~/conference

Pocket Gamer Connects Helsinki 2018

live operations managers, monetization designers, community managers, user acquisition marketers, customer support leads, producers, studio founders

TV and VOD placement; revenue projection modeling; soft launch timing; DAU and ARP per user; community moderation metrics; support specialist interviews; player monetization tactics; operant conditioning rewards; season passes and subscriptions; blockchain for game monetization; representation in character design

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PGC Helsinki 2018 Pecha Kucha sessions: Ginx's Solenne LagrangeSolenne Lagrange07m
Argues that traditional media is not dead and still moves users by using TV spots, radio, magazines and VOD catch‑up to rebuild awareness, not just niche…
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PGC Helsinki 2018 Pecha Kucha sessions: ZeptoLab's Dylan TredreaDylan Tredrea07m
Argues that revenue projections are a way to break a game into quantified risks rather than crystal balls, using analogues and blunt assumptions to connect…
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PGC Helsinki 2018 Pecha Kucha sessions: Nitro Games' Ida-Emilia KaukonenIda-Emilia Kaukonen07m
Compares community work to caring for 25 parrots and makes two concrete claims: spotting early warning signals prevents crises, and long silence beats angry…
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PGC Helsinki 2018 Pecha Kucha sessions: BlockchainGamer.biz editor-at-large Jon JordanJon Jordan07m
Career timeline claims: started a niche mag that runs three issues, helped launch Dreamcast-era Chuchu Rocket noted as the first console-enabled online game by…
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PGC Helsinki 2018 Pecha Kucha sessions: IMGA's Maarten NoyonsMaarten Noyons07m
A meditation on legacy lists concrete surprises: an uncle once in Encyclopedia Britannica later erased, a claim that the Dutch Golden Age was financed by drugs…
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PGC Helsinki 2018 Pecha Kucha sessions: Rovio's Måns WideMåns Wide07m
Rovio runs a support team that talks to top spenders daily and turns anonymized metrics into stories so designers know names habits and life events rather than…
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PGC Helsinki 2018 Pecha Kucha sessions: Rocket Lolly's Oscar ClarkOscar Clark07m
A rapid, sarcastic rundown of concrete monetization tricks and their effects: using operant conditioning rewards, interrupting play with purchase gates and…
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PGC Helsinki 2018 Pecha Kucha sessions: King's Sabrina CarmonaSabrina Carmona07m
Millions of players are diverse and games should reflect that by design choices not stereotypes: prioritize ethnicity, sexuality, disability and age in…
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5 years and counting - Keeping our pet aliveRose Thomas14m
A King Malmö level design team keeps Pet Rescue Saga live with a two-week sprint pipeline that ships ~15 levels every cycle and has produced over 2,000 levels…
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How making Subway Surfers changed the company and where they are running to nextMathias Gredal Nørvig23m
SYBO Games CEO Mathias Gredal Nørvig speaks at Pocket Gamer Connects 2018. * * * * * * * * * * * * * * * If you want to hear more world-class speakers…
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Successful business without investment: A team of 50 in three yearsVera Velichko18m
Claims growth to 50 people in three years without outside funding, running an art-and-services studio that concurrently delivers 15 projects at once and keeps…
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How to conduct playtests when you have no budget, time or resourcesVera Rabkina21m
Gismart uses rapid, cheap playtests to validate specific hypotheses across a metronome app turned music games suite (12 apps, 300M downloads, 15M MAU). The…
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Company culture: Growing too fast, (mis)communication and how to fix itVeli-Pekka Piirainen21m
Company scales from 18 to 78 employees in two years after $4.5M seed and $6.3M follow‑on funding, and miscommunication, noisy partial office renovations, Slack…
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Badland Brawl and Rumble Stars Soccer soft-launchesTeemu Mäki-Patola21m
Frogmind ships two soft-launched realtime PvP games: Badland Brawl (9 months) and Rumble Stars Soccer (4 months), built with server-run battles to stop client…
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Telling your brand's narrative across mediums: A case study on Best FiendsReko Ukko19m
Best Fiends is a match‑three puzzler fused with combat built as an owned IP, supporting in‑game lore hooks, randomized bounty events and hidden‑object hunts…
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Sami in play: Building games on indigenous themesAnnakaisa Kultima, Aku Seppälä, Herkko Pirskanen, Outi Laiti, Marjaana Auranen41m
A community runs a Sami game jam that produces six playable prototypes and pushes a year total to about ten small Sami-themed games; projects include a kids’…
