Pocket Gamer Connects London 2020
2020-01-20..2020-01-21
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 |
|---|---|---|
| Showcase Their Journey to Mobile & Creating a Global Franchise | Jeonghee Jin | 23m |
Black Desert launches on PC in 2014, expands to Steam/console, then moves to mobile in Korea in 2018 and targets a worldwide mobile release on December 11… | ||
| Speed Panel: Eastern Eye: New Opportunities in Asian Territories | Langer Lee, mixi Aaron Denford, Jeonghee Jin, Vivian Dong | 21m |
China’s Android storefront covers about 80% of mobile gaming installs, and publishers push WeChat HTML5 mini-games alongside native CPI titles; ad-driven… | ||
| Superstar Session: Gaming: Key Market Insights for 2020 | Paul Barnes | 21m |
App Annie reports 200 billion total downloads and $120 billion App Store spend in 2019, with three quarters from gaming and mobile spend more than doubling… | ||
| – 2020 Opportunities | Mike Enoch | 17m |
UK Games Fund runs an early-stage grant cycle for UK-based game developers with under 50 staff (most are under 10), offering an £5,000 initial award split into… | ||
| Emerging Macro Trends in Games and Game Streaming from a VC Investor’s Perspective | Ian Livingstone, Luke Alvarez | 21m |
HIRO Capital reports 300+ early-stage meetings in 2019 and runs a €100M fund (up to €150M with co‑invest) targeting game studios, games tech and eSports… | ||
| What has IP Ever Done for us? And How to Match Your Product to IP Holders | Kevin Jorge | 14m |
BBC Studios pitches IP with concrete reach and fit: Doctor Who 5 million Facebook fans across 240 territories and 1 billion YouTube views supports games… | ||
| Britain After Brexit - The Challenges & Opportunities | Will Freeman, Anna Mansi, Jon Hare, Jas Purewal, Louise Conolly-Smith | 32m |
UK law preserves video games tax relief for now, while Creative Europe funding is uncertain after December. VC flows spike 188% last year with over $10bn… | ||
| Superstar Session: Introducing Benchmarks+ Performance Insights for 1.2bn Monthly Players | IONA HRENINCIUC | 16m |
Benchmarks+ platform analyzes 87,000 games, 150 million transactions and 16 billion sessions monthly and presents 1.2 billion monthly players and top 5%… | ||
| Fireside Chat: Best Practices in Developing Games | Timur Haussila, Ric Cowley | 17m |
2019 is a good year with one public failure: killed Rush Wars after internal play and early external metrics show it “isn’t fun.” Decisions lean on real-user… | ||
| Politics, Policy and Video Games | Ben Greenstone | 22m |
DCMS Select Committee urges loot boxes to be regulated as gambling, which would force removal for under‑18s or require gambling licences and could wipe out… | ||
| Panel: Integrating an Acquisition into Your Business | Aurelien Merville, Adam Wells, Simon Iwaniszak, Timo Soininen, Eren Yanic, Julian Widdows, DAVE BRADLEY | 45m |
Panelists describe concrete outcomes: acquisitions keep founders and teams in place, preserve studio autonomy, and add data science and ad-buy scale plus… | ||
| Superstar Session:Hitting Big Numbers:What Numbers Can & Cannot Tell You About Your Hypercasual Hits | Falko Boecker | 19m |
After a year of Chinese and global launches the talk gives concrete metrics: use GameAnalytics and Adjust, compare three titles, and act on actual splits not… | ||
| State of the Mobile Gaming M&A Market | Adam Krejcik | 19m |
Global mobile gaming revenue hits about $68.5B in 2019 with IAP still dominant and a ~34% CAGR since 2013, and M&A shows mostly mid‑market deals ($10–500M)… | ||
| How to Enter the World's Largest Mobile Marketplace | Aaron Denford | 20m |
China’s mobile market is $37.9B with ~692M mobile gamers and approvals have resumed after 2018’s pause. APPTUTTi funnels one APK into 25+ Android stores via a… | ||
| Publishing in the Middle East and African Regions | Hussam Hammo | 20m |
Netmarble's Baris Ozistek delivers a Global Publishing track session at Pocket Gamer Connects London on January 20 2020.
