~/conference

Pocket Gamer Connects London 2018

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From missile defense to user acquisition – How advanced AI models predict performanceRoy Leiser20m
Shows three concrete ML builds: a deepfake lip-sync model trained on 14 hours of Obama video that transfers audio to video with no manual editing; a…
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Prototyping and production process – The core of the Gram Games company cultureERIN O'BRIEN22m
Gram Games treats culture as a product and runs a repeatable prototyping process: weekly DIY Fridays for experimenting, a structured hiring culture call, and a…
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Remember coffee with your squats – Building a company cultureAnette Staloy19m
Company culture is shaped by concrete rituals and measurable outcomes: a student team turns Fun Run into #1 US App Store, scales to 17 people and later hits…
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Culture is hardMark Sorrell20m
Announces a new London studio with concrete stats — 300 employees, 150 in development, average age 35, 37 nationalities — and a culture plan: flexible hours…
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Leveraging inclusion to build better teams – and gamesKate Edwards22m
Slides present a 2016 developer satisfaction survey (about 55% North American respondents) showing women make up roughly 15–20% of the industry, a 14–15%…
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Panel: How to get ideas to happenMartine Spaans45m
Panel discussion spells out concrete processes: No Man's Sky ships on PS4/PC from a 20-person team using heavy procedural generation and then iterates with…
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New start-up? No money? No problem!Leonard Tatum17m
Tatum Games builds a collaborative collectible card game called Heroes vs. Villains and grows from two founders to a 20-person team while hitting roughly $300k…
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Rapid prototyping for mobile games developmentJack Burfield18m
Creates fully playable single‑mechanic games in five-day prototypes and publishes to one app store to compare performance; uses a base Unity project with a…
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Switching from developer to publisherOscar Clark, Paul Kilduff-taylor, Erik Pontiskoski21m
Indie studios describe concrete moves: one studio pivots to publishing in 2016 and releases Tokyo 42 as its first external title, another grows Drive Ahead to…
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Playing with IP over different mediaOscar Clark, ANIL MISTRY, Dhaunae De Vir, CHRIS BURCH, MARCUS PULLEN39m
Panel describes concrete deals and outcomes: mobile teams reuse engines and art to target global reach, fundraising board game campaigns raised £150k to buy…
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Social messaging games in the post-app eraLaurens Rutten25m
CoolGames builds multiplayer mini‑games for Facebook Messenger using Unity and ships soft launches in a few countries to test scale and traffic. Group play…
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Increasing productivity and preventing burnoutThomas Forss24m
Claim: burnout depends on how work happens not just hours, supported by a personal contrast of burning out on 40 hours/week versus thriving during 5,047 hours…
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The art of failureMariusz Szypura21m
Describes moving from ad design to shipping four indie titles and why four released games matters more than mythic success: early experiments with GameSalad…
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The debating gameOscar Clark, Dean Day, SITARA SHEFTA, KISH HIRANI, TANYA LAIRD, ADAM CAMPBELL, Mike Hines46m
Panelists argue five contested claims with concrete examples and numbers: discoverability is crushed by 100,000 new games a day and rising mobile revenue…
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Succeeding with community investmentMark Peterson, Romain Schneider23m
Claims a community-funded game raises about £1M from roughly 20 hardcore gamer angels rather than VCs or Kickstarter, using a bespoke investment units vehicle…
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Life as a public indie developerJussi Tahtinen20m
Nitro Games is a 10-year studio (about 40 people in two studios) that focuses on real-time multiplayer mobile titles, goes public in Stockholm after six months…
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Selling live games – A new strategic option for studiosShanti Bergel02h 38m
Defines selling a live game as an asset sale and gives concrete deal examples: Dragon Soul moved to FunPlus, FunPlus sells its casual division to Century for…
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Panel: The investment trends power panel35m
Panelists trace investment waves: aggressive Chinese and Korean M&A slows after CFIUS stops deals, cross-border purchases get restructured (App11 becomes…
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Bringing esports to mobileAnatoly Ropotov20m
Game Insight ships a mobile FPS, Guns of Boom, that reaches 30 million downloads and 25 million players by focusing on three concrete things: make matches…
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Summoners War and the recent esports and community events focusDavid Mohr21m
