~/conference

Pocket Gamer Connects London 2019

mobile game developers, indie studio founders, game designers, narrative designers, user researchers, product managers, marketing managers

hyper-casual one-minute sessions; AR drum spatial placement; concept art-driven storytelling; audio as UI; environmental storytelling techniques; weekly prototype playtests; designing for kids micro-cohorts; influencer-driven soft launches; Firebase quota scaling; branded games approval workflows; timer mechanics as narrative; blockchain game integration

titleauthorlength
Future of casual music game publishing – Trends, struggles and hacksVera Rabkina19m
Gismart reports ~20 titles with 350 million downloads and ~17 million MAU and argues music games scale by being simpler, social and educational: move to…
Talk in English on
The vitality of visual storytelling in gamesNatasha Trygg23m
Argues that visual storytelling moves design decisions and saves money by using concept art is cheap to lock composition, color and usability before…
Talk in English on
How to lay the foundations for compelling storytelling in gamesMartin Korda21m
Get a writer at concept stage and plan design and story side by side so mechanics inform narrative and narrative informs mechanics; expect ripple effects when…
Talk in English on
From Reigns to Game of ThronesFrancois Alliot20m
Nerial builds the Reigns series — minimalist swipe-based decision games — then scales the brand with a licensed Reigns: Game of Thrones that connects back to…
Talk in English on
3 things that games developers need to know to safeguard their gamesBeata Sobkow20m
Three concrete risks and fixes: copyright protects expression not ideas so courts bar clones only when substantial expressive elements match (Tetris, Pac‑Man…
Talk in English on
User Research in the Prototyping PhaseSophie Vo21m
Rovio’s indie session describes concrete user research during prototyping for casual mobile/puzzle games: run weekly mock-ups and quick lab sessions with video…
Talk in English on
Designing for kidsRam Kanda18m
Design advice centers on specific age-driven rules: treat kids as two-year micro-cohorts and push interfaces to the edge of ability. Pre-readers (2–4) need…
Talk in English on
betting the studio future on one influencerOlesja Marjalaakso18m
An indie studio builds Trendy Stylist, a dress-up mobile game tied to real fashion and Instagram-style social loops, and soft-launches in Russia around one…
Talk in English on
adult games as a credible alternative for developersJean-Francois Tremblay22m
Nutaku positions adult games as a discoverability-first alternative to crowded stores by building a dedicated platform and Android app, growing from 1M to 20M…
Talk in English on
Mobile indie is dead – Long live mobile indie!Herdjie Zhou14m
Studio launches Namcat and a followup Beach Street using celebrity internet-cat IP and pixel art revenue-share deals to secure 2 million downloads in two weeks…
Talk in English on
Building branded games without getting burntEmil Kjaer17m
Studio has built branded games for about six years and ships titles like Lego Star Wars Microfighters as ad-driven product integrations; branded launches lower…
Talk in English
Exploiting timer mechanics as a narrative toolGreg Buchanan18m
Breaks timer mechanics into concrete patterns and outcomes and argues time can be a narrative resource rather than just a monetisation grind. Shows four…
Talk in English on
How blockchain tech can usher in the next era of gaming for developers and playersSebastien Borget21m
MagnaChain positions itself as a gaming-first blockchain, claims a live mainnet and offers SDKs for Unity and Unreal plus onboarding to let developers mint…
Talk in English on
Growing pains – Moving from a handful of entrepreneurs to a companyVille Rauma44m
A clear playbook emerges: measure the real levers (DAU = new users × retention), track 100,000 new users every day as a success signal, and watch churn kill…
Talk in English on
Fantasy games pitchingKatleen Evers, Sabrina Carmona, Martine Spaans, Natasha Trygg, Oscar Clark38m
Panelists improvise game ideas from screenshot prompts, delivering two-minute pitches against a countdown and deciding winners by audience voting. Many…
Talk in English on
Transhaping – Kickstarting with meaningRyan Nisbet, Dylan Hetherington17m
Small student studio builds a short side-scrolling platformer that literalises transition as a character-changing progression and aims to educate while…