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Promoting games the app stores won'tJeff Tremblay39m
Panel argues discoverability fails on Apple/Google and gives concrete alternatives: Epic fortnite: 15M installs in 21 days as proof self-distribution pays…
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Growing as a developer in FinlandOscar Clark, Ilkka Immonen, Ville Rauma, ANNE RYNNÄNEN, Luai Mahjneh, SAMI LAHTINEN46m
Panelists describe concrete moves: DoDreams is ten years old and focuses almost entirely on Crime Head (turning three), Fingersoft reports a billion downloads…
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Fantasy game pitchingMartinez bounce33m
Four industry reps from 4EversGames Snowfall Housemarque and Tamalaki take forty messy screenshots and improvise marketable concepts then pit them to audience…
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Round Zero's game evaluation process: A date with real usersJohn Rantala18m
Round Zero uses Hill Climb Racing’s player base to push 100–1,000 live installs per week and measures day 1 retention and session metrics to decide whether a…
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Adult games as a credible option to developersJean-Francois Tremblay20m
Claim: adult-focused games are a viable alternative distribution channel, proven by a niche platform that hosts 170–200 games and reports 115 million visits…
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Looking beyond blindness: The important role of the disabled in product developmentFelicia Prehn17m
Advocates embedding accessibility from day one so it’s part of the budget not a costly retrofit, with concrete features: descriptive audio, customizable…
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Prototypes and pitfalls: Lessons from a year of jammingAdriel Wallick21m
One year of making a new game every week produces 52 prototypes published on a personal website under strict rules: released weekly, never repeat ideas, and…
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How offline advertising can boost your mobile and digital acquisition performanceMatthew Pover19m
Specialist Works shows TV lifts mobile UA beyond the short attribution window: app installs often surge up to 40 minutes after a spot instead of immediately…
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Gold standards for acquisition and retentionCraig Chappell26m
User acquisition costs rise, so teams focus on measurable LTV, 7- and 30-day churn, and creative channels: Chartboost for UA, Megacool for user-to-user…
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The history of ad monetisation and how we got hereJohan Lofstrom12m
Overview of how mobile ad stacks move from fixed waterfall mediation to per-impression auctions with header bidding borrowed from the web, explained with…
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The future of gaming is empathy: The key to retaining playersJoe Schaeppi20m
Argues that retention hinges on empathic design not just metrics: Dungeon Boss hit 8 million organic installs and $2–3M/month early but revenue falls because…
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7 post-launch CRM strategies you need to know to maximise game revenuesIsaac Roseboom21m
DeltaDNA platform data shows about 70% of daily revenue comes from players who installed over a month ago and 60% from those over three months, while 30% of…
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How AI automation increases games IAP LTV by 25%Doron Kagan17m
Claim: automated real-time AI boosts IAP LTV by 20–25% IAP uplift by replacing slow analytics cycles with a real-time SDK that sends events to the cloud…
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Going global: Bringing giant games from South Korea to the WestBarış Özistek19m
Netmarble explains how Asian hits are adapted for Western tastes by changing UI, art, tutorials and difficulty rather than only translating. Lineage 2…
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Users acquired - Now what?: Maximising revenue from existing playersAlex Moukas20m
Argues that building a personalization stack using machine learning-driven personalization and dynamic pricing lifts spend from existing players without…
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Facebook marketing 101 - Boost your revenues with high-value usersAlessio Aristide17m
Facebook launches full‑screen playable ads inside News Feed (lead video + short game demo + CTA) now available to all gaming advertisers; beta shows strong…
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What makes a game YouTubable?Veera Rouvinen16m
Analysis of top lists shows real-time PvP dominates seven of ten most-viewed mobile games and all top YouTube games, while top-grossing charts barely overlap…
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The Holy Grail: How to get the best out of influencersHeini Vesander, Olesja Marjalaakso, Romain Schneider, Veera Rouvinen36m
Influencer campaigns claim 67% of marketers see better targeting and the market grew from $2B (2017) toward $10B (2020). Examples: a soft launch in Russia uses…