Summoners War runs a nine-event global series to showcase its new real-time World Arena, building live qualifiers, local finals and a Paris world qualifier…
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An update on mobile esports progression and opportunitiesJames Dean19m
ESL frames mobile esports as a full ecosystem: competitive player base, tournament structure, teams, and monetization examples such as in-game purchases…
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The next generation of mobile esportsKirsty Endfield, Taewon Yun, David Lee25m
Claims that 5G drops latency from 4G’s ~50–80 ms to 10 millisecond latency and lets competitive mobile MOBAs run like PC titles, evidence being a recent World…
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Games in 2020 – The future of entertainment, esports and beyondChristopher Cataldi21m
Genvid Technologies demonstrates cloud gaming as server-native rather than streamed PC emulation, running a 17× Skyrim map with 16,000 synchronized AI…
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Mobile eports in IndiaScott Prather20m
India has 1.3 billion people, 77% with mobile subscriptions and ~300M smartphones growing to ~530M by end of 2018, plus 50 billion app hours and 30‑80% mobile…
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The esports trends power panel35m
Industry numbers land hard: 2.26 billion gamers and roughly 190–192 million people interested in esports (projected ~286M by 2019/20), yet mobile currently…
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Blockchain 101Peter McCormack24m
Explains blockchain as a distributed ledger replacing bank trust, demonstrates sealing a block with a paper live demo and a proof-of-work puzzle that costs…
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The good, the bad and the ugly around launching and running a successful ICOTony Pearce27m
Reality Clash runs an ERC‑20 ICO that sells 14 million RCC coins at a 30¢ base price with a pre‑sale 50% bonus, raising development cash to fund a geo‑targeted…
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5 things we learnt from launching a mobile game on the blockchainShaban Shaame18m
Everdreamsoft launches Spells of Genesis with blockchain cards, sells ~20k on-chain cards at ~$20 each, and its token grows from microvalue to about $20M…
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The Future Opportunities for Crypto and Blockchain in GamesRichard Skaife, Jake Scott, Gary Bracey, Peter McCormack40m
Panelists discuss practical ways blockchain and cryptocurrency can be used in games, focusing on technologies like blockchain-based assets and crypto for…
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Panel: Blockchain and gaming – The winning combo?33m
Panelists argue that blockchain in games only matters when digital items become transferable crypto assets that players can use across titles and trade on a…
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5 secret hacks to winning on Snapchat!Timothy Armoo20m
Fanbytes shows three concrete Snapchat tactics and results: build a network of 17–21 year olds to create vertical, playful ads and programmatically place them…
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Panel: Influencer Marketing Uncovered37m
Agency-run campaigns hit real numbers: Battle Cats videos near 1M and a Weegner Mains spot at 1.2M, a Fastlane stunt embeds 20 creators in-game and earns ~30…
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How to get seven billion views On YouTubeRICH KEITH TURPS23m
Yogscast has seven billion views and uses that history to show what actually scales: starting as Minecraft survival-guides turned narrative series, growing via…
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Show me the public money – Tax breaks and grantsElla Romanos20m
UK games tax relief returns 20% back (max £1M) of qualifying costs, can be claimed pre-release and via interim certificates; use an accountant experienced with…
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Panel: The influencer’s perspectiveJosh Pieters, Jodi Sahlin37m
Panel gives concrete, measurable takeaways: daily posting routines (some do 2 videos/day, one did 14/week), subscriber and view milestones (channels at ~8M…
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M&A in the games sector – 2017 recap and 2018 predictionsShum Singh24m
2017 sees five mega-deals make up over 70% of announced value and total announced deal value hits $5.6bn, with large acquirers paying about 3x LTM sales and…
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Live ops for indies – The DNA of an effective mobile teamDerk de Geus26m
Stormbound is a collectible card mobile game run with a core live team of about four to eight people using a release train cadence, Periscope dashboards for…
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25 tips for successful pitching and networkingWalid O. El Cheikh18m
Gives concrete rules: know the ask down to numbers like 1 million euros for 25%, pick one specific audience, and stop polishing — launch a shitty pitch to…
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Mind the gap – The future of mobile gamesTOBIAS KNOKE16m
History doesn’t repeat itself, but it rhymes”… How did games evolve on PC, console and mobile so far? What insights can we gain from that to predict how mobile…
