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Pocket Gamer Connects Seattle 2019

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Identifying new business opportunities in the esports ecosystemTed Mui20m
Clear, tactical framework for finding esports startups: five opportunity types — X for esports, fill ecosystem holes, apply blockchain/AR/VR, improve existing…
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Tips on making your hyper-casual game a success in ChinaJeff Sue19m
China is overwhelmingly mobile-first with ~782 million smartphones and an 80/20 iOS/Android split, so launch iOS to self-publish quickly while using an Android…
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Interactive livestreaming and the future of esportsChristopher Cataldi23m
Genvid builds live interactive overlays that add real features to streams: a Counter-Strike premium pass that shows real-time inventories, mini‑maps and…
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Hyper-casual mathDavid Fox19m
Traces the hyper‑casual business down to measurable units: claim that retention is the revenue driver and a simple model — $0.45 LTV from 5×3×3×$0.01 — sets a…
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Creating a multi-generational esport in North AmericaPatty Toledo, Chris Hopper24m
Riot describes concrete moves: franchising across 13 regions, requiring each LCS team to run an Academy team (doubling developmental rosters), running Scouting…
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Using core values as the operating system for company cultureTayber Voyer16m
Company culture talk showing concrete systems used at Thinking Ape: four core values — ownership, best ideas win, keep growing, have wonderful arguments — plus…
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Publishing 101: A crash course in navigating today’s mobile marketplaceSabaa Rehmani16m
A compact operational playbook for indie publishers with concrete claims and tools rather than platitudes: a 15-person publishing studio with a development…
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Building leverage for game creatorsKate Edwards23m
Industry surveys show rising support for collective action: 32% support a decade ago, 56% in 2014, and recent studies reporting 66% would favor a local union…
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How to mix third-party assets without your game looking cheapJakub Kasztalski17m
Uses third-party packs across eight games over four years and shows concrete steps to make them feel custom: pre-produce mood boards and check asset licenses…
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Panel: Instant Games versus the hyper-casual marketNathan Sellyn40m
Panelists compare Instant Games to hyper-casual with concrete takeaways: Facebook data claims >10x weekly players when social hooks exist; Unity and true HTML5…
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Idle games – Games for everyoneJosh Nilson39m
Idle games scale by tiny loops plus big events: a lineage from Adventure Capitalist (50 million installs) to niche IP hits (Trailer Park Boys ~6M, Wiz Khalifa…
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10 must-know business tips for games industry freelancersTaylor Ambrosio Wood22m
Ten concrete, actionable rules for game freelancers: treat yourself as a business, build a focused portfolio, and use QuickBooks invoicing with due dates and…
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Keep talking and no-one explodes – Tips for smooth teamsJason Robar, Akash Thakkar, Seth Crofton, Oscar Clark24m
Practical rules for smoother teams: establish a safeword system like Fight Club so anyone can pause a miscommunication, enforce no-meeting Wednesday and rotate…
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Mobile game live ops: Using proper frameworksPatrick McGrath21m
Explains a concrete Live Ops workflow: use a player life cycle plus seconde-to-second/minute/session/long compulsion loops, keep a public feature backlog with…
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Fantasy games pitchingKate Edwards, Lidi Giroux, Laura Warner, Serena Robar, Oscar Clark27m
Five industry veterans run a live exercise showing screen grabs and running two-minute improv pitches for a dozen+ mock concepts, then reveal the actual games…
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Onboarding UX design tips for mobileMartin Jurasek24m
Pixel Federation describes a concrete onboarding fix path: data shows players buy ships but don’t send them, so five small changes raise sent-after-purchase…
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Technical indie game developer tips for starting your framework earlyLouis Vichy19m
Builds a focused action RPG framework on Unreal Engine that cuts a cinematic pipeline from five devs × 10 days to three devs × 7 days and now two devs × 5 days…
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How can we grow the social reach of micro-indies?Emily Rose19m
Micro‑indies gain traction by using specific channels and tactics not vague promises: publish on itch.io for higher engagement and clear tagging, pitch VR…
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Managing live operations game designDaniel McLaren21m
15 years in industry and 10 years in Live Ops inform a playbook: run decisive design, empower a senior content designer to own output, and split feature and…
