~/conference

Pocket Gamer Connects Digital #2

mobile game developers, monetization and product managers, live ops managers, user acquisition managers, game publishers, community managers, esports organisers, indie developers

rewarded video optimization; hybrid monetization strategies; app event optimization; live ops tooling and cadence; mobile esports tournament platforms; virtual economy and black markets; Unity ML-Agents in games; culturalisation for global reach; influencer-driven user acquisition; team recruitment and wellbeing

titleauthorlength
Bold Predictions for H2 2020Slava Taraskin26m
Device usage jumps 10–70% in March and weekly game downloads hit 1.2 billion weekly downloads, VR headset availability roughly doubles, and hardcore up 30–40%…
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Hybrid Monetisation Deserves a Hybrid Investment Strategy / Supercharge Your Instant GamesOlha Muzychenko, Sneha Vaidyanathan31m
Argues that hybrid monetization needs a matching UA mix: combine mobile app installs, app event optimization and value optimization rather than chasing ROAS…
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How Can Monetisation Make Your Game More Fun?Cyril Cael47m
Panel argues that properly placed monetisation improves fun by shaping pacing and progression: rewarded video as breather after intense waves (Archero…
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What Do You Do in the Inevitable Decline of Ad Revenue?Ric Cowley, Ilya Kuznetsov, Michelle Brandstetter, Martine Spaans48m
Ad revenue spikes during COVID prove temporary but not doomed: rewarded video sometimes reaches $40 eCPM on rewarded video while interstitials still hit about…
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Machine Takeover - Improving Your Game With Machine Learning & AIMatthew Forde, Tommy Thompson, Jeff Shih, Kelly Vero48m
Forza’s Driveatar uses Bayesian learning plus a neural network to mimic human racers and ships in-game without breaking player expectations, Ubisoft prototypes…
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The Live Ops Readiness ChecklistCrystin Cox32m
Microsoft Game Stack session lays out a pragmatic 10‑point Live Ops readiness checklist: retention strategy (what actually keeps players long‑term)…
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When is the Right Time to Start Thinking, Testing & Delivering Live Ops?Stephen Lee, Nick Murray, Mark Robinson, Patrick McGrath, Saumya Iyer, James Gwertzman49m
Starts testing live ops in soft launch with hypothesis-driven A/B experiments on day‑1/day‑7 retention, progression and ad strategy, and ships tooling for CRM…
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Live Ops is not a Sprint! - How do You Plan a Recurring Series of Activities Indefinitely?Oscar Clark, Crystin Cox, Wouter Schrijvershof, Xavier Carrillo Costa, Antanina Livingston49m
LiveOps is a marathon: teams build server-configured content so events run without app updates, supporting a daily/weekly/monthly cadence and seasonal 1–2…
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How Grassroots Organisers are Fueling Mobile EsportsAlwin Wong25m
Bash is a mobile-only tournament platform that lets organizers create and publish events from a phone, claiming 60% faster publishing than competitors. Soft…
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Levelling the Playing Field: Mobile Esports Driving DiversityJames Yang32m
PUBG Mobile reports 1.7 million qualifiers across 169 countries in 2019, 56 million viewers and roughly tenfold growth since 2018, expands its competitive…
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T1000’s, Trex’s & Eyebrow MitesSteve Williams28m
Claims that a fully digital T‑rex is feasible and production‑ready, built in off‑hours with an archaic modelling system (Alias 2.4.1) and a four‑word kinematic…
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Designing Engaging VR & AR GamesTadhg Kelly42m
Spatial computing design focuses on concrete fixes: use device limits (Quest, Hololens, Magic Leap, Valve Index) to reduce meshing cost by anchor an origin…
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Emergent Behaviour, Informal Currencies & Black Markets-How Trade Adds Value to Your Virtual EconomyTayber Voyer30m
Built a chat-only barter system that forces friending, logs consent and resets offers when changed, which cuts scams and preserves social trade value. Uses a…
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Fueling Growth Through User-centric UA Creative DesignKieran O'leary32m
Rovio describes a growth process that shifts from blind A/B volume to hypothesis-driven creative testing, running thousands of creatives and reporting a marked…
