Conferences and sessions
Wednesday, November 1stPublishing 3.0 By: Irina Tripapina, Mail.Ru Group
Description: the largest Russian Internet company Mail.Ru Group will share tips for entering Russia and making your app successful there. You will learn a lot about the market situation and opportunities: localization insights, success and failure stories of global games in Russia, UA benchmarks. You’ ll see case studies of different game genres that are […]
Thursday, November 2ndCategories: Publishing 3.0 By: David Lalonde, Nutaku Kirstin Bosc, Remote Control Production Marco Busse, European games Group AG Taina Ionita, SuperHippo
Description: Welcome to the world of adult games. The adult gaming industry has been struggling to gain credibility and traction in the interactive entertainment market and get the attention it deserves. While Hentai visual novels and ero-games have always appealed to western audiences, it has mostly been considered more of a video game subculture than […]
Description: Dual Universe is an ambitious SciFi MMORPG focused on emergent gameplay, with potentially millions of people interacting in the same world at the same time while building, trading and creating their political and economical systems. The game sits somewhere at the crossroad of Eve Online and Minecraft, and is based on several groundbreaking new […]
Thursday, November 2ndCategories: Localization By: Aras Şenyüz, Netmarble EMEA
Description: Aras Senyuz will talk about how to be successful in West with good localization and what Western gaming companies can do to become successful in Asia with case studies from Netmarble titles (Marvel Future Fight, Star Wars Force Arena, Disney Magical Dice, 7 Knights and more) Targeted public: developers, publishers, localization agencies, game enthusiasts, […]
Wednesday, November 1stCategories: Community Management By: Vincy Kwong, V2 Games Inc.
Description: find out how V2 Games’ live ops team managed events during Beta for Beast Brawlers to boost engagement for a real-time multiplayer mobile game that didn’t have enough players yet. The challenge was to find solutions that were easiest to do but still effective, while making use of multiple tools to track & improve […]
Wednesday, November 1stCategories: Localization By: Kassi O 'Connor, Glu Mobile
Description: TBC Targeted public: TBC Takeaways: TBC
Wednesday, November 1stCategories: Publishing 3.0 By: Frederic Markus, Feerik Games
Description: After having spent 25 years on AAA console and PC titles, and hearing constantly about Mobile games, Frederic had to take the jump and learn what this market was all about. What he has learned was never exposed to developers and publishers alike the proper way until now. The way Frederic presents what mobile […]
Thursday, November 2ndCategories: User Acquisition By: Cvetan Rusimov, Imperia Online
Description: in 2016 Imperia Online flagship title has been featured on Google Play Store, and it was a disaster. They even cancel their featuring date on Apple App Store. They just realized team weren’t ready for this. The game wasn’t on the level both platforms expected from Imperia Online Team. In this lecture Cvetan Rusimov, […]
Thursday, November 2ndCategories: Quality-Assurance By: Ana Barbuta, Guerilla Games Jonathan Williams, Sony
Description: An overview of how Developer (Guerrilla) and Publisher QA (SIE) developed a partnership to help deliver a AAA experience. The presentation will focus on the creation of the partnership through the challenges we faced, the support structure we built and how our collaboration helped deliver a quality product to the consumer. We will also […]
Thursday, November 2ndCategories: User Acquisition By: Elena Tsarkova, Wooga GmbH
Description: probably every game developer wishes for his game to reach millions of monthly players and being enjoyed over years. Once reached however, it becomes more and more difficult to attract new players and keep growing the game further. The most important markets for casual mobile games in terms of retention and monetization are the […]
Thursday, November 2ndCategories: User Acquisition By: Emmanuel Carraud, appChocolate Ltd
Description: appChocolate is an independant app studio based in Cambridge, UK, which develop and publish its own games and entertainment apps under the publisher name appChocolate, MagicSolver and Blue Panda apps. We released successfully over 40 apps and reached over 50 million downloads. We would like to share tips on how to launch successfully a […]
Wednesday, November 1stCategories: Publishing 3.0 By: Darren Anderson, Curve Digital Jacek Głowacki, iFun4all S.A.
