Pocket Gamer Connects Seattle 2019
2019-05-13..2019-05-14
Seattle, United States
[Pocket Gamer Connects Seattle 2019, Pocket Gamer Connects Seattle 2023]
| title | author | length |
|---|---|---|
| Identifying new business opportunities in the esports ecosystem | Ted Mui | 20m |
Clear, tactical framework for finding esports startups: five opportunity types — X for esports, fill ecosystem holes, apply blockchain/AR/VR, improve existing… | ||
| Tips on making your hyper-casual game a success in China | Jeff Sue | 19m |
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… | ||
| Interactive livestreaming and the future of esports | Christopher Cataldi | 23m |
Genvid builds live interactive overlays that add real features to streams: a Counter-Strike premium pass that shows real-time inventories, mini‑maps and… | ||
| Hyper-casual math | David Fox | 19m |
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… | ||
| Creating a multi-generational esport in North America | Patty Toledo, Chris Hopper | 24m |
Riot describes concrete moves: franchising across 13 regions, requiring each LCS team to run an Academy team (doubling developmental rosters), running Scouting… | ||
| Using core values as the operating system for company culture | Tayber Voyer | 16m |
Company culture talk showing concrete systems used at Thinking Ape: four core values — ownership, best ideas win, keep growing, have wonderful arguments — plus… | ||
| Publishing 101: A crash course in navigating today’s mobile marketplace | Sabaa Rehmani | 16m |
A compact operational playbook for indie publishers with concrete claims and tools rather than platitudes: a 15-person publishing studio with a development… | ||
| Building leverage for game creators | Kate Edwards | 23m |
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… | ||
| How to mix third-party assets without your game looking cheap | Jakub Kasztalski | 17m |
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… | ||
| Panel: Instant Games versus the hyper-casual market | Nathan Sellyn | 40m |
Panelists compare Instant Games to hyper-casual with concrete takeaways: Facebook data claims >10x weekly players when social hooks exist; Unity and true HTML5… | ||
| Idle games – Games for everyone | Josh Nilson | 39m |
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… | ||
| 10 must-know business tips for games industry freelancers | Taylor Ambrosio Wood | 22m |
Ten concrete, actionable rules for game freelancers: treat yourself as a business, build a focused portfolio, and use QuickBooks invoicing with due dates and… | ||
| Keep talking and no-one explodes – Tips for smooth teams | Jason Robar, Akash Thakkar, Seth Crofton, Oscar Clark | 24m |
Practical rules for smoother teams: establish a safeword system like Fight Club so anyone can pause a miscommunication, enforce no-meeting Wednesday and rotate… | ||
| Mobile game live ops: Using proper frameworks | Patrick McGrath | 21m |
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… | ||
| Fantasy games pitching | Kate Edwards, Lidi Giroux, Laura Warner, Serena Robar, Oscar Clark | 27m |
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… | ||
| Onboarding UX design tips for mobile | Martin Jurasek | 24m |
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… | ||
| Technical indie game developer tips for starting your framework early | Louis Vichy | 19m |
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… | ||
| How can we grow the social reach of micro-indies? | Emily Rose | 19m |
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… | ||
| Managing live operations game design | Daniel McLaren | 21m |
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… | ||
| Custom-made games with machine learning and big data | África Periañez | 23m |
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… | ||
| Application of triple-A dev skills to healthcare and other non-gaming markets | Peter Lund | 26m |
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… | ||
| Ad Monetization, IAP, Subscription Model – What is the Future of Monetization? | Matthew Taylor, Stephanie Mello, Bozo Jankovic, Chris Archer, Doron Kagan, Oscar Clark | 37m |
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… | ||
| Hyper-personalisation fueled by psychometrics: The ultimate power-up for retention and monetisation | Joe Schaeppi | 23m |
Combining behavioral analytics (Unity Analytics, PlayFab, deltaDNA) with empirically validated psychometrics and machine learning claims big lifts… | ||
| The golden cohort: How to create and engage your super user | Stephanie Mello | 36m |
Claims a playable path to blockchain games: Quorum Control builds a permissionless proof-of-stake platform that uses chain trees per object to enable… | ||
| Embracing complexity and compliance in modern user acquisition | Dan Laughlin, Jami Wardman, Faith Price, Loukas Petropouleas, Robert Garfinkle | 37m |
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… | ||
| Designing games for maximum monetisation | Ted Verani, Patrick McGrath, Tayber Voyer, Chris Archer | 45m |
Panel claims a game must already be fun and monetizable before optimization: model player behavior, run loyalty programs and country pricing, then tune offers… | ||
| Creative user acquisition tactics for mobile apps | Loukas Petropouleas | 21m |
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… | ||
| Which mobile fraud solution is right for you? | Rina Matsumoto | 19m |
