A year of ASO AB tests. ZooCraft review

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Sergei Kharchenko, Creative Mobile

Description: This Session we will talk about our experience in AB testing of game creatives for Google Play with our mobile title ZooCraft: Animal Family. We managed to increase our page view/installs conversion for the most important countries. Topics : The connection between UA and ASO creatives Gathering our core audience’s psychological portrait and prediction […]

Addictive Storytelling on Mobile

Tuesday, October 29th

À Room 1 Categories: Publishing / Business By: Ryan Kaufman, Jam City

Description: We are now seeing more and more top-selling games like (Homescapes, Lily’s Garden, Episode, Choices, Harry Potter) emerge with narrative as a differentiator. But creating a great story isn’t as easy as it looks. This talk will discuss why storytelling can help acquire and keep players, and outline specific techniques for how and when […]

Consolidation (M&A) and Investment in the gaming space

Wednesday, October 30th

À Room 1 Categories: Panel , Publishing / Business By: Andrew Ponomar, Enter Capital

Description: WIll treat Mergers and Acquisitions (M&A) topic at XDS conference organized by Electronic Arts in Vancouver. Audience: Owners of independent studious, Executives of large publishers Attendee Takeaways: Consolidation and investment trends in the industry, how the market is changing when publishers are scooping independent players, what to expect in the following years. We will […]

Creating an own game genre!

Tuesday, October 29th

À Room 1 Categories: Publishing / Business By: Marvin Eschenauer, Bytro Labs GmbH

Description: The session’s subject will be the case study of Bytro, which is in the gaming industry for 10 years and grew to a multi million dollar company with 40 employees. The whole success is based on innovative products from day one without any direct competition since Bytro invented a new sub-genre to strategy games […]

Diversifying Your Partner mix – Strategies for Testing & onboarding Ad networks

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Rob Jenkins, Gram Games

Description: TBA Audience: TBA Attendee Takeaways: TBA

Eats, Shoots and Leaves: The future of online community management means context is king

Tuesday, October 29th

À Room 2 Categories: xDev By: Simon Usiskin, JWR Ventures

Description: With the ever-changing nature and increasing subtlety of online abuse, how can progressive games developers and community managers keep pace with the trolls? With traditional methods of moderation struggling to stay on top of the challenge, what can AI bring to the table? And how can we use new technology and AI to maximise […]

Efficient QA For Self-Publishing

Wednesday, October 30th

À Room 3 Categories: Quality-Assurance By: Noyan Culum, Gamelab Istanbul

Description: Most selp-published studios do not have the chance to perform quality control tests on a professional level. Developers are releasing their games that they consider subjectively enough. However, these products often fall below the quality standards required by publishers. The quality standards that the games should have do not occur either during the launch […]

European Co production: making your game happen

Thursday, October 31st

À Room 1 Categories: Publishing / Business By: Thierry Baujard, SpielFabrique UG

Description: There are more and more financing incentives available in Europe. Tax credit in France and the UK, a federal fund of 50M Euro in Germany, a tax shelter in Belgium as from 2020 and many new incentives to come at regional and national levels. The best way to access these monies is to develop […]

Five Ways a Direct to Consumer Strategy Can Work for Your Studio

Tuesday, October 29th

À Room 3 Categories: Publishing / Business By: Brooke Van Dusen, Xsolla

Description: Direct to Consumer sales is one of the hottest trends in eCommerce today, but what about gaming? With an explosion in new tools and services that make it easier than ever to sell directly to players, it’s essential for any developer that wants to build and sustain their studio as a long-term business to […]

Games Industry POV 2019

Thursday, October 31st

À Room 1 Categories: Publishing / Business By: Joost van Dreunen, Nielsen

Description: Companies that historically have only had limited exposure to interactive entertainment have doubled down on gaming. This is causing the industry’s landscape to shift. The introduction of Google Stadia and Apple Arcade, for instance, has resulted in a widening of available platform which competes over content and audience. At the same time, consolidation has […]

Getting Triple A Treatment Without Selling Your Soul

Wednesday, October 30th

À Room 1 Categories: Publishing / Business By: Christina Seelye, Maximum Games & Modus Games

Description: Working with a publisher sometimes means giving up everything; creativity, control, revenue, and more, but it doesn’t have to. Audience: Developers who are searching for a publisher. Knowledge of the publishing process is helpful. Attendee Takeaways: How to select a publisher. What to keep an eye out for, what you need, what you don’t […]