Description: Pros and cons of signing global publishing deal for PC and consoles when you’re an indie developer. Art of negotiation. How to achieve your goals when it comes to financial security? Negotiating with publisher and board at the same time. Could lawyers be the deal-breakers? What to remember when looking for compromise? What is […]
Wednesday, November 1stCategories: Monetization By: Marco Busse, European games Group AG
Description: the talk will focus on the pros and cons of self-developed analytics tools and how one actually gets started with building and integrating them into their games with real world examples and experiences build in. It will also touch on possible starting points, setups and technologies used as well as usecases for indie devs […]
Thursday, November 2ndCategories: Publishing 3.0 By: Anne-Laure Caffin, SFR Jean Zeid, France Info Mustapha Toumi, Samsung Olivier Avaro, Blacknut Olivier Massière, Orange Oscar Barda, Blacknut Stephane Lerouyer, Warner Bros Entertainment
Description: cloud Gaming is making a comeback and has a bunch of aces up its sleeve this time, but is the technology ready? And more importantly, is technology enough? The keynote focuses on the revival of Cloud Gaming and how the industry can shape this new distribution avenue to address some of its current challenges. […]
Wednesday, November 1stCategories: Monetization By: Mohammad Agha, Magmic Inc.
Description: In this talk Mohammad Agha, COO of Magmic, discusses what Magmic does for monetization and retention in Casual Games using Live Operations and Event management. This talk would cover specific Use Cases and give examples using real world games. Targeted public: anyone that wants to know about monetization and retention techniques in Casual Games […]
Thursday, November 2ndCategories: Localization By: Antonio Grasso, Turner International
Description: TBC Targeted public: games producers, digital producers, localisation professionals Takeaways: understanding the localisation and production challenges we face when targeting young audiences, and what we do to try and minimise their impact/disruptions.
Wednesday, November 1stCategories: Publishing 3.0 By: Christina Seelye, Maximum Games
Description: While the digital market – and the consumer comfort within it – is growing, studies show that demand for physical product remains constant. It is true that there are clear advantages with digital distribution (in cost, longevity, and flexibility). Yet, the physical market is far from dead. In fact, the majority of console gamers […]
Thursday, November 2ndCategories: eSports By: Brendan Greene, Bluehole Inc. Marek Krasowski, Bluehole Inc. Pawel Smolewski, Bluehole Inc.
Description: PLAYERUNKNOWN’S BATTLEGROUNDS has sold more than two million copies worldwide, remains in the number one slot on Steam and the top five most watched game on Twitch. Brendan Greene (aka PLAYERUKNOWN) will share his experience in going from modder to Creative Director for Bluehole. He and the team will highlight things learned from his […]
Wednesday, November 1stCategories: Publishing 3.0 By: Alexey Izvalov, FGL
Description: the results of the case study of successful and not-so-successful fully independent mobile releases are resented. The outstanding developers of FGL community (which has 45 000 members) and other communities’ members were asked to describe, how did they achieve first 100, 1k, 10k, 100k, 1M and 10M installs. The common good and bad practices […]
Wednesday, November 1stCategories: Localization , Quality-Assurance By: Artur Foxander, Paradox Interactive
Description: Talk about topics relevant to you
Thursday, November 2ndCategories: Quality-Assurance By: David King, Electronic Arts
Description: Battlefield 1 is one of the largest, most ambitious, and technically challenging games EA DICE has ever shipped. With over 20 million unique players it was a global effort with hundreds of developers on numerous continents bringing unique challenges. Customer anticipation for the title was at fever pitch, and delivering a stable high quality […]
Thursday, November 2ndCategories: Localization By: Dario Quondamstefano, Wooga
Description: in this research, we dove into what are our Spanish speaking audience preferences when it comes to Spanish translations. Is there a universal Spanish we can use? Can we adapt one translation and make it sound more local towards other Spanish speaking countries? What is the Spanish variant that is more likely to be […]
What challenges do game developers face to create a competitive game which could be recognized as an esport game?
Thursday, November 2ndCategories: eSports By: Olivier Paradis, Webedia Toornament
Description: Why are we talking so much about esports? No one can argue against the fact that tournaments are at the heart of esports. We know that competition means player retention and storytelling. Some examples of synergies between game studios, tournament organizers and media thanks to one platform: Toornament are presented: dedicated official league websites […]