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Ten ways that No More Robots Makes its Games Sell (that You're Probably not Doing)Mike Rose30m
A PC/console publisher that uses hard numbers and the Steam backend plus Google Analytics to pick projects, prioritizes a single memorable hook over genre…
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How to "Break-in" to the Games Industry: Why it’s Both Hard to Hire & get HiredBrian Murphy34m
Hiring favors internal and active candidates: outside hires cost more and take longer to perform, with outside hires needing about three years to match…
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Gameloft: 20 Years of Mobile GamingAlexandre de Rochefort32m
Company launches in 2000, wins viability when Java phones in 2003 let downloadable action games replace browser toys, scaling from ~100 staff to ~4,000 and…
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From Live Ops to LIVE OPSZoe Williams34m
King moves Farm Heroes Saga from weekly, cosmetic “lowercase” live ops toward event-driven uppercase live ops by adding a dedicated events track, a dev pod and…
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Demystifying Live OperationsDaniel McLaren, Oscar Clark28m
Live ops means running the game as an ongoing service: prioritize retention not short-term ARPBU, build a data pipeline that answers "what is retention over…
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Are You SEGA’s Next Big Hit?Bobby Wertheim29m
SEGA Searchlight is an incubation program that provides full funding while letting studios retain IP and creative control, incubating projects through preprod…
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Maximizing Your Game's Reach - A Quick Primer on CulturalisationKate Edwards28m
Argues that small, early design tweaks unlock big new markets and avoids late-stage scrambles: cites double-digit growth in Nigeria Kenya India Vietnam…
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Your Virtual Game Arts StudioNick Gibbons16m
A new product called Credits Game Art connects vetted game-studio talent across US, UK, Japan, Singapore and the Philippines to deliver concept art, 3D models…
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Influencers as Part of Your Video Creative MixErik Bryant32m
Introduces an Influencer Generated Content (IGC) workflow where influencers act as paid actors who record gameplay off-platform and deliver short ads that run…
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Mixing it up - Latest Techniques for Innovating in User Acquisition & RetentionCraig Chapple, Clara Copeland, Erik Bryant, Sid Sharma, Rockford Yapp48m
Budget shifts from Facebook/Google toward TikTok, Snapchat and Apple Search Ads while creative optimization and influencer-produced ads are used as reusable…
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The Explosion of Adult GamingJorge Rosales28m
Nutaku is a dedicated adult-games distributor and publisher claiming 450+ games and 50 million players, focused on free-to-play mobile and PC/browser titles…
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What Does Success Look Like in UA?Kayleigh Partleton, Brian Murphy, Yiannis Alexopoulos, Gus Viegas, Arjuna "AJ" Sath, Alex Kruglov46m
Panel lays out concrete UA moves: split budget into a small pure experimentation bucket and a performance bucket, run control groups to measure incrementality…
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History of Mobile Gaming QuizSeun Balogun22m
A ten-question live quiz runs over video with fastest-finger-first answers held in chat, scoring by a colleague and prizes including an iPhone 11 prize for…
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Bidstack: A New Era of Advertising for Your GameCharlotte Cook39m
Bidstack builds a lightweight SDK that dynamically swaps non-clickable, native ads onto any 3D texture in PC/console and mobile games and connects those…
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The Benefits of Using a Publisher Rather than Going it AloneSophia Aubrey Drake, Simon Prytherch, Hugo Furneaux35m
Small indie studio of three publishes Clean Up 3D with a partner that runs 30+ ad networks, owns live‑ops servers and runs continuous A/B tests that sometimes…
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How Lockdown has Unlocked the Games IndustryStu Dinsey, Branko Milutinović, Kim Soares, Charlotte Cook, Petri Hyokyranta, Sean Lim46m
Global downloads and engagement jump (roughly 23% year‑over‑year in some markets) while advertisers pivot into native in‑game ads, publishers run public health…
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2020 so far - How the Mobile Gaming Industry is ChangingIoana Hreninciuc31m
