Pocket Gamer Connects London 2015
2015-01-13..2015-01-14
London, United Kingdom
[Pocket Gamer Connects London 2015, Pocket Gamer Connects London 2016, Pocket Gamer Connects London 2017, Pocket Gamer Connects London 2017: Show Me The Money, Pocket Gamer Connects London 2018, Pocket Gamer Connects London 2019, Pocket Gamer Connects London 2019: Growth, Pocket Gamer Connects London 2020, Pocket Gamer Connects London 2022, Pocket Gamer Connects London 2023, Pocket Gamer Connects London 2024, Pocket Gamer Connects London 2025, Pocket Gamer Connects London 2026]
who it's for
mobile game developers, free-to-play product managers, vr developers, game audio designers, game publishers and business development, legal and compliance officers, game marketing and PR specialists
topics
Gear VR development with Unity; gaze-based VR navigation; 3D audio and HRTF spatialisation; mobile free-to-play economics; social casino market dynamics; in-app purchase store processing guidelines; smartwatch game UI constraints; virtual-item to physical-merchandising SDKs; accessibility features for games; audio-first FPS design
| title | author | length |
|---|---|---|
| VR epiphany | Patrick O'Luanaigh | 13m |
nDreams reports nine months of VR experiments and ships a Gear VR title called Gunner today, built in Unity with a cell‑shaded art style to hit the hard… | ||
| The mobile F2P social casino market explained in 15 minutes | Raf Keustermans | 15m |
Industry revenue hits $3–3.5B in 2015 after ~$2.7B in 2014, with 50% by top five players and over $2B of M&A in four years (DoubleDown ~$500M, Big Fish… | ||
| 10 top legal tips if you're making a F2P game | Jas Purewal | 18m |
Regulators across the EU are already acting: UK watchdogs issued eight free-to-play principles, platforms now replace "Free" with change 'Free' to… | ||
| Top tips for great game PR | Oren Todoros | 10m |
Plarium reports 130 million players and a Facebook feature and recommends concrete PR moves: provide trailers and screenshots and package playable builds so… | ||
| the challenges of smartwatch gaming | Adrian Hon | 15m |
Argues that wrist sensors let apps detect push‑ups, jumps and running more reliably than phones but small screens and motion make any UI need extreme… | ||
| Turn virtual items into real cash | Florent Pitoun | 15m |
FabZat provides a plug‑in Fab Shop SDK for iOS, Android, web and Unity that converts in‑game items into real goods (3D prints, plushies, tees, phone cases)… | ||
| Why KLM is publishing mobile games | Karlijn Vogel-Meijer | 16m |
KLM builds games to reach new customers and drive measurable engagement: a 2013 strategic 3D title Aviation Empire racks up 700,000 downloads with about 6,000… | ||
| Designing for gamers with disabilities | Ian Hamilton | 16m |
Design argues that disability is a product of barriers not conditions, backed by numbers: UK 18% with impairments, PopCap finds 20% of gamers, color blindness… | ||
| How to create FPS using audio not graphics | Antoine Pastor | 17m |
Demo of an audio-only zombie shooter that uses the in-house papa engine and 188 HRTF functions to place sounds so precisely players can localize targets with… | ||
| What's the point of the games media anyhow? | Alysia Judge, Peter Willington, Keith Stuart, Jordan Erica Webber, Chris Higgins | 23m |
Five journalists argue that game media still drives discovery, brand-building and cultural context, citing video tools and platforms as the pivot: Everyplay… | ||
| Why Nordeus is opening an office in London | Aman Ghei | 04m |
Nordeus opens a London studio to hire local designers, engineers and artists and aims to scale quickly with an office moving in by month end while retaining an… | ||
| Why Vlambeer's Rami Ismail is against the current implementation of F2P | Rami Ismail | 15m |
A developer argues that the mobile F2P ecosystem is exploitative and often a pay to skip/pay to win design that forces a suboptimal version on players; the… | ||
| a strategy for global F2P success | Robert Hing Xaio | 06m |
Perfect World reports three top 10 mobile games in China in 2014 and commits to free-to-play across PC, console and mobile, citing a successful 2013 PC release… | ||
| Why Tag Games is getting into the tools business | Paul Farley | 04m |
Tag Games launches ChilliSource as the first component of the ChilliWorks suite: a game engine released open source MIT license and free to use, with source… | ||
| games accelerator | Tommy Palm | 04m |
Stugan is a Swedish, non-profit cabin accelerator hosting about 20 fellows for a paid summer residency in the forest with strong broadband to support daily… | ||
| How Goodgame Studios bought Empire: Four Kingdoms to China | Caglar Eger | 04m |
Goodgame publishes Good Empire — launched on iOS in China Oct 2014 after a one‑year experiment that changed only locale and language (simplified Chinese) to… | ||
| the rise of mobile video advertising | Stephen Upstone | 06m |
LoopMe operates as a mobile ad network and DSP that serves full-screen video in games and mobile web and claims to be the largest global supplier by combining… | ||
| making a game based on Mozart's Magic Flute | Olaf Morelewski | 04m |
Mobile puzzle adaptation of Mozart's opera uses visuals lifted from a video set design premiered in Vienna and turns each level into cubic stage visuals with… | ||
| why you should be always pitching | Alistair Aitcheson | 06m |
Party game Tap Happy Sabotage is on the Windows 8 store and supports up to 52 players on large touchscreens, usually run on a 27in panel or even a 70in… | ||
| winner | Joel Nystrom | 08m |
Progress wins winner of Very Big Indie Pitch and is a short, physical party puzzle game built by Tim Tim (Copenhagen) and publishing partner Ludosity. The team… | ||
| nothing matches | ||