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The journey of a mobile marketing agency to the Korean gamersTimur Kulbaev18m
Rebound Mobile launches in 2016 as a six‑person agency and chooses South Korea over China and Japan because Western games perform better there and competition…
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What is the one feature modern F2P games cannot succeed without?Isaac Roseboom, Aaron Ludlow, MARTIN KWADNIC, NICK HARPER41m
Argues that the single must-have is a game that’s actually fun to play, backed by a live-ops system of weekly events and predictable schedules that sustain…
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The live ops power panelMark Val44m
Panelists compare concrete live‑ops practice: long‑running titles (one >20 years, Subway Surfers ~6–7 years) require growing then sometimes shrinking teams…
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How to work with the games mediaSUE GREENWOOD, JACKI VAUSSE, HARRY COLE, Craig Chapple, HARRY SLATER28m
Don’t spray the inbox: target three-to-five relevant outlets, send a short email with a link (screens, trailer, or art), and avoid long press dumps. Give early…
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Crafting promotions that work and how I created one that didn’tMike Hines, Mario Viviani21m
Developer builds an Alexa political-trivia skill, prints quote t‑shirts and runs a Facebook ad that flops because the art is unreadable and the audience…
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Defence against the dark arts of mobile game hackingKristan Rivers15m
About 100 cheating apps exist for Android, roughly 80% originating from China, with top tools like Lucky Patcher and Xposed framework used to modify runtime…
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Facebook Instant Games – The state of playJoy Marianowicz23m
Platform runs HTML5 games across Messenger and Facebook, reaches more than 1.3 billion Messenger and 2 billion Facebook users with ~70–80 live titles, and…
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The Trailer Park Boys success storyJosh Nilson11m
Trailer Park Boys: Greasy Money hits #1 app in Canada at launch, reaches top 10 games in the US and top 100 in 100+ countries with a small launch spend, and…
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10 million players, weekly updates – A player-centric, fast and agile approachJANOSCH SADOWSKI16m
Company hits ~50 million downloads, ~9 million monthly active users and about $10M revenue last year while shipping roughly one-week sprints and ~40 live…
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Dive into the Outfit7 game development knowledge poolHelder Lopes13m
This talk, led by Helder Lopes, VP of Design and Animation at Outfit7, will explain the success story of the company’s latest game, Talking Tom Pool, which…
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A UX toolkit – The player’s perspectiveGraham McAllister24m
A practical UX checklist maps every bug to five layers: appeal, learnability, usability, player experience, monetization and prescribes concrete measures…
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Why do you need a production plan for your game?Filip Cholewczynski16m
Many indie game developers are not considering proper production plans and a need of a producer within their projects. Some of them don’t even see a problem…
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Indie journey – From intensive care to hit game (clear vision)Dan Olsson13m
Clear Vision starts as a flash game that racks up 100 million plays and becomes a mobile hit with ~35 million installs and 1.6 million App Store reviews…
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How a reborn determinism will disrupt multiplayer games developmentChristof Wegmann21m
Reborn determinism claims to replace state sync by sending tiny inputs, using predict-and-rollback to hide latency and then memcopy-rollback when predictions…
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Time to rethink the waterfall mediation model?Slava Taraskin18m
Since mediation has become the “silver bullet” solution for ads monetisation, many challenges have appeared that are inherent to the model I.e Multiple SDK…
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The rise and rise of the Chinese mobile gaming marketSEAN PARMENTER14m
China’s mobile games market is presented as the fastest-growing region: global games $108.9B, China $27.5B with mobile at $14.6B, 500 million mobile gamers and…
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How to get your app to the top of the App StoreRory Mudie23m
Claims concrete steps: combine ASO + search ads so metadata and paid bids work together, pick ~29 target keywords and seed them across title, subtitle, promo…
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UA & monetisation trends in 2018Johan Lofstrom, Robert Kelly, Igor Lautar, Alexander Ekvall41m
Header bidding claims to lift publisher revenue by about 5–10% while leveling demand and cutting exchange fees; Outfit Seven is actively testing it. Rewarded…
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How to get the most out of your ad strategyMark Robinson21m
Three years of survey data with hundreds of responses show ad income shifting rightward, with many games now getting 20–60% of revenue and some clients hitting…