GameAnalytics uses fresh benchmarks (data through last week, partners include Adjust) covering 2 billion monthly players, 22 billion sessions, 100k games…
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What will Inspire the Next Big Thing in Games?Zsuzsa James, Dieter Schoeller, Joanna Haslam, Jeferson Valadares, Charlotte Cook41m
Panelists argue for practical shifts: selling native ads on 3D textures inside game assets and using per-region targeting, reporting successful early…
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Alternative Billing Solutions and how to Monetise SMS TrafficDaniela Ganick25m
Mediatel offers phone-based monetisation that converts users who lack cards by using premium SMS, carrier billing and international SMS plus…
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Subscriptions, IAP & Ads - The Trinity of Hybrid F2P MonetisationTeis Anker Mikkelsen35m
Argues mobile monetisation becomes a three‑pillar system of ads, IAP and subscriptions and shows a working product: the Unleashed SDK integrates into Unity…
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Using Virtual Shops to Increase Real-life Sales During Social Distancing & UnrestTracy Hutson21m
Company claims a virtual-shop platform that maps brand 3D models into purchasable rooms using game engines, shipping a verseware stereoscopic 3D pipeline and…
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Building Your Product Strategy Based on Market ResearchMax Samorukov26m
Recommends choosing genres where the team has proven expertise or hiring it, or else starting with short, cheap projects to learn fast; shows $12M/month tower…
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How is Esports Filling the Gap of the Olympics?Danielle Partis, Emmanuel Oyelakin, Brandon Byrne, Malte Barth54m
Esports shifts real-world cancellations into online competitions using simulators, streamed leagues and rapid celebrity matches that were turned around in nine…
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Navigating the Current Esports EnvironmentEric Bernofsky34m
Esports market sits near 1.6 billion estimate but Goldman Sachs projects it can double in two years; Enthusiast Gaming operates about 100 sites, 50…
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Driving One Million Installs with TikTok InfluencersJide Maduako38m
Yoke Network runs a 2,000 influencers roster with a 600M+ total reach and sells performance on a CPI-based influencer network that scales UA and drives organic…
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A Virtual Fireside Chat with Agora & MPLRanganath Jagannath, Sai Srinivas33m
Platform started in 2018 as a mobile competitive esports app and now hosts 60+ games, adds creator features and live streaming, and integrates third-party tech…
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Keep on Slicing - A Publishing Case StudyRotem Eldor37m
Game launches from pitch to second iteration and ARPU test in three weeks, hits 42 million downloads in under two months, and validates UA with a soft‑launch…
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Finding Hypercasual Publishing Success: Lessons from Rocket Sky! & OverTakeSimon Prytherch28m
A publisher turns two prototypes into global hits by combining fast creative ad testing, server-side settings, A/B experiments, an in-house analytics platform…
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The Pokerface Explosion – The App that Changed PokerMike Lopez, Or Ben Shimon25m
A social poker app embeds Agora.io real‑time video to replace static avatars, shipping an MVP quickly by plugging Agora’s SDK into Comunix’s game. Live video…
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Making Your Craft a Science - How to Replicate the SuccessWill Freeman, Joel Thomas, Chris Kempt, Markus Vahtola53m
Presents concrete methods for repeating hits like using a success triangle of minimum goal goal and blue sky to avoid scope creep and keep priorities clear and…
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Best Practices for Keeping Your PC Game RelevantJacki Vause, Phillippe Erwin, Chris Hewish, William Farrell54m
Advice focuses on concrete moves: switch monetization when paid sales fall (for example flip paid to free-to-play or add tiered $2–5 subscriptions for younger…
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How Company-wide Creativity Made us a SuccessSimon Platt30m
Kwalee rebuilds product process so everyone pitches weekly through Creative Wednesdays, yielding over 200 pitches in year one and turning the best into…
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Monetisation & Skills as MotivationDiego Ricchiuti43m
