11-13 February 2014

    Lectures at Casual Connect are programmed to focus on cutting edge topics in the casual games space. On February 11-13 2014, over 2000 industry professionals came to Amsterdam for the 9th Casual Connect in Western Europe. Conference content was programmed by a set of industry advisors.

    If you attended lectures at Casual Connect and want to see your favorite sessions again, or if you could not make it to Amsterdam this time and want to see what you have missed, press the Watch videoicon to watch videos and download slides (all content is FREE!).


    To email any of the speakers below, click on the email icon next to the speaker's name.

    If you would like to speak at a future Casual Connect in Amsterdam, Kyiv, Singapore or San Francisco, please email Tennille Forsberg.

     

    Grannbeurszaal Lectures: Industry Insights & Emerging Trends, M&A, Funding, Accelerators, Mobile & Cross-platform

  • Feb. 13:
    Mobile & Cross-platform

    Emcee: Pepe AGELL, Head of International, Chartboost

    Pepe Agell leads the International Expansion at Chartboost. In his role, he oversees the global expansion of the company’s publisher base, strategic partnerships, and customer relationship management (CRM) to ensure the highest standard of service and support. In addition, Agell translates feedback from and interaction with the company’s worldwide publishers to inform the technology development of the company’s leading direct-deal advertising marketplace. He holds a Mechanical Engineering degree from the UPC Barcelona and the ETH Zurich. Previous to Chartboost, he led product management and operations teams in both multinational (Hilti AG) and startups (3scale and Innovalley).
    [Email Pepe]

  • Feb. 12:
    M&A, Funding, Accelerators

    Emcee: Reinout TE BRAKE, Managing Partner, GWC Investments

    Reinout te Brake is regarded as one of the leading thought leaders of the gaming industry. He is a successful serial entrepreneur, kickstarter, prolific investor and business leader, currently mentoring and investing in early stage companies and focusing on developing a strong eco-system of gaming companies in the Netherlands.

    He is founder and Chairman of iQU, a Haarlem based company, which is recognized as the top intelligence and performance marketing specialist for the gaming sector. He led iQU as CEO until 2012, establishing it as the leading marketing and intelligence partner for games companies.

    He is also one of the co-founders of Spil Games, one of the largest casual games networks in the world with over 200 MAUs.

    He is presently Managing Partner of GWC Investments, a specialist gaming consultancy and seed investor in many high profile games companies in US, Sweden, Netherlands and Finland, and GameOn, a VC fund investing in gaming start-ups with differentiated IP and business models from across the globe wanting to establish a presence in the Netherlands.
    [Email Reinout]

  • Feb. 11:
    Industry Insights & Emerging Trends

    Emcee: Kris SOUMAS, Advisor, USA/Korea

    Kris Soumas specializes in branded games and entertainment. She has created award winning, blockbuster, digital properties for History, A&E, Lifetime and The Walt Disney Company. Most recently, she was SVP, Games/Digital Media for A+E Networks where she launched social/mobile games for hit shows like Duck Dynasty (#1 Paid Game on iOS) and Pawn Stars (played nearly a billion times). Prior to that, she was the Head of Lifetime Game Studios, with offices in San Francisco, New York, and Seoul.
    [Email Kris]


  • 9:15


     
     
  • Watch videoWelcome (Back) to Amsterdam!
    Jessica TAMS, Managing Director, Casual Games Association
    Jessica Tams is the Managing Director of the Casual Games Association. Previously, Jessica developed, published and distributed casual, retail and Xbox games.
    [Email Jessica]


  • 9:30 - 9:50


     
     
  • Watch videoThe Power of Platform
    Bob SLINN, Lead-Gaming Partnerships EMEA, Facebook
    Bob Slinn manages partnerships with games developers in EMEA with a focus on supporting larger cross-platform partners across the region. Prior to joining Facebook, Bob was Sr. Director of Publishing at Electronic Arts in California where he led Revenue Generation, Marketing and Partnerships for EA’s casual games service, Pogo.com. Bob was also previously Director of Media Operations at Yahoo! where he led strategy and operations for all Yahoo!’s Media products in Europe.
    [Email Bob]

    Join Bob Slinn, Facebook's lead gaming partnerships manager for EMEA, for a discussion about the state of the Facebook Platform and ecosystem, local success stories and how the platform can help any Game Developer build a great social game, acquire high quality users and monetize.


  • 10:00 - 10:20


  • Watch videoMobile Games Market 2014: Fundamentals and Future
    Stephanie LLAMAS, Sr. Analyst-Consumer Insights, SuperData Research
    Stephanie Llamas is Senior Analyst of Consumer Insights for SuperData Research, where she heads mobile and social games research. With more that seven years experience in social and digital media, she brings a unique combination of academic acumen and business savviness to the industry. Prior to joining SuperData, Stephanie oversaw online marketing campaigns for clients in the law, hospitality, and non-profit sectors. Most recently, she headed the social media marketing campaign for New York University's Steinhardt School while writing her Master's thesis on the relationship between interactive media, fandom and extremist societies. Stephanie regularly speaks at both academic and industry events, and holds degrees from Northwestern University and New York University in digital art and video game theory. Her research focuses on iOS and Android games and largely centers on mobile game market sizing, title-level KPI estimates and up-and-coming games.
    [Email Stephanie]

    With revenues totaling $6.3 billion in 2013, the mobile games market is both the largest and fastest growing digital games segment across Western markets. After several years of spectacular growth, the mobile games industry is now showing signs of maturing. To be successful in the space today requires a more sophisticated understanding of the overall landscape and its key drivers. This presentation will provide the audience with in-depth insight into the underlying market dynamics, consumer spending across platforms, the rising costs of CPI and an outline for what to expect in 2014.

  • Watch videoFundraising Options for Indie Studios: Which Parties Are Investing and What They Are Looking For
    Shum SINGH, Founder and Managing Director, Agnitio Capital
    Founded Agnitio Capital in 2003 and sits on the Advisory Boards of Boombang Games S.L. and Goalrun Interactive Holdings Limited. Prior to establishing Agnitio Capital, Shum was employed at Durlacher plc, where he was responsible for sourcing and managing Durlacher's mobile entertainment and consumer internet investments. Prior to Durlacher, Shum worked for the Investment Banking division of CIBC Oppenheimer in New York in the TMT group where he executed a wide range of transactions including mergers and acquisitions, public offerings of equity and debt, high yield issues, and strategic advisory transactions. Transaction sizes ranged from $10 million to over $3 billion.
    [Email Shum]

  • Watch videoFireside Chat with Peter Molyneux | 10:00 - 10:50
    Peter MOLYNEUX, Founder & Creative Director, 22Cans
    Interviewed by Dean TAKAHASHI, Lead Writer/Gamesbeat, Venturebeat
    Peter Molyneux is one of the best-known names in the international world of computer games. He co-founded Bullfrog Productions in 1987 and created a new genre of computer games, “the god game” with the release of Populous. Bullfrog was sold in 1994 to Electronic Arts and Peter became Vice-President. In 1997, Peter left Bullfrog Productions and Electronic Arts to form a new games development company Lionhead Studios. In April 2006, Lionhead Studios was sold to Microsoft Corp and Peter was appointed as Creative Director of MGS Europe in 2009.

    In March 2012, Peter left Lionhead Studios and Microsoft Corp, to start a new company called 22cans. Their first project Curiosity - What’s inside the cube was released in November 2012 on mobile devices and has been downloaded over 4 million times. Peter and his team organized a successful Kickstarter campaign for Godus in December 2012, which is now in development at the studio. Their motto is “a great team with a great idea leads to a great success.”
    [Email Peter]

    Dean Takahashi is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. He previously worked at the San Jose Mercury News, the Wall Street Journal, the Red Herring, the Los Angeles Times, the Orange County Register and the Dallas Times Herald. He is the author of two books, Opening the Xbox and the Xbox 360 Uncloaked.
    [Email Dean]

    In this chat, Peter will be covering his journey from the safety of Microsoft Games Studio to the dangerous world of Indie Development.

    Danger is what design needs, disruptive thinking is how we as an industry start to use some of the awesome technology that will appeal to the millions of new consumers we are creating games for. Peter will talk through his ideas of connecting millions of people together, showing for the first time detailed learnings from Curiosity: Whats inside the cube, and Steam early access of Godus and how this feeds into the re-invention of the God game Genre in Godus for Mobile

    Takeaways from this talk include design re-invention and how to approach new technology and consumers in a structured way, as well as how to structure and approach ‘crazy’ ambitious titles for Indie mobile development.


