Pocket Gamer Connects London 2016
2016-01-18..2016-01-19
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]
| title | author | length |
|---|---|---|
| How big will eSports and mobile eSports be in 2016? | Peter Warman | 15m |
Newzoo projects about 30 million enthusiasts who watch eSports at least twice a month, industry revenue approaching $500M in 2016 with nearly half from online… | ||
| 2016 trends panel at Pocket Gamer Connects London 2016 | Andreas Hoffman, Alex Ekvall, David McCarthy, Tommy Palm, Saad Choudri, Wilhen Taht | 32m |
Mobile games market sits around $30–40B and growth still comes from new smartphone users and social virality, not genre buzzwords. Successful hits need long… | ||
| on the hard learnings going from console to mobile success | Patrick Naud | 16m |
Square Enix Montreal’s shift from AAA to mobile focuses on concrete changes: hire teams that believe in mobile, strip projects to core strengths (controls… | ||
| on investment, eSports, mobile MOBAs, and Europe's advantage | Paul Heydon | 15m |
Europe produces more mobile-game revenue abroad than it consumes, with a four-year M&A/IPOs analysis showing Europe net exporter and higher value creation per… | ||
| Is Helsinki still a great location to set up a games company? | Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James | 01m |
Helsinki still attracts investor money thanks to post-Supercell investment waves, but venture capital for games is tightening compared with a year ago. Costs… | ||
| Who will be the next successful Finnish mobile game companies? | Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James | 02m |
During the Finnovator panel at Pocket Gamer Connects London 2016, moderator Chris James (Steel Media) asked who were the next wave of Finnish mobile game… | ||
| Why is Finland so successful when it comes to mobile games? | Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James | 03m |
Finland’s success rests on clear foundations: an early lead from Snake and the Nokia platform, broad computer-science and arts education reforms from the… | ||
| Is Supercell's success good or bad for the Finnish game industry? | Wilhelm Taht, Lasse Seppanen, Teemu Vilén, Kim Soares, Chris James | 01m |
Concern that Supercell would blow up salaries and squeeze out indies proves false: salaries do not triple and indie funding remains viable, because Supercell… | ||
| Why you should be releasing mobile games in Brazil and Mexico | Sabrina Carmona | 12m |
Latin America shows real numbers not promises: Brazil 11th, about $1.5B in games and Mexico 13th, about $1.2B, LATAM holds roughly 9% of gamers and ~5% of… | ||
| explains the Chinese mobile games market | Tom Van Dam | 13m |
NetEase is a $24 billion Nasdaq company and explains China as a fragmented Android ecosystem where QR-code sideloading and publisher media distribution often… | ||
| announces Iron Maiden: Legacy of the Beast | James Hursthouse | 27m |
Road Interactive announces a free mobile RPG called Iron Maiden: Legacy of the Beast targeting summer release, built with a joint-venture partner and monthly… | ||
| Why game hubs matter | Bruce Slater, Donal Phillips, James Parker, Brian Baglow | 02m |
Local game hubs like Bristol Games Hub, Scottish Games Network, Games Bridge and Northern Ireland Screen create shared workspace and run regular meetups that… | ||
| The Old Guard: British Legends panel | Stu Dinsey, Gareth Edmondson, Peter Hickman, Matt Spall | 20m |
Panel traces moving from 1980s UK home‑computer publishing into mobile and digital distribution, cites a 2012 sale to a US buyer and the launch of early mobile… | ||
| How and why Samsung is working with mobile game developers | Andreas Hofmann | 13m |
Samsung runs a curated Galaxy App Store preinstalled and addressable on 92 million devices in the US, with about 30 million registered users and roughly 70… | ||
| The challenges and potential of the expanding kids games market | Robby Yung | 17m |
Tablet ownership rises sharply with a third of 5–15s owning tablets and 31% of under‑fives (25% of under‑threes) using them, driving a kids market that favors… | ||
| How to engage with Asian mobile publishers (Tencent, Gamevil, Nexon) | Jeffrey Hilbert, Grace Meng, Kyu Lee, Shum Singh, Jeff Liang Huang, Kieran Kyunghoon Park, Louis Rene Auclair | 25m |
Asian publishers demand concrete KPIs, not promises: expect to show D1/D7 retention and payment rate plus MAU and ARPU, and be honest about soft‑launch… | ||
| Pecha Kucha about 2016 trends | Maarten Noyon | 07m |
Forecasts mix culture and tech with concrete claims: 2016 is framed as a forgiving year where a few flawed games still find audiences; refugee numbers noted as… | ||
| UA marketing 101 Pecha Kucha | Eric Seufert | 08m |
At Pocket Gamer Connects London 2016, Eric Seufert gave his UA marketing 101 Pecha Kucha | ||
| Rocky Horror Show Mobile Game Dev Pecha Kucha | Oscar Clark | 07m |
Uses The Rocky Horror Picture Show as a parable to argue that making premium-quality mobile games requires concrete choices: building in Unity, focusing on… | ||
| 20 words no one in the mobile games industry should use | Jon Jordan | 07m |
Names 20 overused phrases and gives concrete fixes: replace whales with “top 1–2% paying users” and track their ARPPU and percent-of-revenue, stop saying user… | ||
| talks about debut game Will It Fit! | Jasper Parker Trenfield | 03m |