Speaker: Baris Ozistek… | ||
| Mobile Gaming in the Arabic Speaking Market | Hussam Hammo | 16m |
Tamatem publishes 45 games with 70 million downloads across the Arabic-speaking market, which counts ~400 million speakers and a >$2bn opportunity; Saudi… | ||
| Three Key Factors to Successfully Monetise Mobile Games in Latin America | Julian Migura | 17m |
Latin America monetises mobile games by three concrete moves: design for low-spec Android and low RAM devices (smaller install size and <3GB requirements drove… | ||
| Panel: The Toxic Content Dilemma – Is In-game Game Chat a Lost Case or Can it be Saved? | Gabriele Aimone, Mari-Sanna Paukkeri, Claire Panter, Pascal Debroek, Mikael Jensen | 29m |
Panel argues that in-game chat is salvageable with layered moderation: filters plus AI plus human review. Utopia claims 100% of the content automatically can… | ||
| Panel: The Next Big Thing? Global Publishing & Business Trends | Ioana Hreninciuc, Miley Chen, David Mohr, Graham Gockley, Lewis Rogers, Fraser MacInnes | 37m |
Panelists debate concrete publishing moves and results: companies invest tens of millions into publishing infrastructure to outspend competitors, acquire… | ||
| The Right Publishing Model for Ad Monetisation Games; Light Publishing | Melinda Kang | 18m |
Avid.ly presents a concrete publishing option: an in‑house monetization platform and Big Data engine that has profiled 3000 game apps from ~200 developers… | ||
| Building a Long-term Gaming App Business: Applying Lessons of the Past to Power Your Success | Marc Bearman, Deniz Başaran | 17m |
Argues that mediation and user-level ad transparency are the levers that turn experiments into sustainable games: MoPub supplies impression-level revenue data… | ||
| Speedrunning Mobile Growth - Three Tricks to Hack Retention & Revenue | Nathan Ceulemans | 16m |
Explains three concrete tactics: unify measurement into a single source of truth (MMPs, CRM or Segment/Particle) to stop conflicting user counts; use push… | ||
| Scaling Creative for User Acquisition | Nick Gibbons | 19m |
Argues that shifting from incremental creative optimization to audience‑based creative maximization increases total revenue by reaching new user segments… | ||
| The Publisher – Developer Relationship: The Square Enix Mobile Partnership Approach | Albert Custodio Martinez | 15m |
Square Enix Publishing West sets up a product‑led, 360° partnership that treats the publisher as an extension of the developer, insists on joint… | ||
| Hypercasual Games - A Complete Ad Strategy Analysis | Aykut Karaalioglu | 17m |
Analysis of over 5 million creatives and weekly intake of ~100,000 assets compares campaigns from 20 hypercasual apps across Voodoo, SayGames and Good Job and… | ||
| One Country, One Language? How Custom Listing Pages can Change A/B Testing on Google Play | Jami Wardman | 12m |
Lab Cave uses six years of ASO data to show that Google Play Custom Listing Pages plus the platform’s A/B testing tool can change conversion outcomes: a title… | ||
| Creating and Retaining a Lifelong Playerbase | Josh Ayala | 20m |
Describes building long‑lived mobile games by turning worlds into IP with characters, story and live ops, citing $200M combined revenue from previous titles… | ||
| There's a New Ad Format in Town | Niklas Bakos | 21m |
Adverty pitches a native in‑game ad format delivered via a lightweight Unity SDK that developers drag‑and‑drop into scenes; the company says it served 40… | ||
| Extract Immense Value from Creative Optimisation | Johan Lofstrom | 18m |
Claims a product called self-optimizing playable ads that run as an SDK integration and auto-tune creative variables in real time. Reported results: a client… | ||
| Fireside chat: Standing out as a New Mobile Publisher in a Crowded Marketplace | Jon Middleton, Alex Verrey | 21m |
A new publisher launches as a focused sports-first studio building quick-session head-to-head sports mobile games, funded in a seed round with investors… | ||
| Panel: Tactics for Low CPI and High User Quality | Chirag Ambwani, Yiannis Alexopoulos, Muhammad Satar, Christopher Natsuume, Samuel Bevan | 40m |
