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Oscar Clark

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Curated Panel: The Game Development Renaissance – What Will Be The Foundations Of Gaming's Next....Pocket Gamer Connects London 20252025-01-20
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…
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Panel: Getting Your ASO Kicked: Dealing With ASO in the Current Saturated Mobile Market.Pocket Gamer Connects London 20232023-01-23
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…
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Panel: Two Years On From Major IDFA Updates, Have We Recovered?Pocket Gamer Connects Toronto 20222022-07-06
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…
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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…
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Panel: What Changes in Ad Monetisation Post-IDFA - The Good, the Bad & the UglyPocket 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…
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Beyond IDFA - The Publisher ViewpointPocket 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…
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Panel: Have we Reached the End of Innovation with Hybrid Monetisation?Pocket Gamer Connects Digital #42020-11-09
Panel argues hybrid monetisation still moves forward with concrete fixes: in-app bidding and tighter placement analytics raise yield per impression; rewarded…
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Live Ops is not a Sprint! - How do You Plan a Recurring Series of Activities Indefinitely?Pocket Gamer Connects Digital #22020-06-08
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…
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Demystifying Live OperationsPocket Gamer Connects Digital #22020-06-08
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…
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Panel: What are the Best Ways to use Tools to Bring Data into Design?Pocket Gamer Connects Digital #22020-06-08
Practical tactics and tradeoffs: use heat maps and session video to reveal level problems, run cohort analysis and cluster analysis to separate…
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Panel: Workflow Tricks for Growing Teams:Working with Freelancers & Outsource Development AgenciesPocket Gamer Connects Digital #22020-06-08
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…
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What does Live Ops mean Anyway?Pocket Gamer Connects Digital #22020-06-08
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…
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Panel: Maintaining Your Culture While Working RemotelyPocket Gamer Connects Digital #22020-06-08
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…
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Fantasy PitchingPocket Gamer Connects London 20202020-01-20
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…
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PGC 2020 Sessions @ PGC LONDON - Oscar ClarkPocket Gamer Connects London 20202020-01-20
A concise history claims that gaming addiction evolves through specific platform shifts: 1978 arcade boom (quarters and Donkey Kong), 1989 Tetris global…
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Monetisation Design - A Story of Love and RetentionPocket Gamer Connects Jordan 20192019-11-02
Compares hyper‑casual to long‑term live games and gives concrete levers: design for competence, completion, control and social capital; trigger purchases with…
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When does Your Development End (Product vs Service)Pocket Gamer Connects Jordan 20192019-11-02
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…
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Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategiesPocket Gamer Connects San Francisco 20192019-06-18
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…
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Keep talking and no-one explodes – Tips for smooth teamsPocket Gamer Connects Seattle 20192019-05-13
Practical rules for smoother teams: establish a safeword system like Fight Club so anyone can pause a miscommunication, enforce no-meeting Wednesday and rotate…
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Fantasy games pitchingPocket Gamer Connects Seattle 20192019-05-13
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…
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Ad Monetization, IAP, Subscription Model – What is the Future of Monetization?Pocket Gamer Connects Seattle 20192019-05-13
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…
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Joined up thinking: Optimising UA effectiveness by aligning campaigns with live ops strategiesPocket Gamer Connects Seattle 20192019-05-13
Argues that User Acquisition works best when campaign creative and timing are driven by Live Ops rhythms: regular daily predictable content, tentpole feature…
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Fantasy games pitchingPocket Gamer Connects London 20192019-01-21
Panelists improvise game ideas from screenshot prompts, delivering two-minute pitches against a countdown and deciding winners by audience voting. Many…
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PGC Helsinki 2018 Pecha Kucha sessions: Rocket Lolly's Oscar ClarkPocket Gamer Connects Helsinki 20182018-09-11
A rapid, sarcastic rundown of concrete monetization tricks and their effects: using operant conditioning rewards, interrupting play with purchase gates and…
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Growing as a developer in FinlandPocket Gamer Connects Helsinki 20182018-09-11
Panelists describe concrete moves: DoDreams is ten years old and focuses almost entirely on Crime Head (turning three), Fingersoft reports a billion downloads…
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What does live ops mean for your indie game?Pocket Gamer Connects San Francisco 20182018-05-14
LiveOps means building systems not features: map the player lifecycle, automate events and promotions, and ship content on a cadence so players return…
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Stupid questions every games developer should askPocket Gamer Connects San Francisco 20182018-05-14
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…
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Switching from developer to publisherPocket Gamer Connects London 20182018-01-22
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…
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Playing with IP over different mediaPocket Gamer Connects London 20182018-01-22
Panel describes concrete deals and outcomes: mobile teams reuse engines and art to target global reach, fundraising board game campaigns raised £150k to buy…
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The debating gamePocket Gamer Connects London 20182018-01-22
Panelists argue five contested claims with concrete examples and numbers: discoverability is crushed by 100,000 new games a day and rising mobile revenue…
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Golf Clash – The power of infectious gameplayPocket Gamer Connects London 20182018-01-22
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…
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Publishers on their dream monetisation platformPocket Gamer Connects San Francisco 20172017-06-27
Publishers want concrete levers: clear eCPM and fill transparency across mediators, usable dashboards that merge ironSource and Unity Ads data, and lightweight…
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Rocky Horror Show Mobile Game Dev Pecha KuchaPocket Gamer Connects London 20162016-01-18
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…
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how to market your game as an indie developerPocket Gamer Connects Bangalore 20152015-04-16
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…
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The basics and challenges of game designPocket Gamer Connects Bangalore 20152015-04-16
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…
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The business of mobile gamingPocket Gamer Connects Bangalore 20152015-04-16
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…
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EveryplayGame Connection Europe 20142014-10-29
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…
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