Talk in English on
Better together – How to build a mobile game with help from your communitySam Barton23m
A pre‑alpha of EVE: War of Ascension goes live at EVE: Vegas for a planned three‑day playtest and keeps running for nine months, exposing engine edge cases…
Talk in English on
Which simple tips deliver the biggest value to developersMarek Rabas, David Mohr, Jeremy Glazman, Martin Jurasek36m
Says don’t build your own engine: pick Unity or whatever fits the team, plus Photoshop/Adobe XD for art and mockups. Set up source control and CI (Jenkins or…
Talk in English on
Redefining play – Blurring the lines between app and gameMark Van Ryswyk19m
Design Home launched November 2016 and claims 1 million daily active users creating over 2 million rooms per day; it reaches ~60 million downloads and reports…
Talk in English on
Meet your new and improved teammate! Human-directed AI agents and gamingJohn O’Malia21m
Claim: language and voice let players coach AI teammates to improve outcomes. Uses reinforcement learning agents (built on the SC2LE hack-and-slash maze), adds…
Talk in English on
Mobile game production and advanced device researchGuy Ulmer14m
Plarium’s developer toolkit lays out concrete heuristics: Android lists ~15,000 SKUs so targeting by SoC/GPU family is far more practical than per-phone…
Talk in English on
Top 5 mistakes designing free-to-play collectiblesElad Drory22m
Free-to-play collectible systems fail when one item dominates or duplicates become dead weight; fix by forcing collection diversity with color dungeons or…
Talk in English on
Creating games on Roblox – A fireside chat with Roblox developer Joshua MarthezeJoshua Martheze22m
Platform claims $500M mobile revenue (Oct 2018), ~17M monthly users and a $150M funding round; creators use Roblox Studio and Lua, publish free games, monetize…
Talk in English on
The pain and pleasure of free-to-play game UI designLissa Capeleto19m
UI design for live free-to-play games focuses on measurable outcomes: avoid dark patterns that boost clicks but harm retention, and expect constant iteration…
Talk in English on
Optimising your mobile game using scriptable render pipelinesYilmaz Kiymaz21m
Shows how to convert a custom vertex‑color shader from Unity’s built‑in pipeline to the Lightweight Scriptable Render Pipeline (SRP), replacing CG with HLSL…
Talk in English on
Gram Games on iterating your development pipeline as you growEngin Erenturk18m
Gram Games scales from ~15 to ~90 people across Istanbul and London while keeping iteration fast: teams produce one-week playable prototypes, run ~200…
Talk in English on
Lessons from Fusebox's Love Island: The GameEd Sibley17m
Postmortem of Love Island The Game explains concrete outcomes: a licensed mobile visual-novel built with ITV Studios that hit top grossing charts for several…
Talk in English on
How to make great games without crunch / mental health problems in the games industryKate Edwards, Derk de Geus, Josh Nilson, Kevin Agwaze, James Nicholls40m
Panelists give concrete fixes: embed QA into teams instead of isolating them, run paid mid-day workouts and clear no-email time to decompress, buy third-party…
Talk in English on
Gaming for good – Why games companies are collaborating with charitiesHarriet Hughes, Lisa Pak, John-Paul Burke, Amparo Garcia27m
War Child reports $3M raised through an annual Armistice campaign that asks games to sell themed items and run events; publishers describe tactics…
Talk in English on
Company culture at NaturalMotionJeff Hickman20m
NaturalMotion runs a deliberate cultural overhaul: one-on-one interviews and surveys produce an eight-sentence vision, 250 sticky-note obstacles get grouped…
Talk in English on
Ditch toxic systems so we can finally love video game romanceElie Abraham22m
Argues that common systems teach toxic romance by design, naming the kindness tokens model and showing how games make sex-as-reward: Mass Effect’s Jack stops…
Talk in English on
Running a games business without killing yourselfChris Kempt19m
Built and released five games on £200k over 18 months, achieving top-ten hits and a title that reached #1 in 32 countries, but cashflow ran out and leadership…
Talk in English on
Can a game be therapy for emotional health? Can it change a teen's life?Rosemary Lokhorst20m
Resonance House builds Shadow's Edge as a free nonprofit mobile digital therapeutic that uses journaling, creative rebuild mechanics and therapist-written…