Claims that combining intrinsic hooks with ad rewards outperforms simple rewarded ads: a charity-linked runner (Donai) adds a double-your-coins at start option…
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Sports for the Win! Why Licensed Sports Games are Positioned to Win Big in MobileJon Middleton, Alex Verrey30m
Company raises $15 million and secures league and player-body partnerships including the NFLPA investor, then builds a data-driven, live-ops studio focused on…
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Promoting Growth Even During LockdownRicardo Flores32m
A concise, practical template for fundraising: a 10-slide pitch deck that specifies cover, founders, team composition, prior titles, game design (core mechanic…
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How LBC Studios Used Social Media & Innovative Marketing Strategies to Grow Their HempireSolon Bucholtz28m
Studio builds a cannabis-themed live game launched April 20, 2017 and grows it to 12 million installs with $30M gross revenue by leaning on in‑house LiveOps…
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From Head Ball 1 to Head Ball 2: How it Became a Multi-million Dollar GameSertac Picakci31m
Head Ball 1 reaches 40 million lifetime installs with ~1M DAU and ~70% organic but suffers very low LTV; Head Ball 2 swaps direct purchase for gacha card packs…
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Opportunities in Games as Marketing ChannelsDayan Paul26m
Argues that brands can buy attention inside games using existing ad network SDKs and niche tools like the Bidstack SDK, plus survey SDKs and rewarded video…
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A Tale of the $6bn Neglected MENA Gaming MarketMo Fadl32m
Argues that MENA is no longer “emerging” but a fast‑growing, high‑spend market: Tencent forecasts 6.1 billion gaming revenue for 2021, GCC app revenues jump to…
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Lessons we Learned as a PublisherRic Cowley, Kyu Lee31m
Publisher role shifts from product drops to long live services, with minimum project sizes rising from sub-$1M to minimum project size $2M and a checklist…
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Eastern Games in the West. Reasons why Eastern Games Succeed in Europe & USAAras Senyuz29m
Mobile now generates about 45% of global games revenue and Asia-Pacific accounts for roughly 50%, driven by China, Japan, Korea and Taiwan; examples cited…
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The Games Business During and After the COVID-19 CrisisLouise Shorthouse29m
Mobile games show resilience: Omdia projects 2–3% extra annual mobile revenue from COVID, but much of the user surge is non-spending. Advertising already…
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Hypercasual 2.0Baris Ozistek30m
Netmarble proposes Hypercasual 2.0: keep the easy core and low CPI of hypercasual but add selective RPG features, ranking and live social tools to raise…
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At the Intersection of Anime, Manga & GamesTerry Li, Siobhan Sullivan31m
Crunchyroll launches a games arm called Cultural Games, publishing several mobile titles and reaching 6 million monthly users across 200 countries. Focus is…
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Stillfront Group- Growing from $20 Million to $2 Billion Market CapitalisationShum Singh, Alexis Bonte29m
Stillfront grows from $20M to $2B in five years mainly by buying profitable, founder-led studios, keeping each studio autonomous and avoiding forced tech…
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Building & Running Game EconomiesNick Murray33m
Recommends at least soft and hard currency with distinct roles, converting every currency to real money to price items (example chest: 750 normal, 350…
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Panel: 2020 M&A and Investment Overview, Expectations & ConsequencesElla Romanos, Shanti Bergel, Jason della Rocca, Jim Ying, Michael Chang, David Bluhm52m
Deals keep closing despite COVID with acquirers shifting strategy: Zynga buys Peak and public Stillfront pays about $190M for BitLife, a largely organic…
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Working Smart - Machine Learning in Art Asset Creation for the Games IndustryKelly Vero27m
Claims a production pipeline that turns real objects into game-ready assets using CT-based digital twins (not photogrammetry), with trainable segmentation…
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Panel: What are the Best Ways to use Tools to Bring Data into Design?Oscar Clark, Emil Kjaehr, Jasmin Dahncke, Max Pears, Miloš Endrle44m
Practical tactics and tradeoffs: use heat maps and session video to reveal level problems, run cohort analysis and cluster analysis to separate…
