5 reasons to bring your game to Russia. Market opportunities for global publishers

Wednesday, November 1st

À Room 1 Publishing 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 […]

A Sweet Saga – Localization Quality in the Candy Kingdom

Thursday, November 2nd

À Room 3 Categories: Quality-Assurance By: Carina Kölher, King

Description: This is a sweet talk about the journey the Localization team at King went on when Candy Crush Saga crushed the markets. Carina will talk about the challenges and opportunities that come with working in an Agile environment. The attendees will get an insight on how localization contributes to achieve high quality products throughout […]

Accelerate monetization through strategic partnerships

Wednesday, November 1st

À Room 4 Categories: Monetization By: Tarush Agarwal, Toca Boca

Description: Tarush Agarwal, Head of Business Development at Toca Boca, will discuss how an innovative approach to monetization through creating partnerships can help acquire new users, and diversifying revenue streams. He’ll talk about Toca Boca’s approach to creating high quality kids apps and share insights, examples and best practices for developers looking for creative solutions […]

Adult Gaming – An Emerging Market

Thursday, November 2nd

À Room 1 Categories: Publishing 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 […]

Are the Robot and Videogame industries heading towards a convergence of talents and expertise ? And what consequences in our industry?

Friday, November 3rd

À Room 1 Categories: Publishing By: Fanny Bouton, BFM TV Rodolphe Hasselvander, Bluefrog Robotics

Description: TBC Targeted public: TBC Takeaways: TBC

Build and Grow your Community Successfully

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Linda Carlson, Trion Worlds

Description: Grow your audience like a master gardener. Stop throwing seeds into the air and learn how to take a targeted approach to Community Management – where to invest your time and energy depending on the size of your Community Team and style of game. One size does not fit all! Weigh the relative values […]

Ceci n’est pas un jeu. The new state of the games industry.

Wednesday, November 1st

À Room 1 Categories: Publishing By: Joost van Dreunen, Superdata Research

Description: the games industry today looks nothing like it did thirty years ago. Valued at €90B this year, the market for interactive entertainment continues to thrive when television, film, and other media industries struggle. Content creators and publishers find themselves in a powerful position as traditional media firms seek to understand how games manage to […]

Challenges of operating a AAA live game

À Room 4 Categories: Monetization By: Alexandre Enklaar, Ubisoft

Description: This talk will focus on the best practices and challenges of operating a live game on consoles and PC through the example of STEEP, 2016 DICE Award for Best Sports Game Targeted public: Producers, Designers and anyone interested in live activities Takeaways: Best practices in terms of retention and monetization, production challenges

Creating engaging experiences in an ever changing gaming landscape

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Mark Lugli, Facebook

Description: latest trends show that players are connecting with their friends and fellow players from different devices in a range of different virtual community spaces. Our figures alone show that 800 million people play at least one Facebook connected game every month. For that reason, it is vital for developers, publishers and creators to not […]

Developers, Publishers, Financers : je t’aime moi non plus

Thursday, November 2nd

À Room 1 Categories: Publishing By: Graeme Struthers, Devolver Nicolas Godement-Berline, Mana Cube Stephane Bonazza, Sega Sylvain Cunzi, Next Games

Description: TBC Targeted public: TBC Takeaways: TBC

Diving into joint (ad)ventures: from Das Boot to Angry Birds – unlocking the full potential of IP across media and markets

Thursday, November 2nd

À Room 5 Categories: IPs & licences By: Hendrik Lesser, Remote Control Productions

Description: a short talk about the how-tos of jointly working on IP, sharing skills and market know-how to co-create and expand an IP’s universe.

East meets West, Learning how to succeed in Asia

Thursday, November 2nd

À Room 3 Categories: 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, […]

eSports 2.0

Wednesday, November 1st

À Room 2 Categories: eSports By: Joost van Dreunen, Superdata Research

Description: competitive gaming has emerged as the quintessential entertainment category for new media audiences. Earning around €839M in annual revenue, competitive gaming offers a fascinating blend of digital entertainment, interactivity, fandom, and spectacle. With major efforts like the Overwatch League and League of Legends franchising taking shape, what can we expect from the budding courtship […]

Expert Eye on Monetization’s New Trends

Wednesday, November 1st

À Room 4 Categories: Monetization By: Etienne Fougerousse, Editorial Economic Designer Julien Dulioust, CCP Nikola Cavic, Nordeus

Description: TBC Targeted public: TBC Takeaways: TBC

Fast tracking Mobile Localization : how to translate your entire game in less than 4 months