Panel argues UA is shifting from cheap CPI to measurable ROAS: teams pass ad‑revenue back into platforms, optimize for LTV and retention, and prioritize… | ||
| Panel: Leading Tactics in User Acquisition in 2020 | Irina Yakupov, Farhan Haq, Aileen Bergman, Stephane Portal, Michael Jessen, Matej Lancaric, Yeshas Nakshathri | 32m |
Panel lists concrete tactics: teams run 15+ channels and report with AppsFlyer, Adjust or Singular feeding BigQuery/Looker; Snapchat scales to rival Google UAC… | ||
| Premium Brand Ads in Your Games: Five Key Takeaways from Five Years Experience | Romain Escaich | 22m |
Ogury has run a dedicated in‑game advertising engine since 2014 and shows that premium brand buys pay better and lift retention when executed with consented… | ||
| Privacy First! Mobile Engagement in the Fast Emerging New World | David Shackleton | 17m |
A platform (OpenBack) moves push logic onto the device so notifications are delivered, updated and withdrawn in real time, cutting cloud costs and keeping… | ||
| Monetisation Trends & Tips for 2020 | Josh Curtis | 21m |
Session cites App Annie forecasting a 26% rise in global mobile ad spend and DeltaDNA showing 94% of free‑to‑play games run ads, argues payers are ~5% of… | ||
| Can Showing Fewer Ads in Your App Lead to More Money? | Mei-Han Weng | 32m |
Claim: showing fewer ads can increase total LTV even if revenue per ad rises. Uses Tenjin Data X folder and a data warehouse with impression‑level ingestion… | ||
| Superstar Session: Building a Future-proof Ecosystem for Hypercasual | Burak Vardal | 21m |
Rollic reports testing 472 games tested in 2019 and publishing 13 global hits with four in the US top charts, then builds an internal SDK called Elephant SDK… | ||
| Superstar Session: New Ways to Optimise Your Instant Games Design | Joy Marianowicz | 21m |
Facebook positions Instant Games inside a new gaming tab and reports 700 million people engage with gaming content, driving features like a Play Games pill, a… | ||
| Instant Games - The Good, the Bad and the Future | Elina Arponen | 20m |
Survey of instant games claims faster, cheaper user acquisition than the App Store but lower retention unless social hooks and platform APIs are used; friend… | ||
| What Makes a Game Hypercasual? | Simon Prytherch | 25m |
Kwalee lays out three measurable principles: mass appeal (aim for inoffensive, genderless visuals and CPI ~$0.50), bite-sized gameplay (simple, nuanced… | ||
| What we Have Learnt from 100 Million Hypercasual Downloads | Jon Hook | 20m |
Homa Games reports over 100 million installs across Sky Roller, Pancake Art, Idle World, Tower Color and Tiny Cars and explains what actually moves the needle… | ||
| Panel: Hypercasual: Different Backgrounds at One Common Place | Utku Erdinc, Aras Senyuz, Hakan Baş, Mehmet Umut Ermeç, Burak Kurkcu | 35m |
Rollic and partners show that hits can come from tiny teams: T play grows 3→13 team growth after Water Story and spins a hit from a one‑day prototype into a… | ||
| Panel: The PG.Biz Panel: What’s Next for Hypercasual & Social Games? | Ric Cowley, Tom Van Dam, Andre Krug, Filipp Karmanov, Oli Christie, Jake Parker | 37m |
Panelists argue hypercasual stays dominant because short sessions and simple mechanics win wide audiences; publishers report RollerSplat-style titles hitting… | ||
| Bringing a Desktop Subscription Model to Mobile | Steve Tarry | 19m |
Jagex ports Old School RuneScape to iOS and Android with cross‑platform accounts, server‑driven content and native hooks for AppsFlyer and MMP; launches via an… | ||
| How Hyper Hippo's Live Ops Operations Maintain its Success in Different Cultures and Locales | Sam Fisher | 18m |
Hyper Hippo explains how Live Ops grows a single title into a global franchise: a five‑year cadence of weekly updates on Adventure Capitalist that reaches… | ||
| Panel: Keeping Your Community Happy | Nick Murray, Paul Farley, Chris Peters, Eric Morales, Xavier Carrillo Costa | 33m |
Panel details concrete tactics: run a five‑year celebratory event that drove millions of views and tapped 65M+ players, build backend hooks for mass gifting… | ||
| Superstar Session: How to Spot Performance Problems that Gamers Hate & Even Major Studios Often Miss | Sharif Sakr | 25m |