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When Gameplay met Narrative - A Love Story on a BudgetAnna Jenelius31m
Two-person studio builds Pendulum Swing, a dialogue-heavy, non-combat RPG about prejudice and empathy, shipping three episodes during a 2.5+ year development…
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Panel: Workflow Tricks for Growing Teams:Working with Freelancers & Outsource Development AgenciesOscar Clark, David Fox, Christopher Natsuume, Zaair Hussain51m
Virtual studios scale by nailing three concrete habits: force concise documentation (design docs stay ~25 slides or one-pager per feature), run a daily build…
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Multiplayer - Demystifying the Development of Games we Play TogetherArran Topalian30m
Multiplayer design focuses on concrete choices: Mediatonic builds a Family Feast feature for Yahtzee with Buddies that uses ingredient-collecting recipes…
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Building Your Game's UX Strategy Using a Scientific ApproachCelia Hodent33m
Argues for a hypothesis-driven UX strategy: align on the exact experience and target players, then use playtest lab at Epic style usability tests, scripted…
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Panel: What Influences the Influencers?Danielle Partis, Jodi Sahlin, Patrick 'Chief Pat' Carney, Timothy (Ash) Evans, Richard Little37m
Discussion lays out concrete influencer tactics for mobile esports: long-term deals beat one-offs, creative freedom outperforms rigid scripts, and tie‑ins can…
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Mobile Gaming: Conquering the Esports MarketMatt Rutledge29m
Mobile esports is framed as a sleeping giant with concrete wins: PUBG Mobile reaches 50 million daily active users, Call of Duty Mobile hits 100 million…
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Esports & Entertainment. A Success Story for BrandsPiotr Bombol33m
Esports reaches about 500 million monthly viewers while gaming is a ~$150B market and esports revenues sit just under $1B, with Twitch up ~100% year‑on‑year…
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Esports, Influencers and New Media Changing the WorldMo Fadl28m
Claim: influencer-driven content diversity predicts future viewership growth — platforms show spikes (example: Twitch growth to ~1.4M concurrent viewers) and a…
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The Next Wave of Esports Investments: Mobile Esports Investment Trends to Watch for in 2020 & BeyondMalte Barth31m
Claims that mobile esports is moving mainstream with concrete scale: Free Fire in Indonesia runs professional teams and national events, China shows roughly…
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Critical Force & Mobile Esports: Now & NextVeli-Pekka Piirainen20m
Critical Ops is a competitive mobile FPS with 80M downloads and roughly 500k daily / 5M monthly active users. Esports begins in 2016 with a 3v3 cup that gets…
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Professional Standards- Getting the Best out of Your Influencer RelationshipsMax Sjoblom32m
Overview of concrete takeaways: a 350-streamer survey finds intrinsic motivations (enjoyment, social interaction, skill growth) predict creators’ long-term…
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The Impact of Having Esports Events Without an AudienceJames Dean31m
Empty-arena events lose ticket, on-site merchandise and F&B revenue and kill local B2B networking, yet viewership spikes — Twitch hits 1.7M concurrent, overall…
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The Evolution of Dynasty GamesMatthias Wuensche30m
Toplitz evolves one core simulation into four distinct products: Farmers Dynasty adds social mechanics and social points that can be exchanged for cheaper…
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Knowing Ze DschermansTom Putzki28m
Germany ranks as a top-five games market at about 6 billion dollars a year with roughly 34 million players, average age ~37 and ~48% female, but distinctive…
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Unseen: How Non-gamer Input can Change & Improve Art & Storytelling in GamesAngel Luis Sucasas Fernandez28m
Non-gamer testers react strongly: photoreal graphics often read as “toys” and amplify the uncanny valley, while non-photorealistic art lowers that barrier and…
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Got Games on Your Apple Watch?Orchidee Stachelig28m
Abylight Studios builds Minekeeper: The Lurking Fear, a native 3D Apple Watch game released with the watch App Store on 19 Sept 2019 and featured on the…