Wednesday, November 1st

À Room 3 Categories: Localization By: Kassi O 'Connor, Glu Mobile

Description: TBC Targeted public: TBC Takeaways: TBC

Forge of Partnerships: Second Screens Unlocked

Thursday, November 2nd

À Room 4 Categories: User Acquisition By: Daniel Loers, NBC Universal Tobias Edl, Innogames

Description: TBC Targeted public: TBC Takeaways: TBC

From AAA to Mobile: What you need to know

Wednesday, November 1st

À Room 1 Categories: Publishing 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 […]

Gamer XP Management is instrumental for the success of a Live game – why does being “gamer centric” differ from being “consumer centric” – a global mindset shift for community approach

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Anne Blondel-Jouin, Ubisoft

Description: TBC Targeted public: Live Producers, Producers, Marketing Managers, Community Dev, Community Managers, Customer Support Teams, etc… basically everyone involved with the gamer and not only the consumer Takeaways: TBC

Getting your App featured and what’s next? Ten Hard lessons learned!

Thursday, November 2nd

À Room 4 Categories: 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, […]

Growing a faithful user base in a competitive, cross-platform and ever changing gaming landscape

Thursday, November 2nd

À Room 4 Categories: User Acquisition By: Ingrid Florin Muller, Ankama

Description: How to ensure long term sustainable growth for online businesses? Generating leads at lowest possible cost, achieving rapid growth of user base while constantly improving performance metrics is what User Managers have at heart. How can I build and engage a steady user base into the loop of awareness, use, and sharing? Does it […]

Hidden Bloober, Crouching Horror. Branding a company in an industry focused entirely on projects

Thursday, November 2nd

À Room 1 Categories: Publishing By: Rafal Basaj, Bloober Team

Description: TBC Targeted public: TBC Takeaways: TBC

Horizon Zero Dawn: Creating a QA Partnership

Wednesday, November 1st

À Room 3 Categories: 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 […]

How 3 QA engineers in 50 members team delivered AAA quality game – Spellsouls case study

Thursday, November 2nd

À Room 3 Categories: Quality-Assurance By: Aleksandar Tesić, Nordeus

Description: TBC Targeted public: TBC Takeaways: TBC

How Bigpoint Stems Multilingual Support – A Customer Service Strategy

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Dang Stefan La-Hong, Bigpoint

Description: Bigpoint, as a worldwide operating gaming company is facing several challenges in regards of Customer Service. Especially, operating games in up to 24 languages is quite challenging. Learn how Bigpoint stems multilingual player support in a professional and efficient manner with the goal to achieve a high service standard and customer satisfaction.   Targeted […]

How publishers and brands are working together in the esports industry.

Thursday, November 2nd

À Room 2 Categories: eSports By: Mathieu Lacrouts, Hurrah

Description: with millions of fans watching live the biggest events, esports have caught the eye of hundreds of brands who want to reach the youngest audiences. It’s not surprising anymore to read on a daily basis sponsorship announcements between brands, leagues, teams or pro-gamers. To such extend that sponsorship & advertising deals are set to […]

How to come last in a race to the bottom

Wednesday, November 1st

À Room 1 Categories: Publishing By: Shams Jorjani, Paradox Interactive

Description: there are more games being released on PC than ever before in the history of PC gaming. Competition is fierce and game quality is high. Yet average game prices are lower than ever and look to be dipping more. Is PC/Steam gaming headed towards the same fate as the appstore? Paradox Interactive will share […]

How to create a IP in the Comics industry…and make it successful through other media

Thursday, November 2nd

À Room 5 Categories: IPs & licences By: François Pernot, Dargaud-Lombard Yves Bléhaut, Dargaud/Anuman Interactive

Description: TBC

How to grow a maturing game: hidden UA opportunities in global markets

Thursday, November 2nd

À Room 4 Categories: 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 […]

How to make your next game go BIG

Thursday, November 2nd

À Room 4 Categories: 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 […]

Indie studio signs global publishing deal – case study

Wednesday, November 1st

À Room 1 Categories: Publishing 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 […]

Inhouse analytics made easy for everyone

Wednesday, November 1st

À Room 4 Categories: 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 […]

Is cloud gaming the next big thing? Again?

