venturing into mobile, and his first big release happened to be a hit in the form of Pretentious Game.
    [Email Bari]

    James Barnard has worked in game development for the last 13 years having roles as both a lead designer and producer. His experience includes working on projects with Sega, EA, Midway, Acclaim and most recently 4 years with Lucasarts. James’ varied career has touched on every element of game development which is why now he has chosen to strike out on his own founding "Springloaded” an independent development and consultation company.
    [Email James]

    Diptoman is an undergraduate computer science student and the co-founder of Zombies Indie House - an indie studio based in India. He was also the winner of the Student Game Of The Year award at the NGF Awards 2013 and has won several other national and international competitions.
    [Email Diptoman]

    Sandeep started developing games as a hobby and slowly it turned out into a real thing. He has been developing games for 6 years now. He has recently won awards in IGF China 2013 and NASSCOM Gaming Forum for his game Save The Dummy. Currently, he is pursuing B.Tech degree in engineering and working on games during semester breaks.
    [Email Sandeep]

    Peter Heinrich has programmed video games since 1991, when he started his career porting flight simulators to the Amiga. Now a technical evangelist for the Amazon Appstore, Peter posts regularly on topics relevant to mobile app and game programmers, including monetization, analytics, and programming patterns.
    [Email Peter]

    Yulia has been in the games industry for more than six years. She is an avid gamer, industry matchmaker and independent games enthusiast.
    [Email Yulia]

    Game Slam is a special discussion panel where game industry experts will speak about highs and lows of the presented indie games. They will discuss the drawbacks in game design, visuals and user experience. Will developers be able to defend their games? Come and see for yourself!

  • Why Game Jams Are The Best Practice for Indies
    Chirag CHOPRA, Founder, Lucid Labs
    Since childhood, Chirag had just one career option in mind, and that was to make games for a living! He has participated in a lot of game jams and managed to shine in some of those. Game jams have not only helped him refine skills, but also became one of the key impacts for starting his own indie studio after getting success through one of the games created during a game jam. Now Chirag also holds a master's degree in video game design. Among the events he's participated in there's Global Student Game Development Competition 2014, he's also a nominee for Indian Creative Technology Awards 2014 (Excellence in Browser Gaming, Excellence in Mobile Gaming) and an official selection of NGDC 2012.
    [Email Chirag]

    Game jams are so much fun! Apart from drinking as much coffee as you want, you can actually go from zero to hero in a couple of days. This talk will overview the history of game jams: how it all started and what was the initial purpose. The history part will be short, promise! I will also shed some light on the importance of game jams and how they can help people, especially indies, to stand out from the crowd. I will gladly share some key techniques to have the best game jam experience and how to make the most of it.


  • 4:30 - 4:50


     
     
  • Developing Your App for the Global Market
    Chris MILLS, President, Hitcents
    Chris Mills is the president and co-founder of Hitcents, managing offices in both the United States and China. Chris' primary passion is working on business development through strategic partnerships and growing the Hitcents footprint. Chris has had detailed technological involvement in several industries, including Manufacturing (MRP/ERP), Distribution and Supply Chain Management (SCM), Accounting/Financial software, Self-Service technologies including hardware automation, and Health Insurance Actuarial software.
    [Email Chris]

    Designing an app for the global market is a task that requires much consideration and planning. Chris Mills will discuss specific issues about publishing apps for the Chinese market related to localization, market fragmentation and payment systems. The challenges he will address are things he has personally experienced and can provide tips to other developers looking to expand globally. Chris single-handedly orchestrated the grueling processes of creating a Wholly Owned Foreign Enterprise (WOFE) in China.