  • 10:30 - 10:50


  • Watch videoA Closer Look: Trends from 2013
    Jeremy WELLS, Sr. Business Development Manager EMEA, App Annie
    Jeremy has over a dozen years of business development and product management experience in mobile gaming and applications. Prior to joining App Annie, Jeremy worked as a consultant for the GSM Association and at Vodafone Group where he was seconded to deliver games and applications content. Jeremy started out as a PC/video games journalist on PC Zone magazine for Dennis Publishing and went on to launch the O2 Games Arcade download service in the UK, Germany and Ireland before moving on to work as business development manager for games at Vodafone Group. Jeremy has also worked at Real Networks Mobile and THQ Wireless where he managed sales for EMEA and the UK and Ireland. Jeremy holds a BA Hons degree in History.
    [Email Jeremy]

    Join Jeremy Wells from App Annie as he takes an in-depth look at some of the hottest trends from 2013: explosive growth in freemium games revenue, emerging markets to watch, app store games vs. game optimized handhelds, and the growth of chat apps and how they relate to games.

  • Watch videoWhat You Should Keep In Mind When Drafting an Agreement with a VC
    Timo SKURNIK, Partner, Nordia Law Firm
    Lasse LIEVONEN, Associate, Nordia Law Firm
    Timo Skurnik is a partner in Nordia Law Firm, a pan-Nordic Law firm with offices in Finland, Sweden, Norway and Denmark. Timo has several years of experience with respect to legal issues surrounding gaming and software industry. He has worked with several notable gaming companies advising them from their early-stage investment to worldwide success stories. He has been advisor to both VC’s and start-up’s in investment negotiations. Timo has extensive expertise in intellectual property rights and contract law.
    [Email Timo]

    Lasse Lievonen is a Finnish IT-lawyer in a Nordic law firm Nordia. He has a lot of practical knowledge surrounding IT contracts, trademarks and licensing. He has been working with Finnish technology related start-up companies and has also advised his clients in assignments relating to company´s funding, incentive schemes and shareholder disputes. He will be participating the lecture as an assistant lecturer and will be answering the questions after the lecture.
    [Email Lasse]

    What are the major risks that entrepreneurs should be aware of when a VC invests in an early-stage gaming company? What are the DO´s and DON´Ts when drafting an investment agreement?

  •  

    11:00 - 11:20


  • Watch videoState of the Appnation
    Richard FIRMINGER, GM, EMEA, Flurry
    As Managing Director of Europe, Richard leads the company’s UK office as well as advertiser sales and publisher relationships across Europe. Prior to Flurry, Richard led the digital media sales team for Amazon in Europe. Prior to Amazon, Richard was Commercial Director for Northern Europe for Yahoo!, UK MD for Enpocket (sold to Nokia to become Nokia Media Business in 2006), UK Deputy MD & BD Director for AdLink (a direct response media sales organization, sold to HiMedia in 2009) and the first UK Commercial Director for DoubleClick, subsequently sold to AdLink in 2001. Prior to DoubleClick, Richard spent nearly 10 years in B2B publishing in tech press on titles such as Computing and Personal Computer World, and during this time he launched Information Week and Computer Reseller News in the UK for CMP Media.
    [Email Richard]

    Mobile analytics expert Richard Firminger will present a research paper that helps the audience understand the life cycle of a) a mobile game and b) a mobile gamer. Using in-depth analytics data from over 1.3 billion mobile devices and 430,000 apps, CC audience will come away with a better understanding of how different types of users (casual gamers, in-app purchasers, social influencers) are typically acquired across game genres (casino, casual, puzzle, arcade, etc) and how long they stay active and engaged.

  • Watch videoFixing the Funding Gap: Media Portfolio Financing for Gaming
    Marc JACKSON, CEO and Founder, Seahorn Capital Group
    Marc Jackson is the CEO of Seahorn Capital, a boutique investment advisory specialized in interactive entertainment and digital media. Marc has 20 years of senior-level experience in theme park development, media and video games. He is a recognized expert in video game production finance and advises both investors and media companies. As an independent advisor, Marc Jackson and Seahorn have arranged and managed more than $150 million in project and equity financing for clients, including Warner Bros, Eidos Interactive, Film Finances Inc and several small and mid-sized companies in the interactive media, video gaming and the emerging "gamification" space.
    [Email Marc]

    Competition, consumer expectations and mobile computing power are driving up the cost of developing and launching casual, social and mobile games. Independent game developers thus face a growing funding gap, as game publishers of all types increasingly avoid funding external projects and venture capital continues to shy away from equity investment in pure content plays.

    This talk takes a fresh look at the changing economic value chain and provides strategies for sourcing alternative and project finance. While this session is aimed mainly at developers, it will also address investors, advisors, legal professionals and marketers. The session will provide all participants with insight into newly emerging portfolio-based and other funding options which favor game creation, design innovation and brand origination by independents.

  • Watch videoVirtual Goods: An Inevitable Slide to Regulation?
    Paul GARDNER, Partner, Osborne Clarke
    Paul is a partner in the London office of Osborne Clarke, which is widely recognized as Europe's leading law firm for the interactive entertainment industry. Paul specializes in commercial transactions and regulatory issues relating to content licensing and distribution through new media platforms and applications, including digital distribution, streaming and web-based services. Paul also regularly advises on the regulatory issues relating to the creation and exploitation of digital entertainment products and services including age ratings, broadcast and telecom regulations, collecting society issues, data privacy, virtual currencies, e-commerce and betting and gaming regulations.
    [Email Paul]

    During 2013, the rapid growth of the casual games market began to attract an increasing amount of attention from consumer protection regulators and other organisations. The UK Office of Fair Trading has stated that it will commence enforcement action after 1 April, 2014; in Germany, actions have already been taken with respect to similar issues. The distinction between gaming and gambling is also coming under increasing scrutiny which could have a significant impact on the future of the sector. Learn why virtual goods regulation is likely to be part of your business landscape before the end of 2014 and what you can do to mitigate the effects on your revenues.


  • 11:30 - 11:50


  • Watch videoThe Vicious Battleground: The Challenge of Game Discovery & User Acquisition Optimization in a Competitive Marketplace
    Glenn KILADIS, VP, New Market & Media Solutions/Chief Games Evangelist, Fiksu
    At Fiksu, Glenn leads the ideation of new mobile marketing & media solutions for games, brands, and agencies. He also built FreeMyApps, which quickly grew to become one of the world’s largest rewards based app discovery & engagement ad networks. Fiksu sees 50+ million DAU’S on its mobile marketing platform & works with 33 of top 50 grossing game publishers.

    Prior to Fiksu, Glenn was VP, Marketing, User Acquisition & Mobile Ad Monetization for HeyWire, a cloud based multi-screen SMS & social networking platform with over 5 million registered mobile users.

    Previously he was VP, Marketing & Game Developer Relations for Zeemote, a mobile gaming company, acquired by GAIA Holdings of Japan. There he worked with EA Mobile, Glu, Gameloft, Nokia, Sony, T-Mobile, Vodafone & others. He also held leadership positions at Digit Wireless, a mobile device UI/UX Co. and Logica (now Acision) the leader in mobile messaging delivering 2 trillion messages yearly.
    [Email Glenn]

    Mobile Game User Acquisition is becoming a virtual war zone with the App Store, Google Play and other marketplaces proving to be a vicious battle ground where the strongest survive and reap billions of dollars in revenue and the weak stumble through a dreary download wasteland. User Acquisition is proving to be ultra-competitive with costs creeping higher and higher to acquire users that monetize and provide a solid LTV. Arming yourself with the right marketing technologies & platforms, analytics, social outlets and traffic sources is key to optimization and winning the UA battle.

    Future years will be marked by radical growth and shifts in the game space. Current intelligence is key to knowing the difference between a sound marketing investment and a money pit. Glenn Kiladis is Vice President, Industry Solutions & Emerging Channels and also leads the Global Mobile Games practice at Fiksu. Glenn will present up-to-the-minute insights and strategies to win the UA War.

  • Watch videoThe Game of Raising Capital
    Teemu HUUHTANEN, CEO, Next Games
    Teemu has been in Games business since 1999, when he founded his first mobile gaming company in the very early days of mobile gaming. Since then his company merged with another Finnish mobile gaming company, Small Planet, where he served as a EVP until 2003. Teemu then joined Sulake, the company behind Habbo Hotel, where he stayed for 9 years and, at the time of his departure, was the EVP for Mobile, Ad Sales and Business Development. In 2012, he joined Rovio as Vice President, Mergers and Acquisitions and currently is the Chief Executive Officer of Next Games.
    [Email Teemu]

    After having recently served as VP of Mergers & Acquisitions for Rovio, Teemu Huuhtanen is now a CEO at Next Games, and has raised capital in two different games companies. He will go over some tactics and failures from his own fund raising experience, focusing on the things to consider before doing an investment round, and will give tips on the company pitch and other relevant points that might come up during the round.