GameBench shows how to find concrete problems: an SDK plus device farm and automated sessions feed data from ~7,000 device models (and billions of manufacturer… | ||
| Firebase, Analytics, Google, and Understanding How They Work Together | Todd Kerpelman | 20m |
Firebase presents a 19‑product suite for games, centering on event‑based Google Analytics for app and web properties rather than old pageview sessions; key… | ||
| Trailers - Sell Your Game | Ana Uzelac, Kosta Mihailovski | 28m |
Bunker VFX explains when a trailer actually sells a mobile game: three practical trailer types — recorded gameplay, in-engine camera reels, and high-end… | ||
| Scaling Mobile Game Instances | Stefan Ideler | 19m |
This talk explains how i3D.net uses a hybrid cloud approach to scale mobile game server instances, combining bare-metal servers for high performance with… | ||
| Stop Believing Benchmark Metrics for Your Game | Oliver Kern | 14m |
Common benchmarks like 40/20/10 retention mislead because retention definitions vary wildly and genre matters; use installs, ARPU and real retention curves to… | ||
| Superstar Session: From Impossibility to Relatability: How we Define What a Game is | Daniel Gray | 16m |
ustwo games explains what actually makes Monument Valley-style games: four working pillars—built by humans, player-centric, pride, games with meaning—and… | ||
| How to Bring a Game Company Still Owned by its Founders to the Next Level | Celine Pasula | 12m |
Fingersoft is a 60-person Finnish studio that self-published Hill Climb Racing and has 1.4 billion downloads; the claim is to scale while staying founder-owned… | ||
| How we do Quality Assurance at King and How Agile Jenga Helps us With our Processes | Ana Luca | 15m |
Claim: shift from late QA to embedded quality assistance that prevents rework. Demonstrates an Agile Jenga exercise (36 numbered blocks, 4 rounds, teams of 3)… | ||
| Minimal Design, Maximum Impact: Puzzle Game Design in Hypercasual Games | Juan Gril | 16m |
Argues that mobile puzzle churn comes from single-solution levels that force repeated backtracking and frustration, using Cosmic Express as an example of that… | ||
| Panel: What are the Things You Wish You Knew When You Started Developing Your Games | Kadri Ugand, Kim Soares, Jan Ambrožič, Jiwon Kim, Joel Beardshaw, Kenshi Arasaki | 37m |
Panelists give practical takeaways: early choice to share XP by damage contribution increases player satisfaction and lifetime, launching a live‑ops… | ||
| Superstar Session: Influencer Marketing Sucks (and Some Best Practices) | Tim Lenardo | 17m |
Claims that traditional influencer campaigns fail on ROI and scale lead to launching JetFuel and building a self-serve platform that pays per install and… | ||
| Fireside Chat: Working with Influencers | Danielle Partis, Jodi Sahlin, Josh Pieters, Sam Harry (Chaotic), Caspar Lee | 25m |
Panelists give concrete takeaways: use influencer platforms (influencer.com, Matchmade) to filter audience traits, never force don't use scripts, and give… | ||
| Influencer Marketing in Eastern Europe! A Hidden Gem or a Waste of Money? | Mario Vasilev | 21m |
Eastern Europe shows 79% Android users, average age ~40 and GDP per capita ~€26,000, and influencer campaigns cost far less: a dedicated video ~€500 versus up… | ||
| Bridging the Gap: Connect With Your Gamers on Social Media | Kevin Kwong | 22m |
9GAG claims ~496M global users and highlights 170–176M followers across pages, posting bite-sized humor that drives engagement rather than straight download… | ||
| Maintaining Authenticity: Best Practises to Work with Influencers | Danielle Partis, Maria Maunula, Mario Vasilev, Olesja Marjalaakso, Tim Lenardo, Olga Wese | 28m |
Panelists argue influencer work must prove ROI: one agency runs pay-per-install ROI-positive campaigns, another contrasts $3,000 vs $70 deals when shopping for… | ||
| Three Steps to Generate Unimaginable Scale for Cloud Gaming | Bruce Grove | 16m |
Describes a concrete alternative to video streaming: run game logic on cloud CPUs, send GPU drawing commands to the user device for local, pixel‑perfect… | ||