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Influencer marketing: The ultimate management toolDmitry Chudovsky11m
Agency program grows from 1 to 16 managers since 2017 and runs campaigns with thousands of influencers for clients like Gameloft and Big Fish, claiming…
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Games industry influencer campaigns: Facts and figures from the trenchesDavid Kim20m
Agency-run data shows YouTube campaigns average 6.3% engagement and channels convert about 31.7% view-to-subscriber with average watch time ~5m49s (one third…
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7 myths of influencer marketing and how to overcome themAndrey Selin19m
Pixonic runs influencer work as performance campaigns, collecting historic data (channel theme, integration length, placement) and optimizing like UA; agencies…
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The cloud gamer – Defining the audienceVadim Andreev13m
Playkey builds a cloud-streaming service after five years of development to run PC games on any device, citing Far Cry 5 data where ~30% of Steam users cannot…
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Cloud gaming adoptionJoseph Knowles, Juhani Honkala, Vadim Andreev, Teemu Mäki-Patola, Joline Schouten, Martine Spaans42m
Panel reports streaming makes premium PC and console titles playable on low‑end phones and old Macs, and it drastically reduces developer multiplayer…
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The new reality of cloud gamingJuhani Honkala39m
A mobile-first cloud gaming platform claims to run games 60 FPS on 4G, launches titles like Hitman Go with live leaderboards for any game, and removes…
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Will cloud gaming change our mobile game?Joline Schouten15m
GameHouse tests cloud streaming via Hatch with two games live on Hatch and sees session length at 82% above average versus other Hatch titles, arguing instant…
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Insights on determinismErick Passos13m
Claims that true determinism is practical: a server-coordinated rollback architecture replaces lockstep, uses tick-by-tick input exchange at 60 Hz with simple…
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Leaving the lag behindBruce Grove21m
Claims that cloud gaming cost falls from dollars to 3 cents per user per hour by moving rendering to local GPUs while the cloud runs the game engine, using…
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Look mum, no wheels! Riding the marketing long tail in gamesTracey McGarrigan26m
Claim: sustaining post-launch marketing turns a small initial spike into steady revenue, potentially doubling year-one sales by keeping the long tail alive…
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Developing engaging and interactive storytelling in gamesJukka Laakso22m
Rival Games builds a licensed Robert Kirkman game that mixes comic frames with a 3D stealth heist; development starts with 2D lane movement but moves to full…
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Shipyard Games on making location-based mobile gamesTeemu Harju19m
Shipyard Games builds a location-based city-builder that uses reverse geocoding to turn GPS into readable addresses, proving that text location cues register…
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The future of XR gamesMARCUS PULLEN, Christina Barleben, Kristoffer Benjaminsson, Harri Manninen41m
Argues AR is farther along in adoption because phones let everyone try spatial experiences now, while headsets remain bulky and cause motion sickness until…
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The future of games development - a discussionMax Sjoblom, MARCUS PULLEN, Jani Kahrama47m
Panel argues that the industry’s immediate problems are concrete: rising user acquisition costs (platform fees and a 30% cut), toxic dependence on proprietary…
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Lessons learnt from converting parts of Apex Construct from PSVR to mobile Gear VRKristoffer Benjaminsson, Pablo Fraile18m
Fast Travel Games and ARM port Apex Construct to Gear VR and prove a console-style VR game can run on mobile by combining content reduction and engine tooling…
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Terra Virtua – The consumer VR platformKeith Ramsdale21m
A consumer VR marketplace that sells access through subscription gates and an ICO-launched token, with claims that the token pays creators and buys premium…
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The business of immersive AR and VR gamesKaveh Vahdat19m
RiseAngle ships three VR titles (Gear VR, Oculus Go, Cardboard) with the IP Word of Mazes and plans Rift and mobile ports plus an upcoming AR game, using an…
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Resolving complex urban challenges with gamingBobby Born18m
CIV Lab claims gaming can solve urban problems and reports running workshops where architects play city-builder games and GTA to surface design flaws the city…