Talk in English on
How InnoGames Became Warlords After Getting Warlords – Learnings from Taking Over an External GamePhilip Bang15m
Innogames' team took over the mobile strategy game Warlords of Aternum from Wooga, performed massive content updates, ported parts of the game to a new engine…
Talk in German on
Culture driving productivitySabrina Carmona20m
Experience across six countries and three languages informs a pragmatic recipe: use measurable evidence (Deloitte finds 84% of employees value distinct culture…
Talk in English on
Exploring cross-platform play between virtual reality and mobileLari Unkari, Antti Sartanen, Kim Haataja18m
A team from Hipfire Games shows a working prototype: a ship-based space game where the VR user performs tactile, hands-on tasks and mobile users act as droids…
Talk in English on
101 concepts for games innovationMihai Pohontu15m
A rapid inventory of concrete ideas: brain-controlled VR with electrodes is demonstrated in a clinical demo called Awakening that reads neural activity in real…
Talk in English on
Future games platforms – Exploiting the possibilitiesMARCUS PULLEN, Nancy Basi, Jon Hibbins, Christina Barleben, Harri Manninen, Simon Barratt49m
Panel discussion lays out concrete bets and numbers: PlayStation VR at ~5 million headsets, Play Ventures running a $30M seed fund, and a Nordic location-based…
Talk in English on
From mobile to consoles and back to mobileSako Salovaara14m
Small indie studio moves from mobile to consoles, ships a 2016 top‑down shooter on Xbox One/PC, then ports a drunken brawler that previously hit 600,000…
Talk in English on
Skybound Games: From comics to games… and a wheel of awesome!Mark Stanger29m
Skybound positions creators at the center of a multi‑platform publishing engine: a 100‑person LA hub, 40 monthly comic titles, 50 license partners, a Simon &…
Talk in English on
The business of immersive (AR/VR) gamesKaveh Vahdat17m
Company RiseAngle ships four games: one mobile AR title and three low‑end VR releases, plus a larger episodic IP that moves between VR and non‑VR. Market view…
Talk in English on
Voice games – An overview of an up-and-coming categoryJeferson Valadares20m
Claims voice will replace typing within 5–10 years and points to platform growth — Google Actions hitting 1 billion+ enabled devices and smart speakers…
Talk in English on
Raw Fury: Cross-platform publishing – Why and howAndreea Chifu18m
Publisher Raw Fury releases a 2D Metroidvania to six platforms (PC, Steam/other stores, iOS, Android, Switch, PlayStation, Xbox) at the same $2.99 price and…
Talk in English on
The ethical hacker’s guide to winning with Gen ZTimothy Armoo17m
Fanbytes describes a repeatable "ethical-hacker" triangle: hacking culture, choose emotion over gameplay, memeing it up. Case specifics: DI.fm drops a Bob's…
Talk in English on
How developers can bring augmented reality games to the masses in 2019Tommy Palm22m
Resolution Games recounts concrete wins and hard limits: five prior VR titles, a VR fishing game with 2.5 million downloads becomes Bait: Under the Surface…
Talk in English on
Porting to console – Why alternative platforms options matterShintaro Kanaoya16m
Console ports cost surprisingly little and can pay off: a Unity point‑and‑click had £5.5k port cost, required one engineer for one month, dev kit/SDK access…
Talk in English on
The emerging markets power panelSIMAY DINC, Nour Khrais, Gaurav Agarwal, Amit Khanduja23m
Mobile games in India and MENA show concrete signals: India is the fastest‑growing smartphone and data market with half a billion devices expected by next year…
Talk in English on
Publishing in Asian markets – The ‘how to’ discussionLanger Lee, Anderson King, Dmitry Chudovsky, Harry Holmwood, Shintaro Kanaoya, Allison Bilas37m
Asian markets are different countries not one market: China, Japan and Korea demand different monetization and genre fits, and localization plus a strong local…
Talk in English on
A Westerner's guide to the Japanese games marketMolly Heady-Carroll14m
Arcane Circus is a two-person studio building Kaijack: Card Attack, a kaiju-themed doodle card game targeting iOS, Android and Switch with release planned next…
Talk in English on
User analysis for premium games in ChinaMiley Chen24m
Survey-backed snapshot of China’s premium-PC market: 40M registered Steam users (real ~23M), average Chinese Steam user owns ~11.5 games vs ~43 in the US, and…