| The State of Cloud Gaming & Where Things are Going | Joseph Knowles | 25m |
Hatch focuses on command-streaming not video, targets mobile-first users (lapsed gamers, families, watchers and emerging markets) and pairs streaming with… | ||
| The End of Game Ownership – How the Subscription Model is Disrupting Mobile Games | Dan Sherman | 22m |
Claims that subscription monetizes premium mobile games by bundling titles into a portfolio and capturing network-wide retention backed by discovery data: Xbox… | ||
| AWS vs Azure vs Google. Does it Even Matter? Which to Use and Why | Mike Hines | 19m |
Compares concrete tradeoffs: AWS edge and reach wins for global regions, availability-zone backbone and raw service depth; complex AWS tooling gives the most… | ||
| How we Deliver Experiences that Matter Through Streaming? | Danielle Partis, Pascal Debroek, Marek Rubasinski, Armin Hummel, Phillipe Erwin, Steve Cottam, Thor Gunnarsson | 36m |
Panel argues streaming is a long game and gives concrete tradeoffs: Antstream runs 1,000 retro games across multiple devices to prove instant play and… | ||
| How Deterministic Game Engines will Disrupt Multiplayer Game Development | Christof Wegmann | 15m |
Claims a deterministic simulation plus predict-rollback netcode replaces bespoke netcode by sending only inputs, yields “zero lag” and built‑in cheat… | ||
| It's Dangerous to #Indiedev Alone | Tara Mustapha | 04h 35m |
Glow Up Games' Tara Mustapha gives tips for game developers about finding and working with Mentors. Taken from the Indie Track track session at Pocket Gamer… | ||
| When to Prototype and Why | Matthew Buxton | 18m |
Always make a focused prototype when the team hasn't built the core before, with one clear question (fun, tech or retention) and measurable OKRs — e.g… | ||
| Aspirational Outsourcing or “Do External Developers Dream of Electric Success?” | Zaair Hussain | 18m |
Claims that play is universal and development is global, backed by the headline figure 2.5 billion players and an industry size near $130 billion; defines… | ||
| How a Well Designed UX can Improve Monetisation, UA and Retention and Keep Users Satisfied. | Adam Barker | 19m |
UX changes that increase revenue and retention are concrete: quick prototype testing with mr. Tapie, usertesting.com and UsabilityHub finds first‑click… | ||
| The GDD's Not Dead: Tips & Tricks for Agile Design Documents | Joanna Haslam | 42m |
Argues for keeping a single one living document GDD that grows with the project, not many scattered files; recommends the three headers method (chapter… | ||
| Interactive Cinema or Mobile Game? | SIMAY DINC, ERAY DINC | 13m |
Recontact: London rebuilds the mechanics from scratch into a premium mobile thriller that removes cutscenes and adds no cutscenes, play as yourself gameplay… | ||
| Stop Saying Games are Young and Take Pride in the Colourful History of Games | Jussi Autio | 19m |
Asserts games predate other arts and business models, tracing concrete milestones: Senet 5,500–8,000 years old and Chinese Liubo/Yi present in Confucius' era… | ||
| Fantasy Pitching | Oscar Clark, Deborah Mensah-Bonsu, Katleen Evers, Tara Mustapha, Sophia Aubrey Drake | 33m |
A live panel turns single screenshots into concrete game concepts, then reveals the real titles so the audience can vote: examples include a Y2K detective RPG… | ||
| Build a UA Strategy Around Affinity With Contextual Ad Targeting | Lauri Heikkinen | 15m |
Claims a switch from behavior-based UA to feature-driven affinity targeting using GameRefinery’s dataset: analysts codify games into 52 sub-genres, then train… | ||
| It’s 2020, Time to Change Your Ad Monetisation Strategies! | Pepe Agell | 20m |
Claim: the traditional waterfall is broken and unified auctions / in‑app header bidding lift yield by letting every buyer bid per impression. Evidence: a… | ||
| Holistic LTV: A Unified View to Drive Growth & Efficiency | Shalom Michaeli, Matt Baker | 24m |
Explains how Fyber consolidates UA, ad and IAP data to compute a real user LTV using committed CPM per impression from bidding (not waterfall averages), links… | ||
| Building Relationships in the New Era of Monetisation | Teis Anker Mikkelsen | 17m |
