Pocket Gamer Connects Vancouver 2016
2016-06-28..2016-06-29
Vancouver, Canada
| title | author | length |
|---|---|---|
| How mobile game designers can stay ahead of the game | Mike Inglehart | 22m |
At Pocket Gamer Connects Vancouver 2016, Hothead Games' Mike Inglehart spoke about staying ahead of the game in mobile game design, both in terms of games, as… | ||
| How World of Tanks and World of Warcraft went mobile | David Bluhm | 26m |
Case studies show different paths: Hearthstone becomes a mobile hit by changing mechanics and monetization to suit short sessions and by creating a pent-up… | ||
| How to build an anti-fragile indie game studio | Josh Buckley | 24m |
At Pocket Gamer Connects Vancouver 2016, Mino Games' Josh Buckley spoke about building an anti-fragile game developer; specifically about how to build a… | ||
| How indie Get Set Games worked with Disney, Adult Swim and Talkweb | Rob Segal | 14m |
At Pocket Gamer Connects Vancouver 2016, Rob Segal, a co-founder at Toronto indie studio Get Set Games (Mega Jump, Mega Run, Monsters, Inc. Run) talked about… | ||
| Trends in Canadian mobile game development | Kayla Kinnunen, Jillian Mood, Stuart Duncan | 36m |
At Pocket Gamer Connects Vancouver 2016, the Oh, Canada panel covered trends in Canadian mobile game development.
Moderated by Oscar Clark panellists… | ||
| How Braid, Papers Please and Flow demonstrate diversity | Carina Kom, Michelle Parent | 16m |
At Pocket Gamer Connects Vancouver 2016, Carina Kom from Crash Wave Games and Michelle Parent from Women in Games Vancouver spoke about how some indie… | ||
| Mobile Gaming Trends and Fads | Jesse Divnich, Josh Nilson, Kate Edwards, Kyu Lee | 44m |
At Pocket Gamer Connects Vancouver 2016, Oscar Clark moderated a panel talk asking what were the next mobile gaming trends and what were the fads.
The members… | ||
| HR challenges of growing the Canadian games industry | Jillian Mood | 17m |
At Pocket Gamer Connects Vancouver 2016, Jillian Mood, the head of partner and member relations at IGDA and Chief Fun Officer at Jillian Mood and Partners Inc… | ||
| What strategies should matter to indie game developers | Kay Gruenwoldt, Sam Chandola, Sean Megaw | 43m |
At Pocket Gamer Connects Vancouver 2016, Oscar Clark ran a panel session on Indie Strategies That Matter.
The panellists were:
Kay Gruenwoldt, Paladin… | ||
| Why is Canada good for indie developers? | Josh Nilson, Sussanah Skerl, James Hursthouse | 24m |
At Pocket Gamer Connects Vancouver 2016, Oscar Clark ran a panel session on the subject Why Canada is a good place for indie developers.
The panellists… | ||
| Trends in Asian mobile game market | Shintaro Kanaoya, Josh Burns, Kyu Lee | 32m |
Korea and China favor competitive, often pay-to-win systems that drive massive top-line revenue (examples: top Korean titles can hit a million dollars a day… | ||
| What's the future for mobile eSports? | Ted Mui | 22m |
Founder-run site MoEsports launches after Clash Royale’s arrival and documents measurable momentum: SuperData finds 19% of US eSports fans watch mobile, China… | ||
| How to get your western game published in Japan | Shintaro Kanaoya | 22m |
Chorus Interactive publishes eight Western indie games (six released in one recent year) and shows what actually works in Japan: chapter one free unlock IAP… | ||
| Optimize your F2P monetization using these Asian techniques | Shanti Bergel | 23m |
GREE reports that importing Eastern F2P methods into Western games raises LTV and uncovers revenue: a studio acquisition shows a 5x run‑rate increase and… | ||
| Trends in mobile game publishing | Henry Lowenfels, Miika Luotio, Andrew Woodruff | 34m |
Publishers describe themselves as partners who fund production, run LiveOps, and co-develop rather than just market: they value lean teams that iterate fast… | ||
| Trends in mobile game brands and branding | Devin Radford, Macy Mills, Dan Box, David Bluhm | 31m |
Panel lays out what actually works: licensed games need passion and fit with the audience, not just a brand slap, and activation from the brand and marketing… | ||
| How to capitalize on the eSports revolution | Bill Mooney, Heine Vesander, Ted Mui | 33m |
Panel argues mobile eSports can capture a large slice of the market — presenters cite ~3 billion smartphones vs ~700–800M PCs and predict 10–11 billion in… | ||
| Trends in the South Korean mobile game market | Kyu Lee | 22m |
Company history and hard numbers: started in 2000, now runs half a billion installs, 550 employees (1,200 after acquisition) and about $500M combined revenue… | ||
| How to break into the Chinese mobile market | Kristina Blanco | 20m |