Thursday, November 2nd

À Room 1 Categories: Publishing By: Anne-Laure Caffin, SFR Jean Zeid, France Info Mustapha Toumi, Samsung Olivier Avaro, Blacknut Olivier Massière, Orange 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. […]

Key Trends in Art & Engineering External Development

Wednesday, November 1st

À Room 2 Categories: xDev By: Jason Harris, Electronic Arts

Description: Leveraging external development partners is now an integral part of game development to get games in players hands quicker, deliver live services content, and to create the deep and immersive experiences that delight players. However, the external development environment is constantly changing. New service providers constantly enter the market, there is an increase in […]

Leadership, Relationships and Game Development Inside and Out

Wednesday, November 1st

À Room 2 Categories: xDev By: Peter Fabiano, Senior Manager of Global Production

Description: The role of anyone in production/management can vary from job to job, and company to company. However, one thing that should remain constant is the ability to lead, motivate, and cultivate and establish relationships both with internal and external teams. Pete Fabiano will discuss his approach to building his own production team as well […]

Lessons learned from Halo, Hitman and Walking Dead- Azure Gaming Experiences

Friday, November 3rd

À Room 1 Categories: Publishing By: Milena Koljensic, Business Development Manager

Description: Learn how major titles like Halo, Hitman, and Walking Dead are using Azure to build great experiences for their players. Building game servers, storing data and managing game analytics may be easier than you think. You could be building a Mobile, PC or Console games, regardless of your team size, Azure has a lot […]

Let’s play Franco –German ! – Discover a unique collaboration between SpielFabrique and ARTE

Thursday, November 2nd

À Room 1 Categories: Publishing By: Adrien Carta, Kalank Studio Adrien Larouzée, ARTE France Thierry Baujard, SpielFabrique

Description: Thierry Baujard (co Founder of SpielFabrique and financing expert) and Adrien Larouzée from ARTE will present the impact of the acceleration and financing programme. Watch Club, a VR Gaming experience from Kalank team will be revealed for the first time. Targeted public: TBC Takeaways: TBC

Licence to play. What is the best deal between studios, producers and fans

Thursday, November 2nd

À Room 5 Categories: IPs & licences By: Damien Maric, OVERLOOK

Description: negotiate, work, design and create a licence without the money as a principal goal. How to approach the different studios? What type of negotiation? How to design the best product for the fans? With what resources? How to promote the project?

Licensed IPs in mobile games – Do’s, Don’t’s and other Experiences made

Friday, November 3rd

À Room 5 Categories: IPs & licences By: Harald Riegler, Sproing

Description: Sproing has launched many games based on 3rd party IPs in its 16 year history. In recent times we successfully worked on the mobile games “Asterix & Friends”, as well as “Nonstop Chuck Norris”. At the time this talk will be happening we will also just be in the middle of the launch process […]

Live Ops Monetization techniques in Casual Games

Wednesday, November 1st

À Room 4 Categories: 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 […]

Localisation and games production for kids content

Thursday, November 2nd

À Room 3 Categories: Localization By: Antonio Grasso, Turner (a Time Warner Company) Benoit Auguin, Breakfirst Matt Sheppard, Turner (a Time Warner Company)

Description: discussion about how we developed and the challenges we faced during the production of the upcoming Cartoon Network’s innovative mobile game, both in terms of development and in terms of localisation; and what we have learned in the process. Targeted public: games producers, digital producers, localisation professionals Takeaways: understanding the localisation and production challenges […]

Localizing an Ankama Product: a French source and a Language Leading challenge

Wednesday, November 1st

À Room 3 Categories: Localization By: Michael Sobol, Ankama

Description: TBC Targeted public: TBC Takeaways: TBC

Maximising Player Value: Five top strategies for monetising living games

Wednesday, November 1st

À Room 4 Categories: Monetization By: Matt Casey, Jagex

Description: TBC Targeted public: TBC Takeaways: TBC

Media boot camp: tips & tricks to master the subtle art of the interview

Friday, November 3rd

À Room 1 Categories: Publishing By: Claire Garin, Ivory Tower

Description: Interactions with the media, and especially interviews, can be a tricky business if you’re new to it. But if you really want to get your game or product out there, you have no other choice but to get in the ring. Lucky for you, there are a few simple mechanisms and exercises that can […]