  • Watch videoAn Alternative and Lucrative Way of Making Money through F2P
    Erik GOOSSENS, CEO, Spil Games
    Erik is kept busy steering Spil Games around an ever-changing marketplace. Since joining the company in 2012, he has been instrumental in identifying Spil Games’ strategic opportunities. Erik is highly skilled in asking questions, making decisions, and getting things done - all of which he does on a daily basis. Erik’s experience in the online gaming industry goes back over a decade. He is the co-founder of well-known brands Zylom and Gynzy.
    [Email Erik]

    Spil Games’ CEO, Erik Goossens will outline how, in an ever growing free–to-play market with disrupted and crowded storefronts, online gaming is a perfect home for indie developers to start seeing a serious return on their free-to-play games. Goosens will talk about harnessing advertising within the online gaming space that works for both developers and brands and can offer an alternative, new and lucrative revenue stream for game makers. Examples and lessons learned will be demonstrated and hard facts shared from developers who have seen significant revenue increased from leveraging advertising in a new way.


  • 12:00 - 12:50


  • Watch videoGiving Gamers What They Want: Building With Google | 12:15 - 12:35
    Ross BROCKMAN, Gaming Specialist, Google
    Having joined Google with the AdMob acquisition in 2010, Ross has been working with Europe's largest mobile developer partners for the last five years, helping them grow their mobile revenues and business overall. Mobile clearly goes hand in hand with gaming, and now Ross is responsible for growing Google's games partnerships in Europe on all platforms, helping developers build, distribute, track and monetise their games using Google's platforms.
    [Email Ross]

    Focusing on new proprietary Google research, this session will explain how to use the best of Google's technology to meet the needs of your gamers. A recent study co-authored with Parks Associates provides new insight into gamers' purchase decisions and we identify the key traps to avoid, meaning you get your games played by more people, and for longer.

  • LUNCH BREAK
  • LUNCH BREAK

  • 1:00 - 1:20


  • Watch videoKids' Category: The ABCs of Making and Selling Kids Apps
    Barry O'NEILL, President, StoryToys
    Barry O'Neill is the CEO of StoryToys, a developer and publisher of award-winning mobile games and interactive books for children. Prior to StoryToys Barry was a “Mobile 1.0” pioneer, having headed up Namco’s European mobile business and co-founded Upstart Games which he sold in 2006.
    [Email Barry]

    Life in the Kids Category - 6 months on. Apple introduced a dedicated, curated Kids category in September 2013, addressing concerns about mis-selling of kids apps, privacy, and advertising models in content targeted at the under 13s. This session will explore the dynamics and size of the category, strategies for success and look at the winners, losers and opportunities in the broader kids content market across platforms.

  • Watch videoIndie Funding Panel: One Dream. Three Ways | 1:00 - 1:50
    Jasper KONINGS, Co-Founder & Game Designer, Ronimo Games
    Eric DIEPEVEEN, CEO & Game Designer, Stolen Couch Games
    Derk DE GEUS, Co-Founder, Paladin Studios
    Discussion led by JP VAN SEVENTER, Development Director, Dutch Game Garden
    Ronimo Games is 14 man strong game developer from the heart of Utrecht that has experience in self-funding, publisher funding and most recently, crowdfunding. The studio successfully met multiple funding goals for its 2D MOBA Awesomenauts, paying for the development of a new expension. These forms of funding all serve a single goal: allowing the studio to independently make the games it wants to play.
    [Email Jasper]

    Eric Diepeveen is the CEO and game designer at Stolen Couch Games (Hilversum, The Netherlands) where he’s responsible for the day to day management and business strategy. Eric holds a bachelor degree in Art and Technology from the Utrecht School of the Arts. After graduating, he founded Stolen Couch Games. A casual game company that focuses on creating high quality games using its proprietary casual framework. The first game to use this framework is Castaway Paradise, a free-to-play take on Animal Crossing. Stolen Couch Games also hosts the Green Light Bundle, a website that sells and promote indie games.
    [Email Eric]

    Derk has a background in media design and animation. He co-founded Paladin in 2005. Paladin Studios is a game studio on a mission to make people smile. Their first independent title Momonga Pinball Adventures cost $250k+ to make, and was fully funded with personal money. Using a mix of work-for-hire, rev shares, and product revenues, the studio has been able to happily bootstrap along since 2005. As Knight of the Round Table, Derk is responsible for strategy, business development, marketing, and creative direction for Paladin’s games.
    [Email Derk]

    JP van Seventer is development director at Dutch Game Garden (Utrecht, The Netherlands) where he directs the first dedicated game incubator-accelerator in Europe, arguably in the world. He has over a decade of experience in entertainment game development on PC, PlayStation, Wii and mobile platforms in the disciplines of design, art and management as well as business development. In recent years, he has been a driving force behind several applied games and healthcare innovation projects, as well as developing the professional version of the gamejam leading to game IP innovation. JP holds a bachelor degree in industrial design from the Design Academy Eindhoven and has studied Mechanical Engineering at Framingham State College, Massachusetts and Calvin College, Michigan USA.
    [Email JP]

    Stolen Couch Games, Ronimo Games & Paladin Studios will discuss the three different ways they acquired funding for their indie games. Ronimo Games received over $400,000 from their kickstarter campaign for the AwesomeNauts expansion pack. Stolen Couch Games used investor money to create their free-to-play game Castaway Paradise. Paladin Studios self-funded their $250,000 pet project Momonga. Come learn from the experiences of these talented indie developers.

  • Watch videoPublishing-as-a-Service: The Five Essential Skills That Game Publishers Need In The Digital Era | 1:00 - 1:50
    Eric GOLDBERG, Managing Director, Crossover Technologies
    Tadhg KELLY, Developer Relations & Free-to-Play Advisor, OUYA, Inc.
    Eric is a 30-year veteran of the game, mobile, and consumer Internet industries, serving in capacities ranging from game designer to executive. Notable recent affiliations include Playdom (acquired by Disney), PlaySpan (VISA), and Wireless Generation (News Corp); notable game designs include Paranoia, Tales of the Arabian Nights, and MadMaze, the first online game to reach one million players.
    [Email Eric]

    I work with OUYA to help second-party developers make their games shine on the platform, help free to play economics work on the platform and also act as point of contact for potential content - especially in the Seattle area. I also write the leading game design blog What Games Are (www.whatgamesare.com), as well as for publications such as TechCrunch, Edge and Gamasutra.
    [Email Tadhg]

    The shift from product to service allows for the unbundling of game publishing, and requires very different skill sets for each and every core competency of Programming, Distribution, Direct Marekting, Monetisation, and, for third-party publishers, Aggregation. Instead, the majority of social, mobile, and browser-based publishers struggle in making the transition from the industry's product legacy for one or more of these keys to digital publishing, and significantly underperform their potential. This presentation describes digital best practices, illustrated by examples that can be applied variously by smaller developers and larger publishers; and will outline which publishing competencies can be rented from third parties and which are the "soul" of a digital publishing service. A must-attend for companies that have world-class publishing ambitions, and a should-attend for those who need to be competitive in the Brave New Digital Game World.


  • 1:30 - 1:50


  • Watch videoLearning to Play
    Sagi SCHLIESSER, CEO & Founder, TabTale
    Sagi Schliesser co-founded TabTale in 2010 and serves as CEO. Before, Mr. Schliesser joined Sapiens as CTO in 2007 running Sapiens Technologies as a P&L unit with $20M annual revenues. Before Sapiens, Mr. Schliesser served as VP R&D and CTO of IDIT Technologies Ltd., a global provider of insurance software solutions, for 7 years. Earlier, Mr. Schliesser was one of the founders of WWCOM, a B2B enablement software startup. Mr. Schliesser has a BSc degree in Computer Science and Psychology from Tel Aviv University with honors. Mr. Schliesser holds a Master's degree in Computer Science at the Interdisciplinary Center in Herzlia and received an MBA in Business Psychology with honors.
    [Email Sagi]

    The ten traits that can make games not only fun, but educationally important, a study by NYU Professor commissioned by kids’ app developer TabTale, is designed to help parents understand what educationally beneficial traits they should be looking for in the games their kids play.

  •  
     

    2:00 - 2:20


  • Watch videoLearnings from Scaling a Platform from 0 to 32,000 Games
    Sean FANNAN, Co-founder and CTO, Chartboost
    Sean Fannan is the Co-Founder and CTO of Chartboost. Each month, Chartboost reaches 300 million mobile gamers and powers billions of game sessions in 150 countries around the world. Founded in 2011, Chartboost is the leading mobile technology platform built by game developers for game developers. The company has offices in San Francisco and Amsterdam. Previously, Sean was the first engineer at mobile games studio Tapulous, where he managed the original server architecture for all Tapulous apps. Sean built and scaled the backend platform for the hit mobile game franchise Tap Tap Revenge from 0 to 20M+ users and coordinated the engineering side of marketing deals with Microsoft, Groupon, and Fox, seeing the company through its acquisition to Disney.
    [Email Sean]

    Chartboost has undergone an incredible period of growth over the course of the past three years. Learn all about the major challenges we have faced in building a scalable platform, how we think about problem solving, and how we maneuver through the ever changing landscape that is mobile gaming.

