Pocket Gamer Connects Toronto 2022
2022-07-06..2022-07-07
Toronto, Canada
[Pocket Gamer Connects Toronto 2022, Pocket Gamer Connects Toronto 2023]
who it's for
mobile game publishers, mobile game developers, indie studio founders, product managers, live operations managers, monetization analysts, anti-cheat engineers, community managers
topics
per-country IAP pricing; first-purchase discounts; studio valuation framework; acquisition readiness checklist; multiplayer architecture with Photon and PlayFab; retention via cooperative events; anti-piracy and binary protection; predictive LTV post IDFA; in-app ad monetization trends; evolutive NFTs on Polygon; localization and accessibility workflows; Firebase Crashlytics monitoring
| title | author | length |
|---|---|---|
| Maximizing IAP Revenue With Pricing Optimization | Ted Verani | 25m |
Claims that per-country global pricing raises IAP revenue by ~20–40% outside the US, with examples like an 81% lift in Germany and a casino title live since… | ||
| Panel: Preparing Your Company for Exit – An Essential Guide | Martin Macmillan, Ryan Black, Jean-Sylvain Sormany, Julian Au | 41m |
Practical checklist for getting buyout-ready: keep clean share structure and simple tax setup, document IP and developer assignments so app store accounts and… | ||
| A Framework for Valuing Mobile Gaming Studios | Martin Macmillan | 26m |
Argues a clear, three-part valuation framework: value trapped in existing cohorts if you press stop on UA, the economics of the paid acquisition machine… | ||
| Fireside Chat: Why Protecting an Indie Game Is Easier – & Cheaper – Than You Think? | Khai Trung Le | 28m |
Argues that game protection (Denuvo by Irdeto) is lightweight and automated: developers submit final binary or APK, vendor applies protection and returns… | ||
| Panel: Mastering Multiplayer: The Super Session | Mark Val, Mario Rizzo, Dariush Zarezadeh | 47m |
Panel surveys concrete multiplayer realities: use Photon Fusion and PlayFab or cloud streaming (xCloud) for orchestration, Unity HDRP and Unreal 5 for visuals… | ||
| Cooperation Boosts Retention | Mark Val | 17m |
Collaboration measurably raises retention by giving players reasons to return: using Photon and Photon Quantum, a 32-player game variant (Stumble Guys) reaches… | ||
| What’s the Industry Perception of Cheating, Tampering, & Piracy? | Steeve Huin | 11m |
Survey of 70 game developers with Omdia reports 70% cite revenue loss from tampering and piracy and 69% link cheating to lower engagement; independent analysis… | ||
| Superstar Session: Big or Small: Marketing Must Be Part of Your Plan | Luc Duchaine | 23m |
Behaviour argues marketing joins development from day one: concrete market research drives design decisions, not gut feeling. Examples include using audience… | ||
| Panel: What Inspires Ex-AAA Creators To Start Their Own Enterprise? | Sophie Atkin, Charles Fang Yu, Sean Kauppinen, Jason Renaud | 42m |
Ex‑AAA creators leave because of three concrete drivers: push/pull/stumble—layoffs or acquisitions trigger exits, persistent creative itch pulls people out, or… | ||
| Panel: Beyond the Hype: Where Does the True Future of the Metaverse Lie? | DAVE BRADLEY, Adam Starcaster, Nav Gupta, Nimrod Shanit, Steeve Huin | 58m |
Panelists debate concrete tradeoffs: a low‑code backend and a “WordPress for metaverses” sells at $1,000/month while another team deploys biometric gameplay… | ||
| Living Assets: Evolutive NFTs for Playing Fair in the Metaverse | Gerard Colomer de | 20m |
Argues that NFTs whose attributes change with play become valuable for skill and time invested rather than rarity; demonstrates a working football‑manager… | ||
| Understanding Media & Media Accessibility Within Mobile Gaming | Gregory Rebejko | 14m |
TransPerfect outlines concrete tools and results: a cloud dubbing platform Studio Next that removes the onsite sound engineer, secures files, and claims about… | ||
| Roundtable: Ensuring Game Stability: How To Find, Monitor, & Fix Issues With Firebase Crashlytics | Sam Edson, Elena Doty | 14m |
Crashlytics captures crashes and now also Android ANRs (Android 11+) and reports grouped issues so you see which bugs hit most users; Unity support adds… | ||
| Maximizing IAP Revenue With Pricing Optimization | Ted Verani | 25m |
A practical framework for setting prices per country and for individual offers, with sequential store tests, monthly adjustments and a three‑month calibration… | ||
| Superstar Session: Calculating LTV Post IDFA: A Need for Predictive Analytics | Greg Wang | 16m |
Adjust builds a three-stage pLTV system that uses the Adjust SDK event data to generate a conversion value schema, map SKAdNetwork postbacks and produce a… | ||
| Why Web3 Needs Great Games | Brian Heimann | 21m |
Argues that Web3 needs playable, human-centered games and offers a concrete toolchain: Solsten harmonizes behavioral and psychological data into a player… | ||
| Game Commerce: The Elephant in the Room Devs Are Not Always Thinking About. | John Nguyen, James M Woods | 18m |
Developers lose large shares to platform fees—30% cut (now 15% for small)—and miss millions by ignoring alternate funnels, so the claim is to reclaim revenue… | ||
| Panel: How To Successfully Scale Your Game Through Community Engagement | Martine Spaans, Margaret McClure, Carolyn Wang, Michael Silverwood, Sam Fisher, Jatin Gera | 53m |
Panelists give concrete playbook: grow prelaunch Discord community to ~7,000, run weekly play sessions and a bot to hand out keys so 64-player matches fill at… | ||
| The Rapid Evolution of In-App Ad Monetization & What It Means for Publishers | Digital Turbine | 18m |
Playwire Media manages about 600 apps and sites serving ~70 billion monthly impressions and claims a single SDK integration that unifies Prebid and Amazon TAM… | ||
| Superstar Session: Practically Personalized – Building Experiences Beyond Ad Monetization | James Hughes | 22m |
Marketplace consolidates around a few big mediation players (Applovin, ironSource, AdMob) and ad tech moves from manual waterfalls to programmatic bidding over… | ||
| Fireside Chat: The Future of Mediation: Created & Run by Publishers | Khai Trung Le, Ram "TK" Krishnamurthy | 22m |
Publishers push to bring mediation in-house for publisher-centric transparency and control, but face real barriers: engineering cost, scarce expertise, and… | ||
| Panel: Two Years On From Major IDFA Updates, Have We Recovered? | Kat Peterson, Sisian Ghahramanians, Oscar Clark | 39m |
Two years after Apple's ATT rollout the panel cites concrete shifts: ~20% opt‑in on iOS cuts identifiable users drastically, eCPMs and CPIs rise (examples… | ||
| Panel: Why Creating Seamless Ads in Game Is Essential to User Retention | Kat Peterson, Nav Gupta, Saloni Gangal, Matt Sharpe, Flavio Caracas | 40m |
Panelists argue that well-integrated ads drive retention by helping players progress — e.g. rewarded video boosts progression when tuned so rewards don’t… | ||
| From Data to Development: Using Stats To Keep Up With Mobile Game Trends | Michael Stolls | 20m |
Uses Canadian survey data showing a 16% bump in pandemic-era players and ~46% of Canadians playing, combines third-party tools like Sensor Tower and… | ||
| nothing matches | ||