Talk in English on
The games industry scenario in China – And the value a local publisher can provideKen Li25m
China generates roughly $37B mobile game revenue with about 600 million paying users and sees massive churn — 9000 new games in 2017 versus Steam’s ~7000 — so…
Talk in English on
The Latin American games market overview 2019Juan Pison21m
Latin America has two-thirds internet reach and slightly more than half of those users play games, with Brazil then Mexico and Argentina dominating installs…
Talk in English on
Oriental versus occidental monetisationJorge Castaño19m
Compares concrete monetisation differences: Japanese players deliver $134 ARPU and a highly loyal base (cited 173 million players), so studios build huge…
Talk in English on
The future of the Chinese mobile games industryJeff Lyndon21m
China now counts 600 million users and treats mobile gaming as everyday life, with offline eSports bars, paid coaches and social venues driving growth and a…
Talk in English on
Meet the Dragon's neighbours – South Korea and JapanHeita Miyoshi18m
Korea favors fast turnover: games need frequent updates, attract players with heavy new content and short life cycles, while Japan keeps players for months or…
Talk in English on
A new opportunity for casual game success in the West and ChinaHeaven Wu14m
China’s casual opportunity centers on WeChat Mini Games as an alternative distribution and monetisation route because China’s Android market is decentralised…
Talk in English on
Data-driven UI/UX for the MENA regionHanin Suradi15m
Tamatem’s card game VIP Minutes reaches over 1 million MAU after a data-led redesign: a beta shows ~65% initial approval, home-page restructuring lifts day‑1…
Talk in English on
The year of hyper-casual in ChinaJeppe Bisbjerg27m
China accounts for nearly 50% of global iOS+Android downloads in 2018 and the market is shifting toward hyper‑casual because advertising and UA mature…
Talk in English on
What do movie directors, motorcyclists and historians know about making games?Todd Green19m
Argues that games gain concrete design moves by borrowing from other arts: King applies standard UX win screens in Farm Heroes but can swap to a Rio Carnival…
Talk in English on
5 lessons from making London the games capital of the worldMichael French13m
Games London runs the London Games Festival and year‑round programs and since 2016 works with about 160 companies, matches around 100 with investors, and…
Talk in English on
Paving the way for player-owned game economiesJohn Linden18m
Mythical Games CEO John Linden delivers a Trade Trends session at Pocket Gamer Connects London 2019 on January 21st to 22nd. 2019 will mark a new horizon of…
Talk in English
What happens to the UK games industry after Brexit?Jas Purewal, Joe Brammer, Craig Fletcher, Chris James22m
Panel lays out concrete impacts and contingency steps: several studios opened a Munich studio or are relocating staff after hires collapsed, IPOs stall and…
Talk in English on
The history of the UK’s mobile games industryGeorge Osborn, Nicoll Hunt, Adrienne Law30m
Chronicles how UK mobile gaming shifts from J2ME and Snake to App Store-era hits like Monument Valley and swipe-first games such as Paper Toss, credits ngmoco…
Talk in English on
London Venture Partners on venture capital in games – What, when, why, howJon Bellamy17m
London Venture Partners is a seed-stage games fund that writes checks up to roughly $2.5m and claims about $14.3bn shareholder value from past exits. Data…
Talk in English on
Global trends – Insights from 3 billion mobile gamersIoana Hreninciuc22m
GameAnalytics presents a global benchmark of 60,000 games and 3 billion devices showing concrete numbers: median day‑1 retention ~25% while top performers hit…
Talk in English on
How to bag an IP like Rick and Morty and deliver a killer gameDavid Burpitt19m
Big Pixel wins Rick and Morty rights, builds Rick and Morty: Pocket Mortys (2016) and keeps it live with weekly content updates and monthly events, proving…
Talk in English on
Third-party publishing – Why and howAnderson King26m
Huawei reports 200 million devices shipped in 2018 and about 68 million users outside China, pushing AppGallery to claim roughly 200 billion cumulative…
Talk in English
Lifetime value forecast – How to predict your game's revenueVera Karpova18m