  • Watch videoFailing Until You Succeed – How Shadowrun Online became funded on Kickstarter
    Jan WAGNER, Managing Director, Cliffhanger Productions
    Jan Wagner has been involved in the industry for almost 20 years with his experience spanning producing, PR and product management along with QA, localization and game design. He was Head of Product Management at Vivendi Universal Games and worked on over 100 titles during this time including Half Life, Warcraft, Empire Earth and Diablo. Trying to get back to the creative side of the industry, he co-founded a consulting agency whose customers included Blizzard Europe, Vivendi Universal, Massive Development, Tilted Mill and JoWooD and worked on titles like SpellForce, Gothic and Ground Control. He went on to found Cliffhanger Productions, a production studio, with his partner Michael Paeck in 2006 trying to support the creation of more original games. Cliffhanger now focuses on premium cross-platform games for gamers like it’s upcoming AERENA and crowdfunded Shadowrun Online. Jan is a co-founder of a local initiative called gamearea frankfurtrheinmain as well as a member of a counselling body on games for the German government, teaches game studies at the University of Darmstadt and is jury member for the German Developer’s Award, the German Games Award and the European Innovative Games Award. He never won one of those though.
    [Email Jan]

    In this session, Jan talks about how Cliffhanger Productions managed to get over half a million dollars of funding on Kickstarter as one of the most funded continental European games projects – despite doing almost everything wrong. He also gives a hands-on guideline to running a Kickstarter campaign, what to do and what to avoid followed by an extensive Q&A for those wanting to do their own campaign.

  • Watch videoHow Video, eSports and Free-to-play are Accelerating Growth of the Global Games Market | 2:00 - 2:50
    Christoph SAFFERLING, Head of Game Analytics, Ubisoft Blue Byte
    Mohamed "Mo" FADL, eSports Director North America & Europe, Wargaming.Net
    Matthew DIPIETRO, VP, Marketing, Twitch
    Sean CHARLES, VP Marketing & Publishers, Turtle Entertainment / ESL
    Jelle-Jan BRUINSMA, Manager-Content Partnerships, YouTube
    Discussion led by Peter WARMAN, CEO, Newzoo
    Christoph Safferling is an economist and applied econometrician. He has many years of academic experience in building economic models and working with data. Having finished his PhD analysing economics of online games, he moved from academically dissecting game metrics to a more hands-on approach. He now leads the game analytics department at Ubisoft Blue Byte in Germany, and is in charge of monitoring the online games The Settlers Online, Anno Online, Silent Hunter Online, Panzer General Online and Might& Magic Heroes Online.
    [Email Christoph]

    Mohamed's career in the gaming industry started at the end of 2004 with Blizzard Entertainment. His career then took him to Guangzhou in China where he spent a year creating a support center, as well as basic customer and community interaction rules for a publishing and development company. At the beginning of 2010, he moved back to Europe to take over the role of “Guild Wars Project Lead” for NCsoft in Brighton and shortly thereafter took over the role of Community Manager for NCsoft. In 2011, Mohamed took over the role of Director of Community for Wargaming Europe and created a team of over 32 Community members who support over seven languages. In 2013, Mohamed became the eSports Director of North America & Europe for Wargaming. He is very grateful for the chance to work together with a passionate and talented team; and to interact with the most hardcore and best players in the Wargaming Universe
    [Email Mohamed]

    Matt is VP of Marketing and Communications at Twitch (www.twitch.tv), the world’s leading video platform and community for gamers where more than 45 million gamers gather every month to broadcast live video, watch and chat about gaming. Twitch launched in June 2011, won a Webby Award in 2012 and 2013, and has become ubiquitous in the video game industry. Game developers, publishers, media outlets, pro players and casual gamers all use Twitch as a platform to stream live content. Prior to Twitch, Matt launched and managed marketing for Socialcam, a stand-out social mobile video application that was acquired for $60 Million in July 2012. Often called “Instagram for video,” The New York Times called Socialcam “the most talked about video app,” and CNET called it “mobile video sharing done right.”
    [Email Matthew]

    Sean Charles heads up Marketing and Publisher relationships at Turtle Entertainment. Cologne-based Turtle Entertainment is the company behind the global eSports League (ESL), including the famous Intel Extreme Masters that let the best pro gamers from the globe compete. They produce key events, maintain large online communities around amateur and pro competitions and are publisher of eSports video content through ESL.tv. Previous to working at Turtle, Sean worked as marketing manager at leading game companies including Jagex and Activision.
    [Email Sean]

    Jelle-Jan has a background in Private Equity and Venture Capital, predominantly in digital media. He's currently heading the YouTube Content Partnerships in the Benelux and Nordics.
    [Email Jelle-Jan]

    Peter Warman (1971) is CEO and Co-founder of Newzoo, the games market research and consulting firm, servicing clients across all game business models and continents, such as Valve, Microsoft, EA, Wizards of the Coast, Nvidia, Plantronics and Changyou. After being responsible for sales and business development at Europe’s largest interactive agency (LBi), he was responsible for internet development at Reed Business and operated as commercial director for a MMO for kids. Peter is a frequent speaker on the business aspects of the games industry. Peter enjoys opera as well as good German techno.
    [Email Peter]

    Games-related content is the most popular content on YouTube. Twitch and Azubu have an enormous following and allow gamers to stream their game content to a global audience. Finally, eSports has broken out of its niche in Western markets. All these trends are directly related to the market shift towards free-to-play business models across all screens. It is not surprising that it is the free-to-play titles such as League of Legends, Dota2 and World of Tanks that are pushing most for eSports. What opportunities for casual as well as core games do these trends provide us in terms of game development, marketing and engagement?


  • 2:30 - 2:50


  • Watch videoRedesigning the Most Popular Online Sports Game Across Platforms
    Misa DAMJANIC, Game Designer, Nordeus
    Misa Damjanic is a game designer at Nordeus, currently working on Top Eleven, the most popular online sports game. He joined the company as part of the mobile development team, later advancing to the position of Game Designer. Misa now works on constantly improving user experience.
    [Email Misa]

    We've recently started a complete redesign of our flagship game, Top Eleven. This talk will focus on the UX changes that were made in order to have a same experience across 200+ different devices and 17000+ different resolutions that are supported at the moment. Every decision was backed by current usage data, but things like platform-specific constraints and common HCI theories also played a huge role in making the game easier to use while preserving functionality.

  • Watch videoMergers & Acquisitions: Market Update on Trends & Predictions
    Alina SOLTYS, Senior Analyst, Corum Group
    Alina Soltys joined Corum Group in 2010, located out of their Seattle headquarters working on client engagements in the financial and research capacity. Prior to this, she worked as an Acquisitions Specialist at a real estate development firm specializing in acquiring multi-family properties throughout the Pacific Northwest. During her college years, she was an intern within the Mergers and Acquisitions Group at Colliers International where she contributed in marketing, finance as well as strategic growth and positioning. Alina graduated from the Foster School of Business at the University of Washington, specializing in Finance and Entrepreneurship.
    [Email Alina]

    Timing is everything when deciding the next strategic steps to take with your company. This talk presents an overview of the industry’s buying trends, investment rounds, drivers of value and interest and our expectations for the coming years in-and-around gaming, content and media .

  •  

    3:00 - 3:20


  • Watch videoPC v. Phone v. Tablet: How Players Play
    David KIM, CEO, Animoca
    After several years of pioneering work in Internet and technology in the US and Asia, David Kim now serves as the CEO of Animoca. He previously served as CEO of Lycos after spearheading its acquisition by Daum Corporation, and CEO of mail.com Corporation, a leading personalized email and messenger service.
    [Email David]

    As gamers’ worlds go cross-platform, players increasingly expect their favorite game services to be available to them wherever they are, on whichever platform they happen to be using. Designing and operating delightful game experiences that fulfill these expectations demands detailed understanding of what players expect from each medium and how players interact with these devices. David Kim, founder & CEO at Animoca has built cross-platform, cross-device games since before it was fashionable. Attend his session to hear how David and his team think about preserving critical similarities while respecting differences inherent in cross-platform games.

  • Watch videoBuyer’s Power Panel | 3:00 - 3:50
    Remco WESTERMANN, CEO, Gamigo
    Emil SUNVISSON, CEO, Cherry AB
    Discussion led by Jim PERKINS, Director, Digital Media Specialist, Corum Group
    Remco Westermann, born in 1963, has served as the CEO of Gamigo AG since November 2012. He has more than 15 years of experience in the field of new media with an emphasis on mobile and online entertainment. Before joining Gamigo, he was founder and CEO of the listed company Bob Mobile AG (later Cliqdigital AG). Prior to that he was member of the founding team of Zed (a mobile services provider, being owned by Sonera) and engaged in executive management positions at Sonera, Balance Point and Rost & Co. He has a master’s degree in Business Economics (Rotterdam).
    [Email Remco]

    Emil has served as CEO and director for Cherry since 2006. Cherry is a gaming company founded in 1963 specializing in casinos and lotteries. Emil has been a driving force in acquiring, selling and starting new businesses, which have fundamentally reshaped Cherry. In 2009-2013 the share price soared over 600%. In addition to Cherry, Emil has experience from the gaming industry, including as Chairman at Betsafe and as Director at Betsson. Emil’s most recent assignment was as partner at ScandCap, a corporate finance company co-founded by Emil in 2006. Emil was responsible for several business transactions within the gaming and technology sector. Previously, Emil has worked in various positions within the telecom business, in i.a. Glocalnet, France Telecom, Siemens and Cap Gemini. Emil is 42 years, has a Master of Science degree from the Royal Institute of Technology and a MBA from Stockholm School of Economics.
    [Email Emil]

    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.