Will It Fit! is a spatial puzzle that combines a rubik cube mixed with tetris mechanic: rotate 3D shapes and swipe to slide them through constraints, with… | ||
| explains music streaming plug-in Valinta | Kimmo Kuusipalo | 03m |
Valinta is a free Unity plug-in that installs into mobile games and streams real, licensed music from indie bands. Players pick genres or specific tracks via… | ||
| How Vancouver is building the next generation of game developers | Nancy Mott, Alysia Judge | 05m |
Vancouver Economic Commission expands talent by training high‑school teachers, running studio tours and PD days and a student roadshow that links schools to… | ||
| on UK R&D tax credits | Barrie Dowsett | 03m |
Myriad Associates explains that UK video games tax relief returns roughly 20% of production costs but is a retrospective claim, so projects need upfront… | ||
| on the value of game accelerators | Keith Katz | 15m |
Execution Labs reports investing in a couple dozen studios, with five in Europe and one in London, and runs cohort accelerators that are typically three months… | ||
| on supporting new UK games IP | Mark Hogart | 09m |
Launch overview for the UK games fund: grant prototype funding up to £25k prototype grants (future £50k tier) for original UK IP only, reimbursing UK labour… | ||
| on getting public money for your game | Barrie Dowsett | 18m |
Covers exactly which UK/EU pots to target and how the numbers add up: 70% funding is available from the SME Instrument (phase one is a €50k lump sum; €2.5m… | ||
| on crowdfunding your game development | Michael Schade | 18m |
Rockfish builds a playable Everspace prototype, runs a four‑month prelaunch to gather emails, and launches Kickstarter with Steam Greenlight validation first… | ||
| on increasing your IAP revenue via dynamic pricing | Ted Verani | 16m |
Claims that a real‑time dynamic price management platform weaves predictive segmentation, heat‑map timing, device and locale signals to raise IAP LTV by about… | ||
| on the challenges of developing VR puzzlers | Volker Ritzhaupt | 03m |
Seize The Light is a VR puzzler built to be calm and slow paced, trading flashy movement for exploration plus brain-teasing puzzles. The team targets 90 frames… | ||
| on the importance of cloud hosting and GPNs | Josh Cornejo | 03m |
Softlayer outlines a concrete hosting setup: mix hybrid cloud with bare metal servers when performance matters, all tied over a global private network so… | ||
| on looking for publishers for its claymation debut Hopply | Matej Pavelka | 03m |
Clay animated platformer Hopply comes from Czech studio Clayburger as a two-man studio effort using handmade models and an automatic import pipeline that turns… | ||
| How Pollen VC helps you accelerate your cashflow | Tamsin Henry | 03m |
Pollen VC offers upfront access to App Store revenues by linking to a developer’s App Store account, reading daily accruals and issuing weekly payouts instead… | ||
| How to qualify for the Video Game Tax Relief scheme's Cultural Test | Colm Seeley | 12m |
Need a UK-registered company, at least 10% core expenditure on development (programming, design, testing), and the game must be publicly supplied; tax relief… | ||
| Why VCs like IPC Ventures want to invest in teams not products | Shelley Lau | 16m |
VC claim: invest in teams not products, backing companies with big visions and repeatable IP rather than one-off projects. Uses global offices (Dublin, San… | ||
| Pitching games to investors at Pocket Gamer Connects London 2016 | Keith Katz, Shum Sungh, Kadri Ugand, Jukka Hilvonen, Pierre Dumas, Ted Byron Baybutt | 35m |
Five indie studios show working prototypes and exact asks, with mixed traction and clear gaps. One CCG studio has shipped three titles, reports 2 million… | ||
| 3 User Acquisition Mega Trends for 2016 | Eric Seufert | 19m |
Predicts three concrete shifts for 2016: paid video ads dominate with spend moving from 2.62 billion toward 6 billion by 2018 and view‑through attribution… | ||
| Why your mobile RPG needs pre-registration marketing | Ken Asakura | 10m |
Pre-launch me (Adways) runs a community-driven pre-registration service that drives measurable launch lift: a week-long push for Swords of Chaos nets 4,000… | ||
| Is your game's on-ramp better than Facebook's? | Nicholas Lovell | 23m |
Argues that player session design — called sessioning — decides retention more than genre or graphics, and that the critical metric is whether the game passes… | ||
| Who were the secret App Store winners of 2015? | Ric Moore | 10m |
Collected Apple charts via harvest Apple RSS every two hours across 119 countries, storing top 200 snapshots (~2920 snapshots/year). Focused on iPhone USA and… | ||
| Why you should be using Google Play Games services | TOBIAS KNOKE | 14m |
Google Play reaches more than 1 billion active devices with about 1.5 million Android devices added daily and ~77% smartphone market share; the Play team… | ||
| The golden rules for game devs looking to raise institutional funding | Shum Singh | 17m |
Focuses on institutional rounds to raise millions of euros, insists studios must be mobile free-to-play to compete in US/top-grossing lists, shows… | ||
| How to get funding and/or a publishing deal | Ella Romanos, Jeffrey Hilbert, Phil Elliott, Simon Byron, Travis Winstanley, Jeff Matsushita | 25m |
Panel lists concrete funding routes and thresholds: agencies raised over $150M for clients, VC/deals from about $500k up to $35M, and examples of… | ||
| nothing matches | ||