Pocket Gamer Connects Helsinki 2024
2024-10-01..2024-10-02
Helsinki, Finland
[Pocket Gamer Connects Helsinki 2016, Pocket Gamer Connects Helsinki 2017, Pocket Gamer Connects Helsinki 2018, Pocket Gamer Connects Helsinki 2023, Pocket Gamer Connects Helsinki 2024, Pocket Gamer Connects Helsinki 2025]
| title | author | length |
|---|---|---|
| From Sounds of Chilling Winter to Voices in Outer Space - Audio Behind Frostpunk 2 & … | Grzegorz Michalak | 38m |
11 bit studios builds interactive audio for Frostpunk 2 and The Alters using Wwise as core middleware, implementing Wwise TSV import to handle 16,000 lines… | ||
| Automating App Store Optimization With Generative AI | Andy Carvell, Livio Marcheschi | 23m |
A platform called Press Play automates ASO by fine‑tuning generative image models with as few as 5–10 game images and auto‑deploying creative tests across… | ||
| User Acquisition in 2024 & Beyond. | Peggy Anne Salz, Rafael Morgan, Kate Polianchikova, Adam Smart, Brad Shapiro | 33m |
Panel says UA in 2024 centers on diversification: move budget into rewarded channels that show double-digit rewarded growth but high early LTV that tapers… | ||
| PvE or PvP: Multiplayer Game Design Considerations | Craig Chapple, Robert Boehm, Sonja Angesleva, Chris Hong | 44m |
Panelists argue that concrete choices matter: use matchmaking and a cloud like Photon 1.4B MAU to avoid rolling your own servers, design around realistic… | ||
| Creating Safe & Thriving Communities: Powerful Content Moderation Strategies...... | Hege Tokerud | 18m |
Start with clear community guidelines then label, detect and measure specific bad behaviors using models trained on your own data and train models twice a… | ||
| No More BS: Demystifying Game Hosting Beyond Marketing Speak | Lucas Tak | 15m |
Claims that tens of millions of concurrent players were shipped across seven AAA multiplayer titles lead to three concrete hosting rules: global presence with… | ||
| Is Using a Webshop or Third-Party Payment Solution Worth it? | Thomas Huxter, David Vogelpohl, David Mason, Conor McLaughlin, Jessica Sundell | 37m |
Panelists describe a concrete path: build a branded web hub (Rovio’s red Club with red ID), surface it with an in‑game gamehub icon, use live‑ops popups and… | ||
| Is the Digital Markets Act Really Changing the Mobile Games Market for the Better? | Jari-Pekka Kaleva, Shalom Michaeli, Gil Tov Ly, Alvaro Pinto | 38m |
DMA enforcement lands March 2025 and the panel gives concrete wins and gaps: Apple’s new terms impose a €0.50 annual install fee above 1M users and push… | ||
| Better Games Together: Uniting the Industry Through Pride and Pixels | Essi Jukkala, Viivi Ali-Löytty, Anni Mäkitalo, Licia Prehn | 29m |
A cross-company Finnish collective formed in 2022 unites Supercell, Metacore, Next Games, Roo and We in Games to improve LGBTQIA+ inclusion through concrete… | ||
| One Man Band AAAudio Department | Bjørn Jacobsen | 01h 03m |
One-person audio department running Wwise and Unreal for a 300 km² sandbox (Mainframe, 60+ devs) builds systemic audio: hundreds of RTPCs, states and switches… | ||
| Navigating 50 Years of Evolution in Interactive Audio | Simon Ashby | 01h 03m |
Traces 50 years of game audio from Pong added audio (the one early hit) through cartridge and CD quality to today, claims asset counts jump ~5,000 → 50,000 →… | ||
| Buying on Rewarded Platforms: The Benefits & Challenges. | Monika Raszowska, Matej Jurcak, Leyla Dolhikh, Paul Le Bas | 34m |
Panel reports rewarded channels drive real revenue with 10% to 50% rev‑share growth but deliver a different LTV curve that often flattens after the payout… | ||
| The Rise of Player-Powered UA: How Incentives Will Shape the Future of Mobile Growth. | Alex Arias | 22m |