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Skabma - The challenges of bringing in Sami mythology into the video game formatSahin Cengiz, Marjaana Auranen19m
A small Tampere studio is building the first video game addressing Sami mythology, mapping dozens of conflicting folktales into a single playable world while…
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Dead Cells post-mortemSébastien Bénard17m
Post-mortem claims that obsessive polish of the basic player actions drives Dead Cells’ success: the team implements coyote time (allowing jumps a few frames…
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What's next in line for PC games?Milena Koljensic, Sébastien Bénard, David Roulin, Raimo Gratseff, Kimmo Kari, Tracey McGarrigan53m
Discussion predicts cross‑platform is now about design and markets more than engines: teams use Unity and Unreal but still rework controls and UI for mobile…
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Housemarque on battle royale with cheeseMikael Haveri12m
Housemarque adapts battle royale into a fast, arcade-flavored multiplayer called Stormdivers with a playable prototype: third‑person drop pods, three classes…
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Community-based games developmentKimmo Kari20m
FakeFish Oy showcases two community-driven projects: an SCP-inspired free indie that reaches 10 million downloads and climbed to #22 in PC new releases after…
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The Middle East opportunity for mobile gamesAhmed Alsafar, Nour Khrais37m
Publisher Play 3arabi and Maysalward-style experiences report 3 million MAU across casual titles, monetizing roughly 90% from ads while RPG/strategy players…
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Changing dynamics of digital gaming and influencer marketing in IndiaHardika Shah15m
Kuuhubb Oy senior product manager Hardika Shah speaks at Pocket Gamer Connects Helsinki 2018. * * * * * * * * * * * * * * * If you want to hear more…
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Why Western games struggle in Asia (and vice versa)Gio Zhang27m
China has ~1.4 billion people and several hundred million mobile players, mobile revenue and users outsize PC, App Store games generate about 75% of App Store…
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International engagement from local level engagementFernando Vasconez11m
Samsung claims 700 million Galaxy devices with device-level targeting (push, Bixby Home, Samsung Pay, Dex) and cites a Korea-to-global lift example with Black…
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The Asian games market and G-STARDon S. Kim20m
Asia supplies 47% of a $108B global games market, China ~25%, and Korea ranks fourth with ~17–18M mobile players and ARPU ≈ $87. Android/Samsung dominate (~80%…
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How the Chinese Android market worksMikael Leinonen, MyGamez (moderator), Yin Jie, Oppo, Zhang Cai Yun, Vivo49m
Our panel of experts from MyGamez, Oppo Game Store and Vivo Game Store speak at Pocket Gamer Connects Helsinki 2018. * * * * * * * * * * * * * * * If you…
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How to promote your games in the ever-changing Chinese marketSummer Huang18m
China shows 788 million mobile users and 554 million mobile gamers (2017–18) with mobile game revenue around 1.16 trillion yuan; iOS users spend more but…
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Being a truly international player in the games industrySEAN PARMENTER, Ioana Hreninciuc, Jeppe Bisbjerg, Justin Endo39m
China has roughly ~600M mobile gamers and ad eCPMs jump to about $30 in good Chinese traffic, so revenue can rival the US; Android dominates (~85%) while iOS…
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live services game design with SimCity BuildItPetri Ikonen18m
SimCity BuildIt spends 18 months in development with repeated pivots and reimplementation, then soft-launches Oct 2014 and goes global Dec 2014; live service…
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What is the 'gold standard' for live ops?Oliver Kern, Mihai Sfrijan, Sonja Angesleva, Bugrahan Göker35m
Panel from Lockwood Publishing, Amber Studios, Zynga and PlayRaven argues live ops is planned service work not just in‑game events: teams take over live…
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Company culture - Influencing live operationsPetra Icahn38m
Panelists from Lockwood Publishing, EA Tracktwenty, Oktagon Games and Wooga describe live ops as continuous player service that needs fast feedback, tooling…
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lean live ops for mobile gamesNICK MANSDORF17m
Describes a live‑ops system that keeps older mobile titles profitable with tiny teams: a content cycle that yields a two‑bot/month cadence early on, an…
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Increasing retention with live game servicesMike Hines21m
Claims that live ops lift retention by making competitive and peak moments measurable and tweakable: Amazon uses GameSparks and GameOn plus AWS to run…
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The Hitman Sniper post-mortemJean-Francois Dugas19m