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Custom-made games with machine learning and big dataÁfrica Periañez23m
Yokozuna Data describes a production ML platform that predicts churn 2–6 months ahead and individual LTV, combines churn models with CNNs for robust lifetime…
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Application of triple-A dev skills to healthcare and other non-gaming marketsPeter Lund26m
Argues that triple‑A real‑time dev skills map directly into clinical work and shows a functioning VR prosthetic trainer that links Myo band EMG to the Modular…
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Ad Monetization, IAP, Subscription Model – What is the Future of Monetization?Matthew Taylor, Stephanie Mello, Bozo Jankovic, Chris Archer, Doron Kagan, Oscar Clark37m
Panel claims real results: a studio with 220 million downloads uses AI/ML to optimize ads and IAP, and predictive cluster-based monetization decides who sees…
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Hyper-personalisation fueled by psychometrics: The ultimate power-up for retention and monetisationJoe Schaeppi23m
Combining behavioral analytics (Unity Analytics, PlayFab, deltaDNA) with empirically validated psychometrics and machine learning claims big lifts…
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The golden cohort: How to create and engage your super userStephanie Mello36m
Claims a playable path to blockchain games: Quorum Control builds a permissionless proof-of-stake platform that uses chain trees per object to enable…
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Embracing complexity and compliance in modern user acquisitionDan Laughlin, Jami Wardman, Faith Price, Loukas Petropouleas, Robert Garfinkle37m
Panelists report a working network of verified in‑game spenders that they use to seed spender lookalikes on Facebook and Google and say it reliably lifts LTV…
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Designing games for maximum monetisationTed Verani, Patrick McGrath, Tayber Voyer, Chris Archer45m
Panel claims a game must already be fun and monetizable before optimization: model player behavior, run loyalty programs and country pricing, then tune offers…
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Creative user acquisition tactics for mobile appsLoukas Petropouleas21m
Provides concrete UA rules: set SMART goals with zoom‑in/zoom‑out benchmarks, segment by geo, behavior, frequency and timeline, and use post‑install data to…
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Which mobile fraud solution is right for you?Rina Matsumoto19m
Gives concrete numbers (serves over 5 billion ads to 1 million devices, cites 25–30% fraudulent installs worldwide) and practical detection options: ad…
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Marketing and business on a budget for indie developersKelly Maguire21m
Argues a budget is usually required and recommends finding a minimum viable budget then stretching it across tested channels: Facebook and Instagram, Google…
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Monetisation for esportsJohn Maffei19m
Matcherino runs ~5,000 tournaments and claims esports monetization averages about $4 per fan versus NFL ~$55 and NBA ~$35, with Goldman Sachs estimating up to…
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80% data, 20% luck – How to make profitable games in 2019Isaac Roseboom21m
Mobile games shift from hit-or-mush to measurable, sustained growth with concrete numbers: global iOS revenue grows ~30% 2016–2018 while share in top ten falls…
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Why do they buy? Key player motivations for monetisationDave Rohrl22m
Framework lays out four monetization drives and their real effects: Cosmetics, Access, Power, Status live in a revenue hierarchy and require specific design to…
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Leveraging key learnings in UA to happily grow your studioDana Ramnarine14m
Argues that user acquisition and hiring must share messaging and tools, and gives concrete tactics: start with why to build a community that recruits for you…
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Growth of India as a destination for gamesScott Prather19m
India has 1.3 billion people and a mobile-first market where about 387 million smartphones in 2019 grow to ~550 million by 2020, median age 27 and half under…
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Publishing in Asian MarketsJosh Burns, Ken Li, Robert Garfinkle, M Bill Wang, Shintaro Kanaoya, Falko Böcker36m
Chinese approval routes tighten: approval rate shrank sharply and foreign firms must publish via a local partner, with ethics reviews banning Last‑Man‑Standing…
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Future opportunities for games developersNick Thomas37m
Claims that streaming and subscription platforms are a greenfield opportunity sit alongside concrete facts: a mobile-first streaming service pitching itself as…
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Culture and diversity in gamesJo Cronk43m
Panel records concrete fixes and failures: hiring shows a persistent 10:1 male-to-female resumes gap for engineers; outreach tips include sponsoring game jams…
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Games industry consolidation and acquisition strategiesJim Ying, David Bluhm, Graham Gockley, John Peterson43m