    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    Find out what the industry's top buyers are looking for in partner companies, and get the inside scoop on how they evaluate gaming companies for an acquisition. How about after the transaction closes? How will your company be integrated into the mother ship? This panel gets you deep inside what the buyers are thinking when approaching companies.

  • Watch videoThe Year Big Data Becomes Actionable
    Ville HEIJARI, GM of Europe, Kontagent+PlayHaven
    Ville Heijari is the General Manager of Europe at Kontagent+PlayHaven. Heijari oversees Kontagent+PlayHaven’s international growth in Europe and the needs of local mobile developers. Ville has more than 12 years of experience in the mobile industry. Prior to Kontagent+PlayHaven, Ville was SVP Marketing and member of the management team at Rovio. While there, he led the creation of a global marketing and brand platform, while the company went through a rapid growth period with the Angry Birds franchise expanding internationally and branching out to various businesses. Before Rovio, Ville held several positions in international companies, working with marketing, user experience and mobile applications and devices within the Finnish mobile industry.
    [Email Ville]

    What does 2014 hold for the mobile games industry? This is the year that game developers take control of the user data available to them and use the insights to effectively manage and engage players. It's not enough to have the statistics readily available; it's about being able to read into the data to quickly and effectively act on it to better engage, retain and monetize your players.

    Join the conversation with Ville Heijari, PlayHaven's GM Europe, as he explores strategies for developers to best evaluate and engage their audience.


  • 3:30 - 3:50


  • Watch videoDesign Choices that Impact Cross Platform Feasibility
    Zac BOWLING, Software Engineer, Apportable
    Zac Bowling is an award winning mobile developer with over 15 years of industry experience. Since age 14, he has been developing apps in the mobile space, starting out building and releasing mobile games for both PocketPC and Palm Pilot. Before joining Apportable, Zac worked as a mobile engineer for Texas Instruments, Match.com, and doubleTwist. In his free time, he has participated in over 116 hackathons since 2007 and placed in or won half of them. He was featured in Wired magazine in April 2012 and is profiled in an upcoming documentary on hackathons. Zac is also a maintainer on the Growl Project and has contributed to dozens of open source projects and libraries, such as Mono, the Linux kernel, GNOME, and Chameleon.
    [Email Zac]

    There’s no longer any doubt: Cross-platform games, executed correctly, are more successful than single-platform games. The operative term, of course, is “executed correctly” and digging into those two little words reveals a scary network of pitfalls, dangerous ground, and opportunities for spectacular failure. Zac Bowling from Apportable will zero in on the game design aspect of “executing correctly” to share personal experience with design choices that might take a game's cross-platform aspirations from just really hard to darn near impossible (and maybe some examples of ways to make that path a little easier, too).

  •  
  • Watch video2014: Rise of the Microconsoles
    Tadhg KELLY, Developer Relations & Free-to-Play Advisor, OUYA Inc.
    I work with OUYA to help second-party developers make their games shine on the platform, help free to play economics work on the platform and also act as point of contact for potential content - especially in the Seattle area. I also write the leading game design blog What Games Are (www.whatgamesare.com), as well as for publications such as TechCrunch, Edge and Gamasutra.
    [Email Tadhg]

    While the biggest story of 2013 in the game and financial media was the resurgence of video game consoles aimed at hard-core gamers, the more significant market development -- particularly for the casual game business -- was the emergence of other contenders in a new "microconsole" and particularly "Android console" category. In this talk, Tadhg Kelly, noted games industry writer and developer relations manager at OUYA, discusses the big ambitions for such apparently small devices, starting with their reach to a broader population in gamers in 2014; perception and expectation issues (that present an arbitrage opportunity for game developers); what OUYA has learned in launching the highest-profile microconsole. He also discusses how the microconsole can evolve, and explains why microconsoles are only just getting started.


  • 4:00 - 4:20


  • Watch videoSuccess is About More Than Just Your Game
    Alexander KRUG, Founder & CEO, SOFTGAMES
    Alexander Krug holds a Master of Arts in Media Management having studied in Mittweida – one of Germany´s most respected media universities. Next to SOFTGAMES Alexander has worked at Yahoo! Germany and managed to re-launch their complete gaming portal. In addition, Alex has co-founded 2 successful start-ups, a role that’s perfect for him given his ten-plus years of experience making big things happen.
    [Email Alexander]

    There is a legend of the perfect game. A game so innovative and so compelling that it’s success transcends all expectations and intention. We revere those games as we see them - Civilization, X-Com, Tomb Raider, Command & Conquer, Abe’s Odyssey. Certainly compelling gameplay is the not-so-secret weapon for success - but in today’s incredibly service-oriented, crowded, free-to-play mobile game marketplace the biggest hits get more right than just the gameplay. Join Alexander Krug as he discusses the aspects of your game business and service that build on the pre-requisite of great gameplay to achieve visibility, distribution, and maximum business value.

  • Watch videoBuilding Company Value: Do’s and Don’ts When Selling Your Company | 4:00 - 4:15
    Jim PERKINS, Director, Digital Media Specialist, Corum Group
    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.

    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    The sale of your gaming company has the potential to be the most important transaction of your life—don't launch this final step without a walkthrough from the experts. We’ll share lessons learned, tips for preparing and proven processes you need to sell your company—and the negotiation pitfalls and deal disasters that can vaporize value. Built from the largest body of technology mergers and acquisitions, this presentation will help you prepare for battle when considering selling in the next three years.

  • Watch videoMotion Games – Think Out of the (x)Box
    Asaf BARZILAY, VP Products and R&D, Extreme Reality
    Asaf Barzilay is responsible for the development and delivery of Extreme Reality’s unique solutions that enable a future where people interact with computing devices by their body motion, without touching anything. Asaf brings more than 10 years of experience in app, mobile and communications product development management to Extreme Reality. Before joining the company, he served as VP of Products at Logia Group where he was a leading visionary and project manager for the development of the company’s Android application monetization products. He has also held product management positions at mobile communications companies, including Samsung and Modu Mobile, where he led product teams in key OEM projects
    [Email Asaf]

    Motion enabled/gesture control games have long been popularized by Wii and Kinect and have now even gone a level further by extending beyond just games in the Xbox One and PlayStation 4. Yet, these games and gesture capabilities have been tied to and limited by consoles and hardware/sensors, preventing the combination of two of the hottest trends in gaming – mobile and motion control.

    As smartphone and tablet sales continue to rise, an opportunity exists to unchain motion controlled games from traditional game consoles and hardware, dramatically increasing where and when and on what devices (Smartphones, tablets, etc.) games can be played. In his talk, Asaf will discuss opportunities that exist in developing motion enabled/gesture controlled games for tablets, PCs and other devices and how the motion gaming market can be opened up to new and greater numbers of players through mobile devices.


  • 4:30 - 4:50


  • Watch videoThe Future of Mobile Gaming
    Robert GROSSBERG, CEO, TreSensa
    Rob Grossberg, the CEO of the NYC-based mobile web gaming company TreSensa, combines over fifteen years of digital marketing and business development/operations experience. A corporate lawyer by trade, Rob spent 8 years at DoubleClick, first as Deputy General Counsel and then as VP of Sales Operations. After leaving DoubleClick, Rob worked as a General Manager at Visible World and then as SVP of Business Operations and Strategy at Tremor Video, one of the leaders in digital video advertising. Rob left Tremor in 2011 to start TreSensa. Rob has a BA from Dartmouth College and a JD from NYU School of Law.
    [Email Robert]

    Remember what Bejeweled was to online games? And what Farmville was for social games or Angry Birds was for native app games?

    Well there is a massive new area emerging for mobile gaming that is waiting for it's first big hit. It is called the mobile web. By using HTML5 to develop your mobile web game, you can reach millions of mobile gamers, whether through mobile game portals, media sites, social networks, app stores, or within mobile messaging apps. Join Rob Grossberg, the CEO of TreSensa, to hear more about the emergence of mobile web gaming as the next big thing in gaming.