As subscription is becoming the prevalent business model for mobile games, companies must learn how to create lasting relationships with their… | ||
| Beyond Game Economy Design - Increasing Profit Through Intelligent Revenue Optimisation | Ted Verani | 21m |
Wappier presents an AI-driven, closed-loop system that analyzes player signals to predict behavior, run automated A/B tests and serve next-best-action offers… | ||
| How Does Brand Advertising Fit into Your Monetisation Strategy? | Michael Deignan | 23m |
Explains why opening inventory to non-gaming demand depends on three concrete shifts: publishing an app-ads.txt file and a sellers.json list plus embedding the… | ||
| Building a Successful Ad Monetisation Strategy: What can Mobile Gaming Learn from Other Verticals? | Ionut Ciobotaru | 17m |
Claim: mobile games can unlock brand budgets by adopting programmatic app tactics — impression‑level decisioning, private marketplaces, viewability and brand… | ||
| Choosing the Monetisation Mix for Your Game | Kirstin Bosc, Antti Hattara, Michail Katkoff, Offer Yehudai, Romain Escaich, Wilhelm Voutilainen | 34m |
2019 sees ads and subscriptions reshaping mobile monetisation: banners rebound, bidding and brand buys grow, and China shows very high CPMs. Battle passes and… | ||
| How Enthusiast Gaming is Building Winning Esports Communities | Adrian Montgomery | 19m |
Enthusiast Gaming explains a content-first esports strategy that ties media, teams and live events into monetisable communities: a network of over 100 sites… | ||
| Interactive Livestreaming and the Future of Esports | Chris Cataldi | 21m |
Genvid's platform powers the last three Counter‑Strike majors on Twitch and delivers a clickable interactive overlay that shows mini‑maps, weapons, live player… | ||
| Esports for Indie Developers | Bartosz Stankiewicz | 16m |
Argues indie games can become esports by nailing three practical components: competitive gameplay, tournament technology and viewing/spectating tools; cites… | ||
| Furthering the Esports Eco-system Through Monetisation and Physical Space | James Dean | 22m |
ESL wins a government funded R&D grant to build Weaver app and a virtual studio that fuse mobile, VR and presenter dashboards, ingesting game telemetry and… | ||
| The Reality of Esports Teams | Daniel Chung | 19m |
MnM Gaming describes concrete wins and processes: took a grassroots team to Pro League in six months and later beat G2 and Team Vitality in Invitational… | ||
| What Makes a Good Esports Game. Many try but few Succeed | David Yarnton | 23m |
Edge's David Yarnton delivers an Esports Academy track session at Pocket Gamer Connects London on January 21 2020.
Speaker: David Yarnton, Edge
Track: Esports… | ||
| Investing in Esports – The Current Meta | Spike Laurie | 16m |
Overview of investor expectations in esports: institutional capital sits behind €100M fund but most companies only reach angel rounds, with common early checks… | ||
| Esports - The Brand Opportunity. | Solenne Lagrange | 23m |
Esports reaches ~433 million viewers (12% growth year‑on‑year) with ~200 million enthusiasts and $1B revenue; ad sales hit ~$200M (up 25%). Successful brand… | ||
| Is Esports Ready to Mature? | David Yarnton, Dominic Sacco, Mika Kuusisto, Spike Laurie, Nancy Basi, Peter Thompson | 39m |
Panel argues esports is professionalising but unevenly: publishers control rules while clubs push education, scholarships and codes of conduct; franchised… | ||
| Ready to Scale? What to Focus on Before Pushing the Button | Martin Macmillan | 20m |
Explains concrete metrics and financing steps to scale UA: retention, monetisation and unit economics are modelled monthly, break‑even timing is tracked daily… | ||
| Fundraising 101 | Paul Heydon | 20m |
Fundraising centers on a tight story: a one-sentence vision, why now, and why this founder will make it happen, plus one concrete ask — ask for X amount and… | ||
| VC in Games | Eric Goldberg, David Gardner, Malte Barth, Ian Livingstone, Paul Murphy | 31m |
VCs set a financial filter — roughly a 10x return rule — and prioritize experienced teams over early builds, arguing team over product because markets validate… | ||