Explains concrete LTV recipes and pitfalls: compute true LTV only by waiting until a cohort dies or use practical forecasts like daily ARPU × estimated…
Talk in English on
App search marketing – How to conquer this new frontierRory Mudie19m
Agency plus SaaS platform runs ASO and paid search together, claiming 65% of downloads come from app-store search and that Apple Search Ads convert at 50% on…
Talk in English on
Hypercasual monetisation versus long-term retention monetisationGuy Singh, Ian Verchere, Kim Bolsoni, Christopher Kassulke, Jules Minvielle37m
Panelists compare concrete outcomes: moving a premium mobile title to Switch by removing loot boxes and shipping full features wins 8 million downloads and…
Talk in English on
SpeedPanel: Ad monetisation takes over the worldAkin Babayigit, Anette Staloy, Elizaveta Kostyukhina, Enric Pedró20m
Panel claims ad monetisation now funds scalable user acquisition, crediting rewarded video for big eCPM gains and the rise of bid-based mediation. Studios…
Talk in English on
Understand the complete mobile user journey – Attract brands in your games, drive revenueJules Minvielle21m
Ogury presents concrete claims and tools: a consented data platform integrated into ~10,000 apps with access to ~400 million profiles and reported 100 million…
Talk in English on
Understanding game genre for smarter monetisationFatma Burcu Ozcengiz12m
Unity recommends tailoring monetisation by genre: hyper‑casual needs very short sessions and many ad impressions to cover acquisition, midcore accepts higher…
Talk in English on
Debunking header bidding in mobile appsAnel Ćeman, Dilpesh Parmar21m
Claims that header bidding drives 20–30% yield uplift for some publishers, that rewarded video shows the biggest gains, and that SDK footprint shrinks when…
Talk in English on
How to acquire two-times more paying users by partnering with mobile operatorsGuy Singh20m
Bango connects apps to 40+ mobile operators and leverages operator payment data to target top spenders who lack credit cards (5 billion mobile subscribers vs 2…
Talk in English on
Voodoo and MoPub deconstruct the hyper-casual phenomenonVincent Pagnard-Jourdan, Céline Droit19m
Voodoo runs an ad‑first playbook: banner, full‑screen and rewarded ads across games, uses Tenjin to tie ad revenue to install sources, and merges UA and…
Talk in English on
How to monetise with Facebook Audience NetworkAlessio Aristide Di Salvo, Ben Atherton18m
Facebook Audience Network claims publisher payouts of $3.2B in 2017 and says rewarded video CPMs often rise +20–80% versus other networks. A Berlin case…
Talk in English on
UNO! Playing your cards right in global casual gamesTom Van Dam19m
Mattel163 partners with Nettie's to turn UNO into a global free to play product that already reaches 15 million unique players before global launch and…
Talk in English on
Keys for success in hypercasual and Messenger gamesSimon Spaull, Alexander Krug, Christian Calderon, Mark Ettle, Gaurav Agarwal42m
Panelists report concrete metrics and tactics: Softgames claims 100 million Messenger plays and about 500 HTML5 games built, Gamezop distributes ~250 titles…
Talk in English on
What Gamee learned about hyper-casual games from 3 billion gameplays across 70 gamesBozena Rezab15m
Gamee reports 3 billion gameplays across 70 games and a shift to a progressive web app after iOS removal, yielding over 25 minutes per user per day. Increasing…
Talk in English on
Growth on Messenger – What Moonfrog Labs learnt from the success of Ludo ClubVasavadatta Trivikrama16m
Moonfrog Labs’ Ludo Club achieves 10 million MAU and Top 3 status on Facebook Messenger by prioritizing concrete fixes: it scales from 64k to ~2.8M DAU early…
Talk in English on
Facebook Instant Games - What's next?Joy Marianowicz21m
Update on Facebook Instant Games' roadmap with numbers and features: platform grows from ~100–200 to over 6,000 live games, day‑1 retention moves well past the…
Talk in English on
Fireside Chat: Creating enticing sports games with short and fast play timeJon Middleton21m
Company raises $3 million seed to build mobile-first sports games focused on 3–5 minute head-to-head sessions that prioritize competition, social leagues and…
Talk in English on
Why go hypercasual?Alon Paster20m
TabTale outlines why hypercasual wins by numbers and process not buzzwords: short production cycles under three months, hit examples like Helix Jump hitting…
Talk in English on
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.