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Hatch and the new opportunity of on-demand gamingJuhani Tuomas Honkala16m
Hatch claims a working, low‑bandwidth cloud game streaming service that runs full Android/Unity titles with native graphics and low latency; it signs…
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5 reasons why you need to embrace interactive ads nowJohan Lofstrom19m
Claims that interactive ads out-earn video and boost retention get backed by numbers and a method: HTML5 playables and interactive video units are built…
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Influencer marketing: The tips that your app needsDmitry Liapin21m
Agency grows influencer line from one person to a team of eight and builds a database of 3,000 influencers, running over 1,000 ad placements in 14 months…
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Mobile gaming: Been there, done thatCHRISTOPH GODDERIDGE20m
App stores balloon from thousands to millions of apps while revenue grows faster than downloads, and engagement concentrates: top app takes ~50% of time, top 3…
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Through the looking glass – Following the rabbit down the data… WholeBRETT BAUER16m
Claims that full transparency on an RTB platform + analysis of creatives, bids, apps and events cuts wasted spend and raises quality installs. Workflow moves…
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The unreasonable effectiveness of data for better monetisationTed Verani23m
Claims that dynamic, ML driven pricing and reused behavioral data boost revenue with real results: an SDK captures hundreds of pricing triggers, models run in…
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Don't do it like a virgin – Automated revenue management in gamingAlex Moukas25m
Claims a 50% uplift in IAP revenue by deploying automated revenue management that uses machine learning, predictive analytics and deep data pooling. Describes…
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Space – The final app tierKalle Vähä-Jaakkola22m
Space Nation launches a mobile astronaut-training app called Space Nation Navigator in March with NASA trainers and an Axiom Space partnership, funded by about…
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Chaos, control and creativity – Tips for managing and scaling an art teamEYAL CHAMEIDES22m
Company scales from one artist on five games to 30 artists across 4 games and recommends concrete steps: pick one visual direction early because 90% of design…
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Next generation playable ads on mobileRANDY BARENSCOTT16m
Zplay introduces a new playable ad format that sits between streaming and HTML5, built to serve low-tier ad markets and 3D action titles while using the game’s…
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Round Zero on how to (not) get your mobile game publishedDaniel Rantala15m
Round Zero runs a screening pipeline: 6–7 day test campaign using cross‑promotion in Fingersoft titles, measure installs, CTRs and early ARPDAU, then expand…
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Monetisation revealed – stories and data behind ad revenue successDan Laughlin, Daniel Stammler, Eren Yanick, Lisa Pak22m
Panel gives concrete playbook: treat opt-out rate as the primary daily health metric, not just eCPM; use mediation/waterfalls with 2–4 networks, then add more…
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Maxing out your Facebook user acquisition for gamesMika Kuusisto, Morgan Monnet, Saikala Sultanova38m
Ubisoft tests South Park in a short soft launch (about four months) then goes global in November, using Facebook/Instagram with Smartly.io, app event…
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Gamified panel: Which ad won?32m
Liftoff shows real A/B tests and claims interactive, gameplay-mimicking ads beat static video repeatedly, one test delivering a 99% uplift; localized Swedish…
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How we can leverage games to help people learnRobby Yung20m
Animoca Brands experiments turn specific ideas into working products: an endless runner that replaces IAP with math so students solve problems to keep playing…
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Board games and mobile games – The perfect unionPhilippe Dao10m
Asmodee Digital adapts tabletop classics to mobile by preserving rules while adding bespoke UI, solo mode, live competitive features and platform-level social…
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Messaging, Messenger, iMessage & More – Learnings and predictions from EU expertsJosh Burns, Adam Telfer, Matthew Wiggins, Elina Arponen, Bozena Rezab, Tung Nguyen-Khac40m
Panel gives hard numbers and concrete pivots: Facebook Instant Games launches in late 2016 and a web-to-HTML5 port draws 12–40 million users in weeks while…
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The future of Hollywood and gamesMatt MacMahon12m
Hollywood faces a shift: mobile is the primary consumption screen and Apple apps > global box office as revenue, so traditional funnel economics (ten scripts…
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How PlayRaven is working with CCP and Improbable to create next-gen MMO experiences in mobileLasse Seppanen20m
PlayRaven is building a mobile MMO set in the EVE Online universe with CCP and proves the concept by emailing a pre-alpha to ~1,000 EVE Vegas attendees and…