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Using Accuracy & Realism to Attract New Gaming AudiencesAlexander Winn31m
Terragenesis launches in 2016 as a solo-made Mars terraforming sim and grows into Edgeworks Entertainment, signing a publisher, hiring staff, and reaching 17…
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Panel: The Return of Interactive FictionKate Edwards, Guy Gadney, Karoliina Korppo, Shib Hussain, Geoff van den Ouden44m
Panel argues interactive fiction resurges through concrete techniques: using natural language input and voice as the primary interface, training actor voices…
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What does Live Ops mean Anyway?Oscar Clark30m
Live ops means driving retention by getting more players doing more things more often for longer, measured by analytics and run from a back-end pipeline that…
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Live Ops in Small TeamsDiego Diaz Perez29m
Small Seville studio runs Live Ops on a four‑person team supporting three live products, using soft launch data, three to four core KPIs and iterative design…
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Let’s Work Together! How to Improve Your Game With Your Players. Cooking Diary Case Study.Diana Korkina30m
Cooking Diary uses analytics, external playtests before soft launch, in-game and social surveys, and machine-learned review tagging to find specific problems…
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Bringing Live Events to GamesOliver Kern32m
Lockwood Publishing runs Avakin Life, a 3D social world with ~1.4M daily players and an 80% NPS, and produces live music events that hit 1.7M visits, 9-minute…
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Live Ops Production for Mobile GamesTayber Voyer32m
A Thinking Ape’s Live Ops process centers on building psychological safety so teams can move fast without fear: engineers and designers deploy via Git so…
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The Secrets of Community Management & Customer ServiceEmilia Machuca32m
Advocates community work from day one, claiming social features measurably boost retention and act as free marketing; recommends don't reveal dates to avoid…
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How Film, Games & Social Media are Merging Using ARRaffael Dickreuter28m
Claims that film, games and social media are converging around AR with concrete tech: high-res digital twin scans (CT-grade topology) used directly in games…
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Superstar Session: MicroProse Then & NowJW 'Bill' Stealy, Sergio Costa39m
MicroProse relaunches with four concrete products: a Cold War naval combat sim featuring 50 ships, 30 aircraft and a dynamic campaign and post-battle replay; a…
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Launching Spaceteam VRSimon Baratt30m
Launch of Space Team VR goes live May 21 2020 with an Oculus Quest build approved and cross‑play with a mobile web app so VR players can play with phones; the…
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Licencing & Business Development at ParadoxDhaunae De Vir30m
Paradox explains that licensing is a separate team expanding brands like world of darkness, cities skylines, stellaris and europa universalis into board games…
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Working with Independent Developers: Lessons Learned Over the YearsAnton Ravin30m
Covers lessons from 2005 onward and cites titles like Stalker, Metro and Kingdom Come; key claims: small teams can match large studios commercially, yet 1% of…
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Artists...go into the Light!: Fundamentals of Lighting in VideogamesDaniel Candil44m
Summary of concrete takeaways: lighting design relies on three real contributors—directional skylight bounced light—and four engine primitives: point spot rect…
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Unscheduled ChatChris James, Daniele Partis14m
Casual unscheduled chat explains how the digital conference is run: a distributed editorial team uses Skype, Trello and a pre-check workflow to stage live…
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Superstar Session: Lessons Learned When Including Third Party Content in Your VideogameKathy Carpenter29m
Clears IP for games since 2000, recounts practical rules: copyright typically attaches on fixation and lasts life plus 70 years in many territories; register…
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Panel: Reasons to Push the Limits - How can we Take Advantage of Next Gen Capabilities?Kay Gruenwoldt, Ricardo Rego, Christopher Kassulke, Mark Aldrup49m
Panelists lay out concrete tradeoffs: Unity and Unreal arrive with early-engine bugs so expect porting headaches, publishers often provide in-house porting and…