  • Watch videoSeller’s Panel: Meet the Top CEO’s Who’ve Sold Their Companies | 4:15 - 4:50
    Jeremy STRAUSER, COO, Bee Cave Games Inc.
    Asaf BARZILAY, VP Products and R&D, Extreme Reality
    Burkhard RATHEISER, Senior Producer, Ubisoft
    Lior SHIFF, CEO, Product Madness
    Discussion led by Jim PERKINS, Director, Digital Media Specialist, Corum Group
    Jeremy Strauser is the COO of Bee Cave Games, the Austin-based casino game developer behind the Bee Cave Blackjack Casino social game on Facebook, iOS and Android. The game includes both blackjack and slots, and is also being released for real money gaming in regulated territories. Prior to founding Bee Cave Games, Strauser was with Zynga in a leadership position in their casino division focused on product and RMG strategy. Before Zynga, Strauser was with EA for 16 years, leading development on games such as Madden NFL Football.
    [Email Jeremy]

    Asaf Barzilay is responsible for the development and delivery of Extreme Reality’s unique solutions that enable a future where people interact with computing devices by their body motion, without touching anything. Asaf brings more than 10 years of experience in app, mobile and communications product development management to Extreme Reality. Before joining the company, he served as VP of Products at Logia Group where was a leading visionary and project manager for the development of the company’s Android application monetization products. He has also held product management positions at mobile communications companies including Samsung and Modu Mobile where led product teams in key OEM projects.
    [Email Asaf]

    Burkhard Ratheiser co-founded Related Designs in 1995. He received a diploma in Biology from the Johannes Gutenburg University, Mainz. As a Managing Director, he was involved in all strategic business decisions, enabling Related Designs to become one of the leading developers for strategy games. As Head of Graphics and Head of Research & Development, Ratheiser played a key role in the development of Related Designs' proprietary state of the art in-house technology. He has ensured that all Related Design’s titles are of outstanding quality, setting graphical and technical standards in their respective genre. The last gaming titles Ratheiser has worked on have received several awards, including the renowned Red Dot Award. Related Designs was acquired in April 2013 by Ubisoft. Currently, Ratheiser is a Senior Producer at Ubisoft, leading a team of outstanding developers working on on an unannounced project.
    [Email Burkhard]

    As co-founder of Product Madness, Lior Shiff leads the operational and product efforts. Established in 2007 - Product Madness is a leader in the Social Casino industry with offices in San Francisco and London. Product Madness developed and published successful Facebook games like Heart of Vegas, Hollywood Spins, and 3D Slots. Prior to establishing Product Madness, Lior worked at McKinsey & Co. and as an officer in The Israeli NSA, where he managed an R&D department of 40 engineers and a $5mm budget. Lior holds a MBA from Stanford University, won the Chief of Intelligence ‘Creative Thinking and Intelligence Contribution’ award and two ‘Source of Life’ awards.
    [Email Lior]

    Entertainment software entrepreneur Jim Perkins is directly responsible for publishing some of the industry’s biggest franchises, including Unreal, Duke Nukem, Wolfenstein, Doom, Hunting Unlimited, and Driver. A well-known senior executive with a 22-year track record of publishing such bestselling hits, he founded and grew two highly successful software publishing companies (FormGen and ARUSH) from start-ups to multi-million dollar enterprises.

    Jim also launched Radar Group, the first Transmedia Incubation Company to monetize entertainment franchises across all media, including film and television. His success and extensive experience in software production, marketing and public relations, packaging, online and retail distribution and software M&A, uniquely qualify him as an expert in building value and realizing wealth. Jim joined Corum Group, the world’s leading software M&A firm, with a specific focus on educating and helping prospective sellers maximize the value of their digital media companies.
    [Email Jim]

    CEOs and Founders of recently sold companies share their war stories and challenges from taking their gaming companies through the most important transactions of their lives. Don't miss their unique insights on what to expect during the process as well as the unexpected they’ve encountered! Highly recommended for founders and CEOs who want the inside perspective on selling their company.

  • Watch videoHTML5 Games on Smart TV – The Bonfire has Been Lit!
    Jonathan BOLTAX, Sr. Director, GameTree TV Business Development, TransGaming
    Jonathan Boltax has 18+ years immersed in in the Interactive Television (ITV/IPTV) and Smart TV/Connected TV field for companies such as NBC, Cablevision, and Oberon Media. Today he is at TransGaming where he is creating remarkable, memorable, and socially engaging experiences for consumers worldwide.
    [Email Jonathan]

    The TV is still the bonfire in the home and 758 Million homes will have their TV’s connected to the internet by 2018. TransGaming is bringing family-friendly games to this exciting new frontier. Benefit from some of the early lessons learned in this nascent space.


  • Berlagezaal Lectures: Games as a Service: Growth, Retention & Engagement, and Monetization

  • Feb. 13:
    Games as a Service: Monetization

    Emcee: Neal SINNO, SVP Business Development, Nickelfish IDM

    Neal Sinno brings 18 years experience in market opportunity assessment, online and mobile product development, and sales management. Prior to joining Nickelfish, Neal was the SVP of Business Development at Arkadium. As a member of Arkadium’s executive team, Neal led their B2B division, which included leadership and oversight of new web and mobile application product development, business development, account management and production. Previously, Neal was Vice President of Business Development at Game Trust. There he managed key relationships with partners to develop network, channel, search and advertising opportunities, and was a member of the executive team responsible for the company's acquisition by Real Networks. Neal has also held key leadership roles at Mellon Financial, The New York Times and Lucent Technologies. Neal currently sits on the board of advisors for Casual Games Association and Optimatic.
    [Email Neal]

  • Feb. 12:
    Games as a Service: Retention & Engagement

    Emcee: Scott FOE, Chief Creative Officer, Big Head Mode

    Called the "Quentin Tarantino of Videogames" by Escapist Magazine, Scott Foe is a fifteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Currently, Foe serves as chief creative officer for Big Head Mode, Inc., a social/mobile games studio headquartered in San Francisco. Foe's Interactive Achievement Award-nominated game Reset Generation was listed by Pocket Gamer beside Angry Birds as "one of the-most important handheld games of all-time," and Giant Bomb called Foe's most-recent title, Douche Defender, "one of the most-important simulations of human drama ever played.
    [Email Scott]

  • Feb. 11:
    Games as a Service: Growth

    Emcee: Scott FOE, Chief Creative Officer, Big Head Mode

    Called the "Quentin Tarantino of Videogames" by Escapist Magazine, Scott Foe is a fifteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Currently, Foe serves as chief creative officer for Big Head Mode, Inc., a social/mobile games studio headquartered in San Francisco. Foe's Interactive Achievement Award-nominated game Reset Generation was listed by Pocket Gamer beside Angry Birds as "one of the-most important handheld games of all-time," and Giant Bomb called Foe's most-recent title, Douche Defender, "one of the most-important simulations of human drama ever played.
    [Email Scott]


  • 10:00 - 10:20


  • Watch videoTrends in Ad-based Monetization Strategies for Mobile Games
    Kaya TANER, CEO, AppLift
    Kaya is CEO and co-founder of mobile games marketing platform AppLift. The company has 70 employees across its offices in SF, Berlin and Seoul, and is backed with $20 Million by HitFox Group and Prime Ventures. Before his current focus on the mobile space, he gathered ample experience in the start-up environment. Among other engagements, he was responsible for building relationships with online game publishers as head of publisher relations at HitFox. Kaya is a graduate of ESCP Europe and Sorbonne University, both of which he finished best of class.
    [Email Kaya]

    In the mobile gaming space, the trend is shifting from traditional to new, innovative forms of ad-based monetization. While in-game advertising used to come at a deadly tradeoff with user engagement and retention, novel strategies now allow publishers to make revenue from their games without hurting the user experience. These new mechanisms can sometimes even come with a value add for the user and foster engagement, retention and virality. In this session, we take a deeper look at general monetization models, provide examples of successful ad-based monetization strategies and see how they are changing the mobile games landscape for the coming years.

  • Watch videoSustainable Free to Play
    Aki JÄRVINEN, Product Lead, Grand Cru
    Aki Järvinen, Ph.D., is a 10+ year game industry veteran. His background is in design, but in recent years Aki has been leading teams in developing state-of-the-art mobile and social games. His credentials include award-winning titles such as Army Attack, and a doctoral dissertation on game design and emotions. Currently Aki works as Product Lead at Grand Cru, leading development on a tablet title released later in 2014.
    [Email Aki]

    2013 was a watershed year for free to play games: a number of landmark titles took F2P execution and success to new levels. This evolution should allow developers to focus on the substance of F2P games, while badly designed, overtly coercive monetization techniques can be left behind. These evolutionary steps will be key in making the model sustainable both in terms of business, player reception, and developer recognition. By walking through the history of the F2P model, Aki Järvinen is arguing for a F2P design approach where the more a player pays for the game, the more enjoyable it becomes. The talk will showcase a number of examples that have gotten it both wrong - and right.

  • Stephanie KAISER, Head of Studio, Wooga
    Stephanie’s passion for bridges led her to initially consider a career as a bridge builder. Whilst she has secretly still not given up on this goal, Stephanie became Head of Studio at Wooga in the meantime. Wooga is one of the most popular game developers for web and mobile in the world.

    Stephanie designed the Facebook title Monster World, and developed a method of strictly metrics-driven design and weekly iterations. Being live for more than three years now, her team has managed to keep Monster World an enjoyable game on Facebook and iOS and one of Wooga's most successful titles.