Live ops converts a dying premium tail into steady growth by changing pricing, adding events, and instrumenting the game: Chinese New Year triples downloads in…
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AppAgent meets Small Giant Games: How to create a media plan for a global launchPeter Fodor, Antti Paikkala20m
Game rebrands visuals after soft launch poor conversion, swapping dark RPG packaging for a lighter, friendlier style that lifts installs; team builds an…
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Agile development application for live opsDerk de Geus20m
A 50-person studio with four live teams describes an actionable workflow: two-week sprints, biweekly/weekly live updates, and a focus on shipping MVPs fast…
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Game design for incentivising playersTorulf Jernström20m
Tribeflame touts its Benji Bananas success (about a hundred‑something million downloads) and now ships a mid‑core title, Valhalla Wars, entering soft launch in…
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Live operations: Bringing a seven-year-old game back to lifeTim Shepherd19m
A seven-year-old match‑3, Diamond Dash, proves to have 6–10k organic daily users and a core audience that is casual competitive rather than casual puzzle…
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Facebook on Instant GamesBob Slinn21m
Facebook Instant Games runs across web and mobile with 4,000+ games live and claims reach into Facebook’s 2 billion monthly users and 1.3 billion Messenger…
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The 'Rami Ismail market overview' - Insights on what devs should expectRami Ismail15m
Market shifts center on two forces: fragmentation into dozens of niche storefronts and consolidation as platforms fight for dominance. Developers now face…
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Levelling up – How to move from a small indie to an established publisherRomain Escaich, Hadrien Des Rotours31m
Ogury positions an AI-powered mobile journey marketing stack (220 people, 12 offices) that analyzes smartphone signals to inform marketing; market numbers cite…
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Unreal Engine and the future of mobile gamesSjoerd de Jong, Heikki Repo39m
Unreal Engine runs the exact same game build across PC, consoles and mobile—Fortnite ships on iOS and Android without a separate branch—supporting over 50,000…
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How mobile games went from Snake to a $50bn industry in 20 yearsWilhelm Taht19m
Mobile games grow from Snake in 1997 to a roughly $50bn industry in 20 years by combining touch UI, the App Store distribution model and in‑app purchases; 2.5…
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Unleash the power of operator data to convert 9x more paying usersGuy Singh24m
Bango uses operator payment data to identify high-propensity spenders and runs operator-delivered campaigns via the Bango marketplace connected to 40+…
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Mobile business keynote: Games monetisation beyond adsSlava Taraskin41m
Unity Ads outlines concrete alternatives to banner/video ads: in-game placements that surface branded items and IP promotions, a real-time-bidding pipeline…
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The real story of mobile game ad monetisationCHRIS LAM, Sebastien Borget, MARIANNA KRJAKVINA, SARA SALMI, Aaron Ludlow36m
Panelists describe concrete experiments and outcomes: integrating dozens of ad SDKs causes a 23% crash rate; building an in-house ad server takes two years of…
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Driving game growth through balance: A discussion of hybrid monetisation approachesThomas Garza41m
Panelists from MoPub, Fluffy Fairy Games, Flaregames and BoomBit report a ~50/50 split between IAP and ad revenue after evolving from ad-only MVPs, using only…
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PlayStack Helsinki - The new publisher and fund in the Nordics, Baltics and RussiaJuha Huhtakallio18m
PlayStack Helsinki opens a local office to sign and fund games across Finland, the Nordics, Baltics and Russia and runs a fund launched in 2017 that aims to…
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Unity Mobile Business: LiveTune - Increase mobile retention and session lengthJocelyn Shieh14m
Unity LiveTune from Unity Ads automatically adjusts asset quality per device using Unity’s dataset across ~3 billion devices to raise retention and LTV…
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Unity Mobile Business: 5 things Pixonic does to retain users in War RobotsAnatoly Shestov22m
Pixonic runs War Robots at ~100M installs with ~1.5M DAU and ~250k MAU and credits five concrete retention moves: daily replenished ad watches that let players…
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How Nvizzio increased day 30 retention by 50% with Unity's LiveTuneSylvain Constantin21m
Claimed D30 retention on Android rises from 4% to 6% (a 50% jump) after switching from slow build-time tuning to Unity LiveTune remote configs that adjust…
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