Panel lays out actionable signals for buyers and sellers: studios that are specialized (best mahjong or bingo teams) and hitting soft-launched KPIs get…
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Overview of MENA marketsNour Khrais27m
Defines MENA as three hubs—GCC, Levant, North Africa—and excludes Iran Israel Turkey for joint targeting, with Algeria Egypt Morocco often misclassified as…
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South American market overviewMarcelo Serres22m
South America is a growing but high-friction games market: combined revenue (excluding Mexico) sits around $4B, and overall growth is roughly 5% annually, yet…
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The games industry scenario in China and the value a local publisher can provideKen Li22m
NetEase has over 6,000 developers and China counts roughly 600 million players with ~$3.2 billion mobile revenue last year, yet the market sees about 9,000 new…
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The future of gaming and global trendsHerman Lee17m
App Annie data shows average mobile use is 30–60 minutes/day (US ~45–50m, APAC >1h) and mobile game revenue already outpaces console/PC, with projections of…
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Haxe: The little known secret to scalable, cross-platform game creationCraig Robinson25m
FlowPlay ports a 1M+ line ActionScript game to Haxe using Vegas World (1M+ LOC) and OpenFL, preserving revenue and UA while compiling to native C++ output for…
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Gaming platforms: Going beyond distributionChris James, Enrico D’Angelo21m
Roblox claims 90 million monthly active users and about 2 million creators, with several user-made experiences exceeding 10 million MAU; the platform runs a…
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Analysing the Japanese games marketPatty Toledo, Shintaro Kanaoya20m
Company publishes Western indie premium games into Japan and finds console releases on Switch and consoles deliver higher ROI than mobile, so resources pivot…
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Lessons from launching 10-plus hyper-casual games in ChinaAllison Bilas19m
JoyPac reports launching 20 games, 10+ in one year for China and finds concrete wins: localizing three fluffy characters in fluffy fall raises CTR and…
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How esports is changing the face of gamingYan Perng, Ted Mui, David Lee, Stewart Kelpe, Patrick Barthe33m
Panelists report concrete moves not hype: organizers put first mobile eSports on CBS Sports Network, work with the Department of Defense while USAA underwrites…
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Creating enticing sports games with short and fast play timePete Wanat, Jon Middleton25m
Nifty Games builds short-session head-to-head mobile sports games that stay true to real rules while adding arcade moments, claiming short head-to-head…
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What is inclusive content and why is it important?Finn-Lily Heartwood, Nicole Maiorano22m
Claim: inclusive, consulted content increases engagement and revenue. Process uses in‑house UA, LiveOps iterations, community feedback and external consultants…
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The digital playground: Reducing friction to playSelcuk Atli18m
Claims that social friction drops when games add deep linking and external voice/video instead of building clumsy in-game systems. Bunch ships a group…
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Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategiesOscar Clark23m
Argues that User Acquisition works best when campaign creative and timing are driven by Live Ops rhythms: regular daily predictable content, tentpole feature…
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Games industry panel: Working with brandsDave Long, Chris Heatherly, Josh Nilson, Chris James23m
Panel reports brands often pay for prototypes and sometimes fund user acquisition or enter co-investment and revenue share deals; straight licensing is…
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Global trends in hyper-casual gamesIvan Bravo15m
Analysis of GameAnalytics data from Q2 2018–Q1 2019 shows arcade-labeled hyper‑casual games drive far more users—DAU is three to four times the genre…
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The fun never stops! The art and science of live eventsCrystin Cox22m
PlayFab (Microsoft) LiveOps Evangelist Crystin Cox delivers a Live Ops Landscape session at Pocket Gamer Connects Seattle 2019 on May 13th to 14th. Temporary…
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Diversify your game income with blockchainGuy Robert21m
A cloud-based virtual universe claims 25,000 virtual objects by December next year and a $4M resalable digital inventory, scaling to much larger values and…
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Blockchain games versus games using blockchainJohn Linden20m
Mythical Games CEO John Linden delivers a Blockchain Gaming session at Pocket Gamer Connects Seattle 2019 on May 13th to 14th. The Blockchain Gaming track was…
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Lessons from triple-A game development applied to blockchain gamesJames Mayo22m
A 15-person studio spends two years building Project Genesis, a blockchain-first FPS/space mashup, and aims for an open alpha August. Rapid prototyping and…
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