    While Stephanie still cares a lot about her monsters, she is now responsible for one of Wooga's game studios.
    [Email Stephanie]

    Since being founded in 2009, Berlin based game developer Wooga has successfuly transitioned from Facebook to the challenges of mobile development across a diverse array of platforms. During that time, the company has gone from just a handful of employees to over 250 from every corner of the globe. With that growth comes inherent scaling challenges. Stephanie Kaiser has been with the company since those very early days and has successfully faced the challenges of growing teams, managing processes, and businesses in the fast paced games industry. Join Stephanie as she shares her insights in this must-see session.


  • 10:30 - 10:50


  • Watch videoBest Practices in Ad-Based Monetization and Examples of Successful Native Ad Formats
    Damon MARSHALL, VP Business Development, SupersonicAds
    Damon has over 17 years of experience in consumer technology and connected entertainment. He heads Business Development for SupersonicAds, a leading full-service monetization platform for mobile and online games. Damon has held a number of roles in the video games industry, including having worked for IGN Entertainment, WeGame and Macrovision over the past eight years. His achievements include the successful acquisition of WeGame by Tagged.com in September 2011, managing the launch of IGN's independent games digital distribution channel and spearheading the "Indie Open House" project, a community outreach program providing aspiring game developers resources to help them achieve their goals. A native of Los Angeles, Damon lives in the Bay Area with his wife and two children.
    [Email Damon]

    With all the buzz surrounding "native advertising" and so many options available for integrating an ad-based monetization solution into your game service, it's hard to tell which ones are "worth it" and which are red herrings. While the industry is still new enough to be shaking itself out in terms of clear "best practices", it is useful to look at the strategic approaches successful companies are taking and analyzing why these approaches are working. Damon Marshall from Supersonic Ads layout out some proven successful strategies and shares insights as to why these strategies were successful and where they might have been improved further.

  • Watch videoOpinions Versus Metrics: Which Matter Most?
    Laralyn MCWILLIAMS, Design Director, The Workshop
    Laralyn McWilliams has designed and helped build award-winning social, strategy, simulation, platform, brawler, FPS, and massively multiplayer online games. She was creative director for the ground-breaking MMO Free Realms at Sony Online Entertainment, which the New York Times called "a triumph of the company's own reinvention." She was also lead designer for the critically acclaimed Full Spectrum Warrior, which was the most nominated game of E3 2003. Laralyn shared the top spot in Massive Online Gaming's 2010 list of the Top 20 Most Influential People in MMOs, was on Beckett's list of the top women in MMOs for 2010, and was listed as one of Gamasutra's 20 most influential women in games in 2008. She's a frequent speaker on free-to-play game design and metrics and casual game progression. She's currently studio design director at The Workshop Entertainment, working on several unannounced titles.
    [Email Laralyn]

    Only a minority of players post in forums or write game reviews, and that segment usually represents a specific personality type. On the other hand, metrics give an unvarnished look into player behavior. Many companies have started paying less attention to player opinion and relying solely on metrics to design, implement and tune game features. Does player opinion matter and if so, when? This talk takes a look at what metrics can and can't provide in terms of guides for making the best decision for your game. It includes a discussion of when player opinion matters and how to include it in your internal design and planning sessions. Finally, it concludes with examples of ways to integrate metrics and player opinion to get a more complete picture of how players are experiencing your games.

  • Michael KALKOWSKI, Co-founder & Managing Director, GameDuell
    Michael Kalkowski is co-founder, Managing and Creative Director of GameDuell and is responsible for the company’s games, websites, and player communities. He has a passion for creating great teams and products that people love. Michael started his ventures as a serial entrepreneur 13 years ago as a founder of dooyoo.com. In his previous life, he worked as an international product and marketing consultant. He holds several business degrees from Germany and an MBA from Eastern Illinois University (USA).
    [Email Michael]

    What are the secrets behind world-class teams? And what makes some companies a much greater place to work than others? Over the last 10 years, GameDuell has grown from its roots as a three-person startup to an international, cross-platform game company with over 200 team members. Michael Kalkowski, co-founder and creative director of GameDuell will talk about the "inner game" that GameDuell and some of the world's best companies use to drive and maintain team performance, creativity and innovation.


  • 11:00 - 11:20


  • Watch videoMonetization 101
    Erez NAVEH, VP Product, Come2Play
    Erez Naveh is Co-founder and VP Product of Come2Play. Erez has 13 years' experience in the internet industries, 6 of them with Come2Play, that focus on one-on-one social games.
    [Email Erez]

    What works and what doesn't, what funnels are MUST have, and how to get to a positive ROI? Focusing on social casino games, the session is aimed to help the novice to intermediate game designers. All is based on experience running Backgammon Live! on Facebook and Tablets.

  • Watch videoEvil Game Design Challenge 2 | 11:00 - 11:50
    Ben COUSINS, Head of European Game Studios, DeNA
    Teut WEIDEMANN, Sr. Online Supervisor, Ubisoft Blue Byte
    Laralyn MCWILLIAMS, Design Director, The Workshop
    Discussion led by Scott FOE, Chief Creative Officer, Big Head Mode
    Before DeNA, he pioneered the transition to virtual goods games at EA, as General Manager of the business unit behind Battlefield Heroes, Battlefield Play4Free, Lord of Ultima and Battleforge. During his 13-year career in the games industry Ben has also worked at Acclaim, Sony and Lionhead.
    [Email Ben]

    Teut Weidemann is a Senior Games Specialist and consultant for Ubisoft Blue Byte. He was a part of the team who created The Settlers Online, the browser game of the year. Teut has been working in the games industry since the 1980's and has shipped over 100 titles on multiple platforms. After working for Apple Computer and Microsoft Games, he founded his own development company, Wings Simulations, in 1996. The company shipped the highly awarded Panzer Elite for Psygnosis, a former Sony company. After selling his company, he joined CDV as CTO where he oversaw all development. Since 2007, Teut has been working as a consultant assisting gaming companies to become successful online.
    [Email Teut]

    Laralyn McWilliams has designed and helped build award-winning social, strategy, simulation, platform, brawler, FPS, and massively multiplayer online games. She was creative director for the ground-breaking MMO Free Realms at Sony Online Entertainment, which the New York Times called "a triumph of the company's own reinvention." She was also lead designer for the critically acclaimed Full Spectrum Warrior, which was the most nominated game of E3 2003. Laralyn shared the top spot in Massive Online Gaming's 2010 list of the Top 20 Most Influential People in MMOs, was on Beckett's list of the top women in MMOs for 2010, and was listed as one of Gamasutra's 20 most influential women in games in 2008. She's a frequent speaker on free-to-play game design and metrics and casual game progression. She's currently studio design director at The Workshop Entertainment, working on several unannounced titles.
    [Email Laralyn]

    Called the "Quentin Tarantino of Videogames" by Escapist Magazine, Scott Foe is a fifteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Currently, Foe serves as chief creative officer for Big Head Mode, Inc., a social/mobile games studio headquartered in San Francisco. Foe's Interactive Achievement Award-nominated game Reset Generation was listed by Pocket Gamer beside Angry Birds as "one of the-most important handheld games of all-time," and Giant Bomb called Foe's most-recent title, Douche Defender, "one of the most-important simulations of human drama ever played.
    [Email Scott]

    The first Evil Game Design Challenge was the most-watched talk from Casual Connect USA, breaking Casual Connect records. In this second Evil Game Design Challenge, come watch as three free-to-play gaming luminaries battle for players' wallets on-stage to determine just who is the most-evil game designer!

  • Jose "Pepe" CANTOS, Head of Product, Social Point
    Jose’s career in gaming spans hardcore, mid-core and casual and he’s been involved in gaming almost since the F2P industry was born. His other passion is travel, and he has lived all over the world, from Luxembourg to the US.

    Most recently he has settled in Barcelona, Spain, where he is Chief Monetization Officer at Social Point, one of the world’s major players in the mid-core mobile space. Jose is also Head of Product for mega-popular Dragon City. Under his watch, Dragon City has become one of the world’s most played F2P games. He leads a team that follows as games as a service philosophy based on analytics and continuous iteration.

    When he’s not busy growing the world’s population of dragons, Jose spends his time figuring out what kind of stuff rocks - apart from dragons - and expanding his impressive Hawaiian shirt collection!
    [Email Jose]

    Key Steps to build and implement a successful launch strategy from scratch, and how to improve and evolve the game to keep it sustainable on the TOP Ranks


  • 11:30 - 11:50


  • Watch videoMaking the Right Game
    Peter EYKEMANS, Game Producer, Kongregate
    David CHIU, Director of Developer Relations and Business Development, Kongregate
    Peter Eykemans is a Game Producer at Kongregate. He sources and onboards new games for Kongregate's web platform, and helps Kongregate's mobile partners build out the best possible versions of their games for release. Before joining Kongregate, he spent five years writing about, dissecting, and playing games for IGN, TeamXbox, DIYgamer, IGN's Vault Network, and other prominent sites.
    [Email Peter]

    David P. Chiu is the Director of Developer Relations and Business Development at Kongregate. Kongregate, part of the GameStop Digital Network, is an online social gaming platform for web free-to-play games with over 15M core gamers (85% male, average age of 21) and also a publisher of mobile F2P games. Before joining Kongregate and GameStop, David was at Intel Corporation for more than 5 years in various gaming-related roles such as a Gaming Developer Relations Manager, US Gaming Campaign Strategy Manager and Software Business Development.
    [Email David]

    The most important decision a developer makes is what game to make. These days that means sorting through a dizzying array of options for platform (mobile, browser, PC/Steam, console) and business model (free, free-to-play, paid) along with choosing a genre and designing mechanics. This session walks through the pros, the cons, and the fundamental economics of these choices and how they interact so you can make the right decisions for your team.