Misfits of the world, unite and take over

Wednesday, November 1st

À Room 2 Categories: xDev By: Nathalie Beauguerlange, Riot Games

Description: TBC Targeted public: TBC Takeaways: TBC

Monetization’s metrics for success – a step-by-step guide

Wednesday, November 1st

À Room 4 Categories: Monetization By: Parminder Gill, Publishers relations

Description: TBC Targeted public: TBC Takeaways: TBC

New App Store – What you need to know

Thursday, November 2nd

À Room 4 Categories: User Acquisition By: Ivana Davidov, Nordeus

Description: Apple has changed the App Store for the first time in years. This talk will cover the most relevant changes that developers should focus on as well as some tips and personal views on how to leverage these trends in order to stand out. Targeted public: Marketing, Publishing teams, Indie developers (anyone taking care […]

Organics don’t exist : Let’s assess marketing efforts correctly

Thursday, November 2nd

À Room 4 Categories: User Acquisition By: Mickael Bougis, Flaregames

Description: for too long, mobile game publishers have been separating their reporting into paid users (those that can be tracked) and “organic” traffic (those that can’t). In this talk, Mickael will dig into the myth surrounding “organics”, why publishers have not made headway in understanding this major chunk of their user base and give instant […]

Physical is not Dead

Wednesday, November 1st

À Room 1 Categories: Publishing 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 […]

Pitch Perfect

Wednesday, November 1st

À Room 1 Categories: Publishing By: Anne Devouassoux, Kylotonn Games Oskar Guilbert, DONTNOD Entertainment Sebastien Tasserie, Microsoft

Description: TBC Targeted public: TBC Takeaways: TBC

Player support: The first step in boosting player retention!

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Stefan Abadzhiev, TELUS International Europe

Description: TBC Targeted public: TBC Takeaways: TBC

PLAYERUNKNOWN’S BATTLEGROUNDS: Building a Game With The Community

Wednesday, November 1st

À Room 2 Categories: 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 […]

Points of Differentiation – Video Game Portfolio Licensing

Thursday, November 2nd

À Room 5 Categories: IPs & licences By: Owen Rees, Gamesworkshop

Description: Where you have a large base of IP, with super deep worlds and background like we do, explain how we can have multiple titles in the market place for the same IP but each one “feels” different and indeed the portfolio effect in turn helps each game.

Pure indie mobile releases: case study

Wednesday, November 1st

À Room 1 Categories: Publishing 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 […]

QA & Loc Open Space Conference – Talk about topics relevant to you

Wednesday, November 1st

À Room 3 Categories: Localization , Quality-Assurance By: Artur Foxander, Paradox Interactive

Description: open Space Conference is a self organizing discussion platform. At the very beginning of each time slot You will have a possibility to choose the subject that is relevant to You (E. G “QA standards”, “Test cases”, “How do you educate your team?”, “Teambuilding”, “Onboarding process”, “Recruitment” etc). Anything related to testing goes. The […]

Shifting QA into Early Access

Thursday, November 2nd

À Room 3 Categories: Quality-Assurance By: Danielle Herzog, Epic Games

Description: TBC Targeted public: TBC Takeaways: TBC

Shipping Quality on Battlefield 1

Wednesday, November 1st

À Room 3 Categories: 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 […]

Social Media Manager vs. Community Manager: What’s the Difference?

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Mariela Tzvetanova, Head of Marketing & Business Development

Description: Imperia Online Ltd. is one of the biggest game production companies in Southeastern Europe with 20 released games. With over 40 million users worldwide, the studio has lots of experience when it comes to social presence. Learn more about the real game-changers: the people behind the scenes with keen attention to detail to the […]

Soft launch and game data analytics

Wednesday, November 1st

À Room 4 Categories: Monetization By: Celine Holzmann, Bandai Namco

Description: TBC Targeted public: TBC Takeaways: TBC

Streaming data analysis – Let’s engage together!

Thursday, November 2nd

À Room 2 Categories: eSports By: Pierre Guivarch, Zestats

Description: there are more and more streams on the internet than ever. Brands, publishers or even teams are willing to improve the way to engage their users or simply target the right people. Yet data analysis has not been taken much in consideration in the streaming industry. Zestats LTD will provicde actionable insights of the […]

Strengthen the IP by fan participation. Building an IP today is about getting fans focus on your products in higher degrees than others and letting people participate with your products is the absolute best way.

Friday, November 3rd

À Room 5 Categories: IPs & licences By: Tobias Sjögren, White Wolf Entertainment

Description: the trends are clear, today the 4th wall has fallen, people expect to participate and engage in brands in a way never seen before in many more medias than ever before. At White Wolf we are building what we call a participatory trans media brand and will in this lecture share our analysis of […]

The community? Your team!