| Pitch Perfect: How to Raise Funding from Investors | Louis Rene Auclair, Harri Manninen, Shanti Bergel, Michael Metzger, Michael Cheung, Michael Chang | 28m |
Panelists lay out concrete fundraising rules: typical early funds cited are $40M or $200M and one firm lists ~47 portfolio companies; expect mobile hits to… | ||
| Diversifying Your Business Through M&A | Robby Yung, Shum Singh | 17m |
Company describes an M&A playbook that targets indie studios of 6–30 people, funds deals generally up to $10M from a ~A$150M market cap, and prioritizes teams… | ||
| Better Together: The Consolidation & M/A Panel | Mark Stevens, John Peterson, Sean Lee, Jaakko Harlas, Alexis Bonte, Christopher Bergstresser | 31m |
Wargaming reports 30% of revenue from acquired titles, one company says about 50%, while Supercell keeps M&A at roughly 1–2% as early-stage bets. Strategies… | ||
| The Importance of Having Relevant Values to Ensure a Happy & Productive Workplace | Jamie Cason | 19m |
Miniclip reports 275 million monthly users and 36 million daily users, 300 employees across four sites, and a corporate shift after acquisition by Tencent; the… | ||
| Care and Craft in Teams - Keeping People Motivated | Sabrina Carmona | 18m |
Practical steps present concrete tradeoffs: align goals so a revenue-driven roadmap can absorb an art refresh or a loading-time fix; prefer team sprints where… | ||
| Next Steps for Futureplay - Where in the Market are we Going Next and Why? | Jami Laes | 20m |
Futureplay Games launches with $3M VC, 34–35 staff and $30M lifetime revenue, pivots from View-to-Play idle titles to Battlelands Royale after spotting PC… | ||
| Leveling up to Remission - A Clinical Study of Playing Toward Your Strength | Rosemary Lokhorst | 19m |
A digital therapeutic called Shadow’s Edge is built as a free mobile game combining narrative and CBT-style exercises; an early 55-player, 4-week study (three… | ||
| Games for Good | Joakim Achren | 29m |
Panelists share concrete fixes and experiments: a communication game to lower divorce rates for new parents in Denmark, a studio built with 70% female and… | ||
| How the Gaming Industry can Level up for the Planet | Sam Barratt | 17m |
UN Environment convenes a Playing for the Planet initiative that already signs up 21 companies with a combined 97 million reach and pushes three concrete… | ||
| Sustainable Diversity - Women in Games | David Smith | 18m |
A studio with about 350–400 people reports 11–12% women and builds a diversity program that creates three employee networks (women, LGBTQ+, BAME), runs monthly… | ||
| Staying on Target - How Mental Health Affects Game Creation | Kate Edwards | 25m |
Games teams face measurable harms: surveys show one in five developers will be diagnosed with a mental health issue this year, only 46% see a clear advancement… | ||
| What Needs to be Done to Guarantee a Harrassment-free Company | Kate Edwards, Anette Staloy, Aurora Klaeboe Berg, Georgina Felce, Jayvian Hong, David Smith | 27m |
Companies must produce and enforce a written anti‑harassment policy (Norwegian Film Institute required it; courts have convicted firms for failing to follow… | ||
| PGC 2020 Sessions @ PGC LONDON - Oscar Clark | Oscar Clark | 07m |
A concise history claims that gaming addiction evolves through specific platform shifts: 1978 arcade boom (quarters and Donkey Kong), 1989 Tetris global… | ||
| PGC 2020 Sessions @ PGC LONDON - Olivier Dowling | Olivier Dowling | 07m |
Advice focuses on practical level recipes: start from a board shape or two synergizing items, mix strategic blockers with explosive collectibles, and prefer… | ||
| PGC 2020 Sessions @ PGC LONDON - Kate Edwards | Kate Edwards | 08m |
Game worlds require geographic and cultural fixes not just art or code: examples include remove swastikas for Germany in Wolfenstein, patch maps for Taiwan and… | ||
| PGC 2020 Sessions @ PGC LONDON - Chris Kempt | Chris Kempt | 07m |
Building games depends on constant audit belief: stop projects that lack conviction and change direction early. Prioritize skills over tools and treat… | ||
| nothing matches | ||