Gives concrete numbers (serves over 5 billion ads to 1 million devices, cites 25–30% fraudulent installs worldwide) and practical detection options: ad… | ||
| Marketing and business on a budget for indie developers | Kelly Maguire | 21m |
Argues a budget is usually required and recommends finding a minimum viable budget then stretching it across tested channels: Facebook and Instagram, Google… | ||
| Monetisation for esports | John Maffei | 19m |
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… | ||
| 80% data, 20% luck – How to make profitable games in 2019 | Isaac Roseboom | 21m |
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… | ||
| Why do they buy? Key player motivations for monetisation | Dave Rohrl | 22m |
Framework lays out four monetization drives and their real effects: Cosmetics, Access, Power, Status live in a revenue hierarchy and require specific design to… | ||
| Leveraging key learnings in UA to happily grow your studio | Dana Ramnarine | 14m |
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… | ||
| Growth of India as a destination for games | Scott Prather | 19m |
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… | ||
| Publishing in Asian Markets | Josh Burns, Ken Li, Robert Garfinkle, M Bill Wang, Shintaro Kanaoya, Falko Böcker | 36m |
Chinese approval routes tighten: approval rate shrank sharply and foreign firms must publish via a local partner, with ethics reviews banning Last‑Man‑Standing… | ||
| Future opportunities for games developers | Nick Thomas | 37m |
Claims that streaming and subscription platforms are a greenfield opportunity sit alongside concrete facts: a mobile-first streaming service pitching itself as… | ||
| Culture and diversity in games | Jo Cronk | 43m |
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… | ||
| Games industry consolidation and acquisition strategies | Jim Ying, David Bluhm, Graham Gockley, John Peterson | 43m |
Panel lays out actionable signals for buyers and sellers: studios that are specialized (best mahjong or bingo teams) and hitting soft-launched KPIs get… | ||
| Overview of MENA markets | Nour Khrais | 27m |
Defines MENA as three hubs—GCC, Levant, North Africa—and excludes Iran Israel Turkey for joint targeting, with Algeria Egypt Morocco often misclassified as… | ||
| South American market overview | Marcelo Serres | 22m |
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… | ||
| The games industry scenario in China and the value a local publisher can provide | Ken Li | 22m |
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… | ||
| The future of gaming and global trends | Herman Lee | 17m |
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… | ||
| Haxe: The little known secret to scalable, cross-platform game creation | Craig Robinson | 25m |
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… | ||
| Gaming platforms: Going beyond distribution | Chris James, Enrico D’Angelo | 21m |
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… | ||
| Analysing the Japanese games market | Patty Toledo, Shintaro Kanaoya | 20m |
Company publishes Western indie premium games into Japan and finds console releases on Switch and consoles deliver higher ROI than mobile, so resources pivot… | ||
| Lessons from launching 10-plus hyper-casual games in China | Allison Bilas | 19m |
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… | ||
| How esports is changing the face of gaming | Yan Perng, Ted Mui, David Lee, Stewart Kelpe, Patrick Barthe | 33m |
Panelists report concrete moves not hype: organizers put first mobile eSports on CBS Sports Network, work with the Department of Defense while USAA underwrites… | ||
| Creating enticing sports games with short and fast play time | Pete Wanat, Jon Middleton | 25m |
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… | ||
| What is inclusive content and why is it important? | Finn-Lily Heartwood, Nicole Maiorano | 22m |
Claim: inclusive, consulted content increases engagement and revenue. Process uses in‑house UA, LiveOps iterations, community feedback and external consultants… | ||
| The digital playground: Reducing friction to play | Selcuk Atli | 18m |
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… | ||
| Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategies | Oscar Clark | 23m |
Argues that User Acquisition works best when campaign creative and timing are driven by Live Ops rhythms: regular daily predictable content, tentpole feature… | ||
| Games industry panel: Working with brands | Dave Long, Chris Heatherly, Josh Nilson, Chris James | 23m |
Panel reports brands often pay for prototypes and sometimes fund user acquisition or enter co-investment and revenue share deals; straight licensing is… | ||
| Global trends in hyper-casual games | Ivan Bravo | 15m |
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… | ||
| The fun never stops! The art and science of live events | Crystin Cox | 22m |
PlayFab (Microsoft) LiveOps Evangelist Crystin Cox delivers a Live Ops Landscape session at Pocket Gamer Connects Seattle 2019 on May 13th to 14th.
Temporary… | ||
| Diversify your game income with blockchain | Guy Robert | 21m |
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… | ||
| Blockchain games versus games using blockchain | John Linden | 20m |
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… | ||
| Lessons from triple-A game development applied to blockchain games | James Mayo | 22m |
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… | ||
| nothing matches | ||