Argues that players become active growth channels and shows a working platform, Treasure Play, that generates dynamic quests by importing store metadata… | ||
| Rewards Unlocked: Accelerating Game Growth with Rewarding User Experiences | Danny Cormack | 16m |
Claims that rewarded user acquisition scales and improves retention by buying engagements not installs supported with Unity data showing offer wall drives… | ||
| Mastering Game Marketing in the era of Data Privacy | Jesse Lempiäinen | 19m |
Claims a creative‑level attribution framework called Audience Lab plus a five‑minute SDK replaces device‑ID tracking, enabling web‑based postbacks and… | ||
| Multiplayer Mastery: Key Considerations for a Successful Start | Robert Boehm | 24m |
Only 62% of studios plan multiplayer before production and that leaves 38% reworking single‑player code later; rule: do not simply add multiplayer. Core… | ||
| Behind the Game: Strategies for Building the Tech That Powers Today’s Top Titles. | Craig Chapple, Markus Kiukkonen, Riku Rakkola, Teemu Haila, Timur Haussila | 39m |
Panelists describe concrete tradeoffs: use Unity and asset-store tools to move fast or invest in custom back end that scales; Bitmagic offers text-to-game… | ||
| How to Actually Succeed With D2C Web Shops for Mobile Games. | David Vogelpohl, Justin Sacks | 40m |
Direct-to-consumer web shops let mobile publishers take payments off-platform (use a merchant of record like FastSpring), map purchases back into the game, and… | ||
| How to run Mobile Games as a Service for Decades? Introducing Beacon | Niina Ojala | 20m |
Beacon is Rovio’s internal live‑ops and analytics platform built over 10 years of development and roughly 50 interconnected services, delivered via an SDK and… | ||
| Support-a-Creator programs: How They Impact Games Success | Justin Sacks | 25m |
Nexus.gg offers a third‑party, performance‑only creator platform that pays revenue share when creators drive sales, not upfront fees. It provides live… | ||
| Machine Learning is a new age of Personalized Game Monetization | Kseniia Maiboroda | 19m |
Claims that personalization drives a measurable uplift: 25% revenue lift from personalization and double ARPPU and 5–7% conversion lift when ML recommends… | ||
| You Built it, but no one Comes: Why Your Players Hate Your web Store | Miikka Luotio | 20m |
Appcharge reports that web stores take 12–18 months of iteration to reach advertised 30–40% incremental revenue, and common failures cost measurable sales… | ||
| Can AI Keep Winning Ads Alive Longer? | Zach Van Driel | 21m |
Claim: generative AI can extend hero creative lifespan by automating focused refreshes rather than reinventing concepts. Practical stack: ChatGPT for copy… | ||
| Hybridcasual Expansion: Succeeding in the Growing Hybridcasual Market. | Antonio Manuel Ribeiro, Vanessa Bourdillon | 23m |
Hybridcasual games combine a hyper‑casual core with stat‑based progression, hybrid monetization, live ops and marketing, and the segment tripled since 2020… | ||
| The Early Agent Gets the Worm | André Mendes | 11m |
Six months after launch the team reports a 4.43 store rating and 91% FAQ deflection by routing common queries to bots, with 51% fully automated, 48% partially… | ||
| Opening & Welcome | Chris James | 14m |
Ten-year Helsinki run and 20-year Steel Media history frame a review of concrete metrics and shifts: Finland reports 3.2 billion revenue and 4,100 jobs, global… | ||
| Highlights from | 02m | |
Helsinki’s games scene has a tight, high‑quality ecosystem that regularly produces global hits and puts competitors sharing a stage where they exchange… | ||
| nothing matches | ||