Oscar Clark
where else to find them
linkedin:oscarclark
what they talk about
all 13 in the filters
where they keep going back
- Pocket Gamer Connects London6 editions2016–2025
- Pocket Gamer Connects San Francisco3 editions2017–2019
all 12 in the filters
on a stage with
all 90 in the filters
who talks about the same things
- Oliver Kern7 talks
- Nick Murray11 talks
- Stephen Lee7 talks
- Josh Nilson11 talks
- Tayber Voyer9 talks
- Michael Chang12 talks
| title | conference | date |
|---|---|---|
| Curated Panel: The Game Development Renaissance – What Will Be The Foundations Of Gaming's Next.... | Pocket Gamer Connects London 2025 | 2025-01-20 |
Argues that a new Renaissance rests on concrete shifts: distribution emerging outside app stores, new payment models, and AI tools that let tiny teams generate… | ||
| Panel: Getting Your ASO Kicked: Dealing With ASO in the Current Saturated Mobile Market. | Pocket Gamer Connects London 2023 | 2023-01-23 |
Practical steps and benchmarks: treat the store page as a product, pick one KPI and focus on it, test one change at a time, and expect only a few seconds of… | ||
| Panel: Two Years On From Major IDFA Updates, Have We Recovered? | Pocket Gamer Connects Toronto 2022 | 2022-07-06 |
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: The Truth About Ads: Is it a Disruption, a Requirement or an Opportunity for Game Makers? | Pocket Gamer Connects Digital #7 (Online) | 2021-07-12 |
Panel argues ads work as rewarded views that boost retention and as direct‑response UA, not just interruptions. Practical tactics covered: build a 30‑second… | ||
| Panel: What Changes in Ad Monetisation Post-IDFA - The Good, the Bad & the Ugly | Pocket Gamer Connects Digital #7 (Online) | 2021-07-12 |
Post-IDFA changes force concrete responses: SKAdNetwork and programmatic specs get implemented, adapters and SDKs require constant updates, and some publishers… | ||
| Beyond IDFA - The Publisher Viewpoint | Pocket Gamer Connects Digital #6 (Online) | 2021-04-19 |
Argues that ATT/IDFA makes precise user-level targeting far harder so UA teams shift to probabilistic models and aggregate signals, using SKAdNetwork… | ||
| Panel: Have we Reached the End of Innovation with Hybrid Monetisation? | Pocket Gamer Connects Digital #4 | 2020-11-09 |
Panel argues hybrid monetisation still moves forward with concrete fixes: in-app bidding and tighter placement analytics raise yield per impression; rewarded… | ||
| Live Ops is not a Sprint! - How do You Plan a Recurring Series of Activities Indefinitely? | Pocket Gamer Connects Digital #2 | 2020-06-08 |
LiveOps is a marathon: teams build server-configured content so events run without app updates, supporting a daily/weekly/monthly cadence and seasonal 1–2… | ||
| Demystifying Live Operations | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Live ops means running the game as an ongoing service: prioritize retention not short-term ARPBU, build a data pipeline that answers "what is retention over… | ||
| Panel: What are the Best Ways to use Tools to Bring Data into Design? | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Practical tactics and tradeoffs: use heat maps and session video to reveal level problems, run cohort analysis and cluster analysis to separate… | ||
| Panel: Workflow Tricks for Growing Teams:Working with Freelancers & Outsource Development Agencies | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Virtual studios scale by nailing three concrete habits: force concise documentation (design docs stay ~25 slides or one-pager per feature), run a daily build… | ||
| What does Live Ops mean Anyway? | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Live ops means driving retention by getting more players doing more things more often for longer, measured by analytics and run from a back-end pipeline that… | ||
| Panel: Maintaining Your Culture While Working Remotely | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Panelists compare concrete practices and results: studios send chairs and cables to homes, use Slack and Discord working rooms plus Notion and Miro for shared… | ||
| Fantasy Pitching | Pocket Gamer Connects London 2020 | 2020-01-20 |
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… | ||
| PGC 2020 Sessions @ PGC LONDON - Oscar Clark | Pocket Gamer Connects London 2020 | 2020-01-20 |
A concise history claims that gaming addiction evolves through specific platform shifts: 1978 arcade boom (quarters and Donkey Kong), 1989 Tetris global… | ||
| Monetisation Design - A Story of Love and Retention | Pocket Gamer Connects Jordan 2019 | 2019-11-02 |
Compares hyper‑casual to long‑term live games and gives concrete levers: design for competence, completion, control and social capital; trigger purchases with… | ||
| When does Your Development End (Product vs Service) | Pocket Gamer Connects Jordan 2019 | 2019-11-02 |
Panel argues games stop being "done" and become products to manage: genres decide lifecycle — CCGs and MOBAs need continuous content and live ops, hyper‑casual… | ||
| Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategies | Pocket Gamer Connects San Francisco 2019 | 2019-06-18 |
Argues that UA must be driven by live ops: align campaigns to actual events, promotions, content and feature release cadences so paid spend targets moments… | ||
| Keep talking and no-one explodes – Tips for smooth teams | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
Practical rules for smoother teams: establish a safeword system like Fight Club so anyone can pause a miscommunication, enforce no-meeting Wednesday and rotate… | ||
| Fantasy games pitching | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
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… | ||
| Ad Monetization, IAP, Subscription Model – What is the Future of Monetization? | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
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… | ||
| Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategies | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
Argues that User Acquisition works best when campaign creative and timing are driven by Live Ops rhythms: regular daily predictable content, tentpole feature… | ||
| Fantasy games pitching | Pocket Gamer Connects London 2019 | 2019-01-21 |
Panelists improvise game ideas from screenshot prompts, delivering two-minute pitches against a countdown and deciding winners by audience voting. Many… | ||
| PGC Helsinki 2018 Pecha Kucha sessions: Rocket Lolly's Oscar Clark | Pocket Gamer Connects Helsinki 2018 | 2018-09-11 |
A rapid, sarcastic rundown of concrete monetization tricks and their effects: using operant conditioning rewards, interrupting play with purchase gates and… | ||
| Growing as a developer in Finland | Pocket Gamer Connects Helsinki 2018 | 2018-09-11 |
Panelists describe concrete moves: DoDreams is ten years old and focuses almost entirely on Crime Head (turning three), Fingersoft reports a billion downloads… | ||
| What does live ops mean for your indie game? | Pocket Gamer Connects San Francisco 2018 | 2018-05-14 |
LiveOps means building systems not features: map the player lifecycle, automate events and promotions, and ship content on a cadence so players return… | ||
| Stupid questions every games developer should ask | Pocket Gamer Connects San Francisco 2018 | 2018-05-14 |
Nine pragmatic questions for design choices: identify the non-game love that informs a mechanic, strip features until the game breaks to find its core, and… | ||
| Switching from developer to publisher | Pocket Gamer Connects London 2018 | 2018-01-22 |
Indie studios describe concrete moves: one studio pivots to publishing in 2016 and releases Tokyo 42 as its first external title, another grows Drive Ahead to… | ||
| Playing with IP over different media | Pocket Gamer Connects London 2018 | 2018-01-22 |
Panel describes concrete deals and outcomes: mobile teams reuse engines and art to target global reach, fundraising board game campaigns raised £150k to buy… | ||
| The debating game | Pocket Gamer Connects London 2018 | 2018-01-22 |
Panelists argue five contested claims with concrete examples and numbers: discoverability is crushed by 100,000 new games a day and rising mobile revenue… | ||
| Golf Clash – The power of infectious gameplay | Pocket Gamer Connects London 2018 | 2018-01-22 |
Claim: a tiny studio builds a short-session mobile golf game that becomes a breakout live-service hit. It ships a real-time 1v1 mechanic, data-driven live ops… | ||
| Publishers on their dream monetisation platform | Pocket Gamer Connects San Francisco 2017 | 2017-06-27 |
Publishers want concrete levers: clear eCPM and fill transparency across mediators, usable dashboards that merge ironSource and Unity Ads data, and lightweight… | ||
| Rocky Horror Show Mobile Game Dev Pecha Kucha | Pocket Gamer Connects London 2016 | 2016-01-18 |
Uses The Rocky Horror Picture Show as a parable to argue that making premium-quality mobile games requires concrete choices: building in Unity, focusing on… | ||
| how to market your game as an indie developer | Pocket Gamer Connects Bangalore 2015 | 2015-04-16 |
In this session of Pocket Gamer Connects Bangalore 2015, we've firstly got a talk on low-budget, organic app marketing from Venkatesh C.R. of… | ||
| The basics and challenges of game design | Pocket Gamer Connects Bangalore 2015 | 2015-04-16 |
First up in this Pocket Gamer Connects Bangalore 2015 session, we have a talk on game design basics with Christophe Comparin of Rubika Video Game School.
Next… | ||
| The business of mobile gaming | Pocket Gamer Connects Bangalore 2015 | 2015-04-16 |
In this session of Pocket Gamer Connects Bangalore 2015, we've firstly got Mandar Shinde (Personagraph) addressing the lack of data parity in the app… | ||
| Everyplay | Game Connection Europe 2014 | 2014-10-29 |
Everyplay is a free SDK that records gameplay inside Unity (and other mobile platforms), uploads it to a hosted community, and adds optional face cam overlays… | ||
| nothing matches | ||