Pocket Gamer Connects London 2017
2017-01-16..2017-01-17
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 |
|---|---|---|
| Developing culture as product: How Gram Games sets itself apart | ERIN O'BRIEN | 16m |
Claims that culture is managed like software are backed by concrete practices: a culture as a live product mindset with a flat org (no middle managers), a… | ||
| Making a global hit - The road to Six! | Murat Gürel | 20m |
Gram Games runs two-day prototype cycles every Friday, starting from a base Unity project with analytics and persistence, a playable demo on day one, reusable… | ||
| Game design methodology | Simon Vendette | 17m |
Magmic’s method maps every player action to a reward and an escalation using motivation loops drawn as a one-page game design on a whiteboard; product teams… | ||
| How indie games developers should look at analytics | SEBASTIAN LINDÉN | 20m |
Argues that indie teams must focus first on retention, not vanity metrics, showing concrete thresholds: major publishers drop games under 25% day‑1 cutoff… | ||
| The ‘hows and whys’ of talent acquisition in games | Arja Martikainen, Caroline Stokes, Gina Jackson, Harry Holmwood, Andrew Robson | 37m |
A return for a popular panel that focuses on the ‘hows and whys’ of talent acquisition and the structuring & growing successful development teams. A panel of… | ||
| How to create agile teams and foster the culture of excellence while developing games | Sabrina Carmona | 22m |
Work history spans five countries and teams ranging from a seven-person indie to an 80-person team, hiring hundreds and firing about 50, proving culture trumps… | ||
| Race Kings port-mortem | SEAN DURKAN | 20m |
GameSparks implements a lightweight real-time backend for Hutch’s Race Kings that uses ordered UDP (drops late/out-of-order packets) to cut bandwidth versus… | ||
| Why indie devs use King's Defold game engine | Oleg Pridiuk | 19m |
King's Defold engine is pitched as a compact, release-focused toolkit that targets fast startup and low-end devices, not a beginner drag and drop editor. It… | ||
| Game Hubs: A quest to revolutionise game production | OLIVER CLARKE | 19m |
Game hubs run as low‑overhead, not‑for‑profit co-working spaces (one hub opens May 2014 with room for ~30, two active teams) that cut studio burn from typical… | ||
| Fast, cross-platform development with GameMaker Studio 2 | Mike Dailly | 22m |
A rebuilt GameMaker Studio 2 claims 80% faster iteration—team reports one game a week—by combining a redesigned room/image editor, tabbed workspaces and… | ||
| How Space Ape Games plans its live operations to keep its titles going for years | NICK MANSDORF | 15m |
Space Ape describes a concrete pipeline: big content debuts in time‑limited events, then a small $4 bundle, then premium gotcha crystals, then permanent… | ||
| Making characters and places that people believe in | Keith Stuart | 25m |
Argues that believable characters and places come from flaws and clutter, not polish, and gives concrete tactics: start from failed utopias and liminal spaces… | ||
| Why mobile developers should focus on the meta game first | Lasse Seppanen | 22m |
Claim: build the meta game before perfecting second-to-second combat. A prototype RTS spent a year on touch controls, 13 maps and 325 variations, and shipped… | ||
| The mobile game development commandments | Harry Holmwood | 21m |
Argues concrete rules: hire and test to fail fast, design for touch with one-handed controls (Dragons Watch prototypes move controls to the bottom), pick a… | ||
| What is the Games For Samsung initiative? | Henry Komsky | 16m |
90-day exclusivity on Galaxy Apps where Samsung runs four weeks of banner promotion, social media, blog and YouTube push plus white-glove one‑to‑one support… | ||
| Making girly games that aren’t patronising | Kate Gray | 17m |
Argues that girliness is undervalued because of a post‑1983 market shift, and that much “games for girls” is lazy shovelware. Cites the Imagine series (Imagine… | ||
| Video games and public figures: Legal update | David B Hoppe | 11m |
US cases show claims under right of publicity, trademark-style false endorsement, and First Amendment defenses collide unpredictably: Johnny Carson wins over… | ||
| Building Appstore pages and promo videos that don't suck | Mike Hines | 19m |
Amazon reports 700,000 apps and says over half of downloads are organic so the product page matters. Copying icons or using celebrity photos triggers… | ||
| nothing matches | ||