How to make your next app go big

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Emmanuel Carraud, appChocolate Ltd

Description: appChocolate is an independent 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 […]

How to steer a team of cats, unicorns, and other unique creatures

Tuesday, October 29th

À Room 2 Categories: xDev By: Juney Dijkstra, Soedesco

Description: TBA Audience: TBA Attendee Takeaways: TBA

How we can keep the Quality with 1 to 2 Inhouse QA per title

Wednesday, October 30th

À Room 3 Categories: Quality-Assurance By: Enrico Mareth, Gameforge

Description: As a publisher of various titles as GaaS, we learned in Quality Assurance how to maintain and improve quality, but still keep costs manageable while maintaining efficiency and quality. In this panel we show our insights we had when we rebuilt our structure to test updates in the same quality and time with only […]

Increasing app acquisition, retention, and monetization by leveraging blockchain technology

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Ariel Shahar, Kin Ecosystem

Description: When will mobile developers take back control over the user experience and still be able to increase engagement? The major push to make users the focus when developing an app has already begun. Mobile apps who keep users engaged without sacrificing the user experience will ultimately be the most successful. Users want value, and […]

Investing in Gaming: How do we pick

Wednesday, October 30th

À Room 1 Categories: Panel , Publishing / Business By: Mickael Bougis, Phoenix Games Patryk Hamerlak, Vivid Games Riccardo Comazzi, Tencent Guillaume Lautour, Level Up

Description: In this session, the panelists will explain how they pick investment opportunities within the few hundred to few thousands they have in backlog. Panelists will detail what is important for them, what they look for, how they look at the company but also how they look at the game. Audience: Any studio management team […]

Kids games monetization: challenges and proven solution

Tuesday, October 29th

À Room 3 Categories: Monetization By: Galyna Iefremova, Bini Bambini

Description: Kids game industry is considered complicated for business. Kids are not making purchases. Most monetization models are hardly applicable for kids games. Galyna will share the story of Bini Bambini that managed to grow four times in revenue in less than a year producing apps only for small kids. Audience: Cases shared during the […]

Localization case studies from Netmarble

Wednesday, October 30th

À Room 3 Categories: Localization By: Baris Ozistek, Netmarble

Description: Case studies of localization processes of Netmarble games in terms of language, culture, physical appearance of the characters, outfits, accessories, objects and more. Audience: Developers, publishers, other sectors doing business in different countries and cultures. Attendee Takeaways: Highlighting the importance of adaptation of the games to a new market segment with their own linguistic […]

Missed Monetisation Opportunities: 5 Major Mistakes in Analytics

Tuesday, October 29th

À Room 3 Categories: Monetization By: Ivee Feria-Padua, King

Description: Loss of revenue is generally a function of weak retention and monetisation, and this talk aims to cover the 5 major mistakes in analytics that lead to weak monetisation because of missed opportunities. In my experience of game business analytics across different countries, game genres, and platforms, the focus is usually on 2 things: […]

Negotations lowball and highball like a pro

Wednesday, October 30th

À Room 1 Categories: Publishing / Business By: Patryk Hamerlak, Vivid Games

Description: “Negotiations without other options is not negotiations – it is damage control”. During this sessions you will learn practical tips and most powerful negotiations strategies and techniques. It will also answer the question: why preparation is so important and why the biggest risk of lowball is when it gest accepted by other side. As […]

Partnership models in the age of consolidation

Tuesday, October 29th

À Room 3 Categories: Monetization , Panel By: Henry Lowenfels, Scopely Alina Gribanova, BoomBit

Description: In this talk, a panel of mobile game leaders will speak to the importance of partnership models in the age of consolidation. The rising trend of consolidation across the media industry showcases that we are moving toward a more concentrated competitive landscape. In the gaming market specifically, both publishers and studios are working to […]

Performing Soft Launch for new mobile games: A phased planning approach

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Andrej Kugonic, Nordeus

Description: Detailed description of our soft launch approach with different phases and tactics within them across different marketing functions. How to align product and marketing goals and get the most out of the marketing budget you have. Audience: Product Marketing, User Acquisition and marketing people in general working in the gaming and app industry.

Pick Your Targets Well, and Hit That Bullseye!

Wednesday, October 30th

À Room 3 Categories: Localization By: Tamara Tirjak, Frontier Developments

Description: How do you choose in which languages/regions you should localize your games? What should you take into account in order to make a smart decision? Answering these questions is the key to increase the return on your localisation investment.