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Low budget growth tactics that every games developer should know aboutAurora Klaeboe Berg21m
Fun Run hits 100 million downloads after a Twitter hashtag contest that sparks a growth inflection; A/B tests show removing the tutorial increases retention so…
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Global Games Publishing Trends for 2018Everett Wallace, Nikhil Birla, Kay Gruenwoldt, Frank Duffer, Nour Khrais30m
Panelists give concrete numbers and tactics: global mobile revenue hits about $55 billion in 2016 and growth concentrates in China, India, Middle East and…
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Candy Crush Saga and longevity and innovationTodd Green18m
Candy Crush Saga hits a five‑year anniversary and live games, not new launches, drive the charts (eight of ten top titles are older than a year). The company…
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Living games: Jagex, RuneScape and the evolution of live gamesPhil Mansell18m
Jagex recounts refocusing RuneScape into two live products (modern RuneScape and Old School) after acquisition in 2016 and claims metrics like millions of…
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CSR Racing GM discusses nurturing a creative company cultureJulian Widdows17m
CSR Racing 2 launches in June 2016 and hits number 1 top‑grossing in 126 countries with over a million five‑star App Store reviews, and the live team ships…
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Monument Valley 2 – How premium games can succeedDaniel Gray19m
Claims that small teams can profit by making short, intensely polished premium games: Monument Valley is built by ~8 people, delivers roughly 90 minutes of…
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The indies’ path to getting out into AsiaShintaro Kanaoya19m
Company has published 16 games (15 mobile) and offers indie distribution into Asia with a broad and shallow approach rather than betting a single market…
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The big three – China, Korea, and Japan Markets UncoveredPaul Barnes, Joyce Xu, Tom Van Dam, Aras Senyuz30m
Four games passed $1B in 2017 and every one originated in China, Korea or Japan; Japan is ~ $12B, China similar but with ~250% growth from 2015–2017 and ~550M…
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The British games industry – The state of play discussionJo Twist37m
UK games combine decades of creative heritage with recent free‑to‑play know‑how: examples cited include Golf Clash $1M/day and Grand Theft Auto V hitting a…
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The Subway Surfers storyMathias Gredal Nørvig21m
The SYBO Games CEO speaking at Pocket Gamer Connects London 2018 on how the endless runner has been such a success for the company.
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A fireside chat with games industry legendsPeter Vesterbacka, David Helgason44m
Historical hits and hard numbers: Unity powers cross‑platform production, Rovio’s Angry Birds tops over a billion downloads, and China already dwarfs other…
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How to use your mobile game for goodAdam Holmes13m
War Child UK describes running a Game On hub since 2017 and raising close to £2.5m from industry partnerships over a decade while reaching about 140,000…
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Creative ways to make money in the mobile games marketMail.RU Group42m
Panel claims rewarded video is the primary growth driver, with a Q4 eCPM range of $5–6 for brand buys, but warns of revenue cannibalization when videos flood…
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Designing games for optimal IAPTed Verani, Jeferson Valadares, Casey Dickinson, Ian Griffiths40m
Panel argues you must design the game first, then price: build a long playable core loop, soft‑launch and A/B test for retention benchmarks, then layer…
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Fireside chat: Brands and indiesAlex Moyet, Nat Griffith18m
Curve Digital and PressSpace argue that a brand is more than a logo and must be built from day one: define core values, treat game studio and creator as…
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Golf Clash – The power of infectious gameplayOscar Clark, PAUL GOUGE25m
Claim: a tiny studio builds a short-session mobile golf game that becomes a breakout live-service hit. It ships a real-time 1v1 mechanic, data-driven live ops…
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Finding the right partner in a consolidating marketLouis Rene Auclair, John Peterson18m
Corporate development describes a strategy: raise a strategic partnership with Netmarble, use a tranche of financing to acquire studios (first major buy…
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Tales from the cryptocurrency trenchesAlex Amsel25m
Blockchain tokens represent true digital ownership so a virtual item can be issued, provably scarce and transferable without the platform keeping a ledger…
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Wappier on improving mobile game monetisation by up to 50 per centAlex Moukas09m
Wappier claims its cloud ML platform and simple SDK deliver 30–50% revenue lift and 40–50% longer LTV by combining loyalty points, bundling and dynamic…
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