NetEase runs top two spots on iOS grossing with Fantasy Westward Journey and Westward Journey Online and its 163.com email service claims 800 million… | ||
| Boom and bust: Trends in mobile game publishing | Henry Lowenfels | 17m |
Scopely argues modern publishing is a 360° operation: product design plus live ops, custom analytics, CRM and UA, not just shelf space. Claims include 10… | ||
| Will mobile eSports be a hit? | Ryan Chapley, Heini Vesander | 24m |
A three‑year partnership shares costs and profits while Twitch and Super Evil Megacorp run Vainglory eSports together; a spectator client was built within… | ||
| Why mobile gaming matters | Enrico D’Angelo, Chris James | 21m |
Activision runs a dedicated Call of Duty free-to-play group, with Call of Duty Online in China already live and western mobile entries in development, arguing… | ||
| How your mobile game can succeed on a global scale | Andrew Woodruff | 21m |
IGG claims 300 million player accounts and 18 million MAU, built Castle Clash (15 languages) and Lords Mobile (16 languages) by investing in localized LiveOps… | ||
| Bringing EA's big sports brands to mobile gaming | Dan Box | 19m |
EA claims a repeatable formula: redesign console sports into 30-second gameplay loops that feed a live service and community. Madden Mobile hits peak DA ~3.5M… | ||
| How to go big in Vancouver | Josh Nilson, Oliver Birch, Caroline Stokes, Michael Chang | 31m |
Vancouver supports big games through deep local talent, shared dashboards and studios that scale: examples include a studio growing to 170 people, 250M… | ||
| Trends in mobile game funding | Michael Chang, Stuart Duncan, JOHAN EILE | 27m |
Panel reports that small Canadian teams raise early rounds of $0.5–5M seed deals but competing in top-100 free‑to‑play now needs $5–7M development plus as much… | ||
| Trends in mobile game investments | Shum Singh | 22m |
Global mobile revenue grows ~10–20% year over year and China is now the largest market, but the iOS US top‑100 is 99% free-to-play and increasingly dominated… | ||
| Enabling your success through Unity ads and analytics | Stephen Sullivan | 20m |
Unity claims a simple editor setup that combines rewarded video ads, unified IAP interface, and analytics so developers can measure lift. Key numbers: 123%… | ||
| The importance of dynamic IAP pricing | William Grosso | 17m |
Scientific Revenue argues dynamic IAP pricing increases revenue by raising conversion and retention with concrete numbers: a survey finds 90% use IAPs and 68%… | ||
| How to raise funds from Chinese investors | Shelley LK, Brian Chadwich, Jim Ying, Amy Huang | 32m |
Chinese buyers target quick access to Western content, talent and markets, often paying a moderate upfront price with big incentives later: expect about 30%… | ||
| Trends in mobile game monetization | CK Wang, Tayber Yoyer, CJ Wolf, Kenneth Wong | 33m |
Teams report ad engineering as a small but high-ROI chunk of work: a few weeks of integration versus a growing share of revenue, and each added ad increases… | ||
| What's the state of VR gaming in 2016 and beyond | Mack Falvelle, Mattan Kitchale, Jedrzej Jonasz, Alan Jernigan | 34m |
2016 is framed as hype for 2017–18 with developers experimenting across headsets: HTC Vive and Oculus drive PC-based dev while mobile sees 1 million Gear VR… | ||
| How mobile game developers can make the most of thirdparty IP | Tarnie Williams, Craig Derrick, Sam Chandola | 33m |
Panelists explain how licensed games get built and paid for: studios convert core elements like Pac-Man’s eat-and-escape loop or Family Guy’s non sequiturs… | ||
| How to get funding to set up a games company in British Columbia | Eric Jordan, Katherine Lee, Alex Mendelev, Lance Davis | 41m |
How to get money: CMF development up to $300k or 75%, production plus development and marketing max out at $1.2M total with marketing capped at $400k, all… | ||
| How to build a community brand | Jay Moore | 23m |
Argues community branding is a business strategy, not marketing, with concrete examples: GarageGames grows 200,000 developers around its engine and launches… | ||
| How to make your mobile games more accessible to people with disabilities | Ian Hamilton | 20m |
Argues that accessibility yields both human benefit and market size—cites ~18% with disabilities, ~8% of men colorblind, higher rates over 65—and shows… | ||
| What Mythical City learned from developing a new virtual reality game | Jedzez Jonasz | 20m |
Mythical City ships a room-scale Vive title, Snow Fortress, in Steam Early Access to learn VR workflows; it fits gameplay inside the physical play area to… | ||