Publishers talk creating new IP and working with Vendors

Tuesday, October 29th

À Room 2 Categories: Panel , Publishing / Business , xDev By: Bobby Wertheim, Sega Giovanna Villani, 505 Games Markus Wilding, Private Division Anh Luong, Miniclip

Description: In the session, publishers will openly discuss how they assess studios to select the right partner for the creation of new IP as well as the selection process for studios to collaborate with as outsource partners. They will also identify the key best practices when reaching out to publishers to pitch for a new […]

Publishing paid games on mobile in 2019: Situation and new opportunities

Tuesday, October 29th

À Room 1 Categories: Publishing / Business By: Xavier Liard, Playdigious

Description: The session is about how Publishing paid games on mobile could be very strategic especially for high quality indies titles. The first part of the talk will try to address most of interrogations related to traditional publishing: What kind of games could be successful? What are the key success factors? How to run efficient […]

Secret to top performing playable ads

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Johan Lofstrom, Playable Platform

Description: Making beautiful playable ads is nice but high performing ads is what really matters. To get there, in-depth data analysis, structured iterations and lot’s of testing of your playable ads is key. Learn from our 4 years of tactics and expertise at Playable Platform and let us share real-life examples from some top game […]

Self publishing your game in 2019 – what are the opportunities and challenges?

Wednesday, October 30th

À Room 1 Categories: Publishing / Business By: Attaba Rahim, Bungie Thomas Bidaux, ICO Partners Sebastien Vidal, Shiro Games

Description: TBA

Should I put my titles on a Netflix for games?

Thursday, October 31st

À Room 1 Categories: Publishing / Business By: Juan Carrillo, PlayGiga

Description: Since Google’s Stadia, Microsoft Xcloud project, Amazon and other big players announced their cloud gaming services the topic is hot. Are you thinking about bringing your games to a cloud gaming platform? Do you want to know which services are out there? Which business models or technical requirements they ask for? Is it worth […]

The rise of the adult gaming market

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Jeff Tremblay, Nutaku

Description: The adult gaming market as an alternative to the overcrowded stores. Developers are struggling to get funding and ensure discoverability of their games on the mainstream games. Let’s take a dive into a market vertical that is growing at a rapid pace: The Adult Game market. We’ll look into the main stores’ issues and […]

Thinking about building an inhouse Localization team? The 5 Ws and How

Wednesday, October 30th

À Room 3 Categories: Localization By: Estelle Bailly, Hi-Rez Studios

Description: Here’s the truth: Localization is still far too often considered as a pain by many developers and publishers. Don’t deny it! This is a fact… and also one of my key learnings after 20 years in the videogame localization industry. Unfortunately, if you don’t keep an expert eye for it, localization costs can become […]

Top 10 Tips on How To Work With MENA Influencers

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Mariela Tzvetanova, Imperia Online Ltd.

Description: User acquisition for mobile games nowadays requires tailored solutions for the language and culture of the region. Gary Vaynerchuk sees influencers as a tremendous way to build brand equity and get the word out there about your product, especially if you are trying to spread the word to a specific audience. The lecture will […]

Volatility in the Games Industry

Tuesday, October 29th

À Room 1 Categories: Publishing / Business By: Nicola Smith, Foxnext Games

Description: Having been in the industry for many years on the inside and out, I have experienced the volatility that comes with working in studios that ‘do business as usual’ right up until the day of overnight collapse – ie: the award winning studio Telltale Games is a recent example. This session is an eye […]

What you can learn from top game developers, improving your profitability, success and organic traffic through ASO

Wednesday, October 30th

À Room 2 Categories: User Acquisition By: Jami Wardman, Lab Cave Games

Description: After launching over 300 titles, achieving over 200 million organic downloads, doing over 2,000 updates and more than 3,500 a/b tests, one thing is clear, Lab Cave has mastered how to increase their mobile traffic and visibility. In this session, Jami Wardman will cover some insights on what Lab Cave team has learned and […]

Winning Strategies for Indie Game Studios

Thursday, October 31st

À Room 1 Categories: Publishing / Business By: Sebastien Borget, PIXOWL

Description: I would like to share some Winning Strategy for Indie studios (those who don’t spend millions in Marketing or Paid UA each month :p) to grow their player base and engage their players for years. At Pixowl, we are launching only 1 new game per year and we keep updating them using a ne-tuned […]