Thursday, November 2nd

À Room 2 Categories: Player Support & Community Management By: Max von Knorring, Amplitude Studios Romain de Waubert de Genlis, Amplitude Studios

Description: TBC Targeted public: Producers, Game Designers and marketing teams. Takeaways: TBC

The many faces of Spanish Localization

Thursday, November 2nd

À Room 3 Categories: 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 […]

The Value Of Third-Party IP – added value or added cost?

Thursday, November 2nd

À Room 5 Categories: IPs & licences By: Mehdi Benkirane, Stadiumred Europe

Description: Mehdi Benkirane will lead a discussion on how the quality and success of a well-known IP can vary from extremely positive to disappointingly negative, showing that a successful film, music, TV, book or board game does not guarantee the same success in developing a game. In order to make the most out of an […]

Tips and steps to build a successful relationship with your Vendor

Wednesday, November 1st

À Room 2 Categories: xDev By: Réka Sugár, EA

Description: In this lecture, Reka Sugar, art outsource manager at EA, will give attendees tips and tricks to help them save time and improve their outsourcing process. She will guide attendees on every steps they should take care of and she will show how these steps will help them to achieve better result. Targeted public: […]

Tips and Tricks for Kickstarter Creators & Dual Universe crowdfunding success story

Thursday, November 2nd

À Room 1 Categories: Publishing By: Jean-Christophe Baillie, Novaquark Michael Liebe, Kickstarter

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 […]

Top 5 things to know about monetizing a game

À Room 4 Categories: Monetization By: Julien Dulioust, CCP

Description: Going through industry standards on setting up your monetization team for success : data is key (your own and others), modular design, business model, live, tools. Targeted public: Producers/Designers Takeaways: Monetization is much more than just a Store and looking at top KPIs.

Undiscovered territory : 30 million players are waiting for you in Iran

Thursday, November 2nd

À Room 1 Categories: Publishing By: Mohammad Moallemi, Cafe Bazaar

Description: Cafe Bazaar is the leading Android store in based in Iran, covering 33 million active users, 21,500 active developers and a total of 111,600 published Apps by the end of 2016. The eye-catching growth of 2016 indicates there is much more room for growth in Iran’s mobile App industry. The number of participants in […]

Voodoo : publishing ultra casual mobile games

Friday, November 3rd

À Room 1 Categories: Publishing By: Thomas Dubreuil, Voodoo

Description: A closer look into Voodoo’s brand of publishing, combining a data driven approach with qualitative coaching and feedback Targeted public: Game developers Takeaways: Learn to make better decisions when conceiving and creating casual games

What challenges do game developers face to create a competitive game which could be recognized as an esport game?

Thursday, November 2nd

À Room 2 Categories: eSports By: Michael Daudignon, 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 […]

What doesn’t kill us, makes us stronger – Advise from Experienced Localization Professionals

Thursday, November 2nd

À Room 3 Categories: Localization By: Abigail Goudjo, Ubisoft Aline Mueller, Leonie Aoki, Wooga

Description: experienced Localization Managers share the most important lessons they learned throughout their careers. From Process over Budget to Hiring, we will talk about our big and small challenges and would love to hear about yours. Questions and active participation are encouraged. Targeted public: localization managers and everyone interested in localization. Takeaways: learn from our […]

What I have learned leading my first game

Wednesday, November 1st

À Room 4 Categories: Monetization By: Erison da Silva, Rovio Entertainment Ltd.

Description: this talk will walk through the learnings from the three years as a Producer and later as a Product Lead of Angry Birds Friends – a game that exceeded all expectations and went from doomed to high performer. It will explore not only product management practices, but also a variety of aspects related to […]

What macrotrends are shaping the gaming industry?

Thursday, November 2nd

À Room 1 Categories: Publishing By: Lidwine Sauer, Ubisoft

Description: At Ubisoft, we believe that in order to anticipate the future, you need to have a global understanding of what’s happening outside the gaming industry and even outside the entertainment industry. Macrotrends are global forces shaping society and which develop over the course of years. This presentation highlights how macro-trends influence the evolution of […]

What Next? Platforms and Business Models of Tomorrow

Friday, November 3rd

À Room 1 Categories: Publishing By: Patrick Rose, Bandai Namco

Description: TBC Targeted public: TBC Takeaways: TBC

Xdev: Enlarge your Dev Capacities

Wednesday, November 1st

À Room 2 Categories: xDev By: Mitsuo Hirakawa, SCEE Olivier Masclef, Black Shamrock

Description: TBC Targeted public: TBC Takeaways: TBC