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Putting the Developer First: From Veterans to Indie PublisherBill Wang23m
Skystone Games positions itself as a multi‑platform, developer‑first publisher that invests in people and moves fast: a $1M early investment mentioned leads to…
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Keynote: Building the Right TeamEamonn Vann Harris30m
Starts a recruitment agency on £800 start and grows it into an 11–12 year business where a junior hire becomes director and holds more shares than the founder…
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Getting the Best Out of Your Team Without Burning Them OutSatu Ahlman30m
Presents a systems method that ties genetics, environment and behavior to performance and uses wearable data to spot stress before it becomes burnout: deploys…
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Design Within ConstraintsTara Mustapha31m
Designers perform better when tight boundaries replace unlimited freedom, so establish an X-statement and build 4–5 personas up front; use two-week sprints to…
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How can Gaming Help in Times of COVID-19?Rosemary Lokhorst33m
Shadows Edge adapts an emotional-resilience mobile game into a COVID response by adding targeted missions, art-sharing and in-game billboards, clinical…
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Gamification and how Games are Occupying the World!Sham Al Bdour, Jana Al Bdour26m
A practical tour of gamification claims concrete tools and results: four motivators are status, access, power, tangible rewards; design leans on…
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Keynote: Turning Games Green: How the Industry is Signing up to Play for the PlanetSam Barratt, Deborah Mensah-Bonsu52m
UN-backed Playing for the Planet Alliance gathers 24 companies, ~1 billion monthly players to push measurable change: Sony-funded research shows streaming is…
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Doing Good is Hard! - The Challenges of Making Games 4 GoodIlmari Hakkola28m
A studio builds a physics-based casual called Planet Patrol aimed at 30–35+ puzzle players and promises 50% of profits to charity, arguing that mission-driven…
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Panel: Inspiring the Next Generation of TalentsDAVE BRADLEY, Melissa Phillips, Leanne Peppiatt, Sandro Manfredini, Des Gayle55m
Conference panel notes show the industry at roughly $150 billion, attendees from about 67 countries, and studios ranging from ~87 to ~300 people, stressing…
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The Sky Roller Story: How we Created More Value by not Looking for Top Ranking ChartsOlivier Le Bas34m
Homa Games turns a one-week prototype built in Unity into Sky Roller, a swipe-left/right runner with short segmented levels, lots of skins and a shop, iterates…
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Best Practices for World-class RecruitmentAlexei Ryan58m
Panel argues hiring starts internal: companies look internally first before headhunting, with only around 20–28% of recruiters prioritizing internal candidates…
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The Perfect Funding Pitch DeckIlya Eremeev33m
A 10-slide template lays out a concrete pitch: 10-slide template with a founders slide first, team and burn details next, game concept, competitor matrix…
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Superstar Session: A Look into the Impact of COVID-19Emory Irpan25m
Unity's analysis shows specific behavior changes during COVID‑19: overall mobile usage spikes with many one‑game players adding titles, mid/hardcore +35% DAU…
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Panel: Maintaining Your Culture While Working RemotelyOscar Clark, Nikolina Zidar, Georgina Felce, Todd Zeile, Simon Iwaniszak51m
Panelists compare concrete practices and results: studios send chairs and cables to homes, use Slack and Discord working rooms plus Notion and Miro for shared…
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Maximizing Your Game's Reach - A Quick Primer on CulturalisationKate Edwards28m
Argues that small, early design tweaks unlock huge new audiences by matching game worlds to local values, laws and distribution realities; recommends doing…
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Superstar Session: The State of Mobile Gaming 2020Alexander Grach34m
AppsFlyer analyzes ~5B organic and ~3B non-organic installs, 1.4T sessions and nearly 1T events/day to show two lockdown phases: an initial end‑Feb–early‑Apr…
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