| Best practices in finding a partner for your mobile game in the West and Asia | Josh Burns | 20m |
Experience sourcing 20+ mobile games leads to concrete rules: get to prototype then beta with soft‑launch KPIs, prepare a two‑page pitch plus a one‑minute… | ||
| How Creative BC is supporting British Columbia's local games industry | Karin Watson | 22m |
Creative BC is a provincial agency created in 2013 that funds and markets BC games: an interactive fund gives up to $50,000 grants (last year $641,000 to 14… | ||
| How to integrate Unity Analytics, ads & in-app purchases into your game with Unity Services | Mark Schoennagel | 34m |
Live Unity 5.4 demo shows how to wire Unity Ads, Unity IAP and analytics into a simple game: code uses the Services window, test mode, callbacks for rewarded… | ||
| How Square Enix managed the teams behind Hitman GO and Lara Croft GO | Martin Ruel | 23m |
Square Enix Montreal describes hiring 150 candidates to filter for fast learners and multi‑skilled people, puts designers into constrained puzzle formats to… | ||
| How to choose the right partner for your mobile game | Kevin Robertson, Charles McKeever, Cindy Yang, Andrew Birnbryer | 32m |
Choose partners who deliver concrete tools and reach: pick an engine that matches the team’s language and scale, pair with a publisher/ads/analytics partner… | ||
| Using wearable devices to game the health and wellness market | Rachel Gawley | 19m |
Company claims wearable sensor data (steps, activity intensity, sitting bouts) drives levels in a real runner game called BitRun runner that punishes prolonged… | ||
| How COLOPL is bringing virtual reality gaming to Chinese arcades | Russell Caughey | 09m |
Company plan: bring COLOPL VR into Chinese arcades using room-scale HTC Vive rigs and arcade peripherals. Claims a working prototype called cyber pong with… | ||
| How Hyper Hippo built hit game AdVenture Capitalist | Lance Priebe, Sam Fisher | 24m |
Hyper Hippo validates dozens of bold prototypes and one tiny idle-bar experiment becomes AdVenture Capitalist: 30,000 first weekend growth, broke a million in… | ||
| How to get your dream job in mobile games | Jesenka Duranovic, Dana Ramnarine | 21m |
Reverse-engineer a clear career target, then apply only to roles that logically lead there; recruiters scan resumes in less than 10 seconds so put contact… | ||
| How The Walking Dead mobile game was brought to life | YK HUN, DAN MURRAY, JORI PEARSALL | 21m |
IUGO, Skybound and Scopely build a free‑to‑play mid‑core RPG called Walking Dead: Road to Survival that marries a turn‑based battle system with serialized… | ||
| The evolution of a mobile brand | James Le | 20m |
Seriously grows Best Fiends to over 35 million downloads and 2.1 million DAU by running influencer-driven, integrated campaigns that push players from YouTube… | ||
| How to maximise mobile game revenue with Firebase and AdMob | ALEJANDRO MANCHADO | 23m |
Firebase bundles 15 Google products (auth, storage, Test Lab, crash reporting, Firebase Analytics at the core) so studios can cut seven-SDK averages and focus… | ||
| Advertising is a tax on the poor, and that’s OK | Chris Lefebvre | 13m |
Argues that advertising functions as a tax on the poor and maps ad formats to real value: banners and interstitials give no extra value, rewarded video grants… | ||
| Hacking the human brain – Irrational thinking will triple your game revenue | Cvetan Rusimov | 23m |
Company uses pricing tweaks and UI changes to boost in‑game purchases: adding a most popular label raises revenue by 11%, introducing a decoy option (doubling… | ||
| Maximising ad revenue through the next generation of Mobile advertising | Mohammad Agha | 14m |
Magmic repurposes a Hasbro Scattergories release into a two‑week, brand‑sponsored event for My Big Fat Greek Wedding 2 using server-side JSON config to swap… | ||
| Games marketing for the sophisticated buyer | Armando Osuna | 22m |
AppsFlyer reports: measured $300M of in‑app spend across 100M+ users and 30M purchase events, finding average revenue per user $0.61 overall versus $0.38 in… | ||
| How in-game events can boost your monetisation, retention and gameplay variety | Nicholas Pezzaro | 13m |
Events run on a weekly cadence using an external event system separate from the client so parameters change live; one Fortification Frenzy shows two clear… | ||
| What we learned during Tap My Katamari's soft launch | Peter Qumsieh | 18m |
Five month soft launch across Canada, UK, Australia and New Zealand (~1.1M users) focuses on actionable fixes: solidify your core (remove noisy features)… | ||
| nothing matches | ||