  •  
  • Teut WEIDEMANN, Sr. Online Supervisor, Ubisoft Blue Byte
    Teut Weidemann is a Senior Games Specialist and consultant for Ubisoft Blue Byte. He was a part of the team who created The Settlers Online, the browser game of the year. Teut has been working in the games industry since the 1980's and has shipped over 100 titles on multiple platforms. After working for Apple Computer and Microsoft Games, he founded his own development company, Wings Simulations, in 1996. The company shipped the highly awarded Panzer Elite for Psygnosis, a former Sony company. After selling his company, he joined CDV as CTO where he oversaw all development. Since 2007, Teut has been working as a consultant assisting gaming companies to become successful online.
    [Email Teut]

    Teut is a whale in World of Tanks. In addition to being a monetization specialist, he has spent over €2000 in the game himself. Teut will explain how monetization works and why the conversion rate exceeds 25%. A tanker talk expected!


  • 12:00 - 12:50


     
  • Watch videoDirect Marketing: The Game Industry Game Changer
    Drayton BIRD, FIDM, FRSA
    Eric GOLDBERG, Managing Director, Crossover Technologies
    The Chartered Institute of Marketing named Drayton one of 50 living individuals who have shaped today’s marketing. He has worked with every brand from American Express to Volkswagen and helped sell everything from Airbus to Peppa Pig. Sir Martin Sorrell of WPP, the world’s largest marketing services group says: “People all over the world have been lucky enough to learn from him.” Advertising immortal David Ogilvy called his speeches “highly informative and hilariously funny”.
    [Email Drayton]

    Eric is a 30-year veteran of the game, mobile, and consumer Internet industries, serving in capacities ranging from game designer to executive. Notable recent affiliations include Playdom (acquired by Disney), PlaySpan (VISA), and Wireless Generation (News Corp); notable game designs include Paranoia, Tales of the Arabian Nights, and MadMaze, the first online game to reach one million players.
    [Email Eric]

    If you're in mobile or online games, you're in a direct marketing business. If you develop or publish F2P games, you're in the direct marketing business, for which the leading practitioners -- including many billion-dollar companies -- have at least a 50-year head start on the game business. Join Drayton Bird, the 50 year executive who "knows more about direct marketing than anyone else in the world" and author of "Commonsense Direct & Digital Marketing" (the best-selling UK book on the subject) in a fireside chat with Eric Goldberg, 30-year veteran of the games business, that will illustrate (1) why you're already in direct marketing; proven techniques to creating, converting, and KEEPING your customers; and (2) the necessary ingredient for your compelling games and expensive launch campaigns to capture the majority of the potential player and paying audience.

  • David AN, Director Mobile Games, ProSiebenSat1 Group
    David An is currently Director Mobile Games at ProSiebenSat1 Group where he is responsible for global mobile game licensing, product management and TV and performance marketing. Previously, he was founder and managing director of Rumble Media, a VC-backed mobile and online gaming company where he built one of Germany’s leading gaming portals Fettspielen and Playandroid.
    [Email David]

    Mobile user acquisition has become one of the key challenges of running mobile game publishing profitably.

    Marketers therefore have to constantly seek new ways to acquire users. The goal of the session is to show in how far TV advertising can become a cost-efficient way to grow your mobile gamers audience. Participants will learn what it needs to plan, run and analyse a TV campaign for mobile gamers.


  • 1:00 - 1:20


  • Watch videoOnline-to-Offline: the $1T Mobile Opportunity (Part II)
    Wachtang BUDAGASCHWILI, Director, Business Development, TrialPay
    Wachtang was born and raised in Moscow, but moved to Germany at the age of 12. As a true cosmopolitan and versatile individual, he has been successful in several international sales and project management roles and gathered valuable experience in different market segments. In the European marketing landscape, he is known to his partners for being a loyal, open-minded, honest and professional advisor who always finds a sympathetic ear and an ideal approach for everyone. Wachtang is a leader in the areas of cross-channel business development and monetization, and has worked successfully for over ten years with online marketing.
    [Email Wachtang]

    Over 90% of consumer spending occurs offline and Forrester estimates over half of the $3.5T in retail spend will be influenced by online research and advertising by 2016. Connecting the online to offline worlds is the next step for monetization on mobile and significant progress in the space has been made since TrialPay first gave this talk at CCSF last year. See how mobile app and gaming companies are rewarding customers for making everyday purchases in local brick and mortar stores, a concept TrialPay first coined in this 2010 Techcrunch article. Wachtang will provide an update on recent trends, techniques, what works, what's coming and what innovative marketing teams should be thinking about to earn a share of the trillion dollar retail economy and create a better user experience for their customers.

  • Watch videoDriving Player Engagement and Core Monetization through In-game Events
    Anwar DALATI, Lead Game Designer, Innogames
    Coming from the old world of brick and mortar FLGS’s and pen and paper RPGS, Anwar Dalati joined Innogames in 2009. After working on a variety of titles, he’s been heading the game design of Forge of Empires, Innogames’ successful historic city building strategy game.
    [Email Anwar]

    Anwar addresses key learnings from his experience in developing quest events and bigger feature events in successful online game, Forge of Empires. He looks at the development effort, player feedback and revenues, and then shares conclusions from his team’s findings.

  • Casey LEE, Business Development Manager, Gamevil
    Vladimir FUNTIKOV, Co-Founder & CEO, Creative Mobile Games
    Sebastien BORGET, COO & Co-Founder, Pixowl
    Discussion led by John GARGIULO, SVP, Business Development + Marketing, BlueStacks
    Casey Lee is Business Development Manager at GAMEVIL USA Inc. GAMEVIL is well known for revolutionizing the sector with its original and innovative mobile games, backed by unparalleled expertise in advanced mobile and network technology. Casey, who has been in GAMEVIL since the beginning of 2012, has contributed in the advancement of GAMEVIL as a global publisher by starting the User Acquisition department in GAMEVIL USA Inc. and now overlooking all publishing initiatives for the global market.
    [Email Casey]

    Vladimir Funtikov is the CEO and co-founder of Creative Mobile, a game development studio based in Tallinn, Estonia. At just 23 years old, Vladimir built one of the largest (mobile) gaming companies in Northern Europe along with the Drag Racing franchise, one of the most popular racing game series in the world. The chart topping 3-title series has amassed 150 million players and has maintained excellent chart performance on Android, remaining in Google Play’s Top 50 for more than 2 years and counting. In his role as CEO and co-founder. Vladimir has been the thought leader and driving force behind the studio's racing games, including the upcoming cross-platform title, Nitro Nation.
    [Email Vladimir]

    Sebastien co-founded Pixowl Games studio to fulfill his vision of mobile games reconnecting family & friends and turn his passion into a dream job. Currently he manages Pixowl's 25-people international team and has supervised production and marketing of the studio's most popular titles: Doodle Grub and The Sandbox (10+ million players in total). His work was awarded in Dec. 2012 - The Sandbox became Best of 2012 in the App Store! Prior to Pixowl Games, Sebastien co-founded Wixi.com, a Web 2.0 social network startup for sharing media files, which received multiple prizes as "most innovative startup of the year" internationally. He started a strong Web 2.0 culture and worked as consultant for several other Web 2.0 Startups related to Social Media and online communities. Sebastien holds a Computer Science Engineer Degree from Telecom SudParis, one of France's leading graduate schools of engineering in Information and Communication Technology.
    [Email Sebastien]

    John leads BlueStacks' Business Development and Marketing teams. Joining in 2011 while the company was still in stealth mode, BlueStacks now has 13 million users of its "App Player" mobile-apps-on-PC product, over 1 million Facebook fans and 2 million unique visitors to its website each month. BlueStacks has built partnerships with some of the top mobile developers in the world such as Halfbrick, Glu, GREE and hundreds of indie developers.
    [Email John]

    A panel discussion with CEOs and VPs from some of the most popular games on iOS and Google Play. Lots of questions to address: Is there a paid acquisition bubble? How do you navigate the PPI/LTV spread? How much does it take to put your game on the map? What have you learned works and what options are overhyped? And many more.


  • 1:30 - 1:50


  • Watch videoAddictive Game Economies: Getting Players Dreaming about Virtual Goods
    Yaniv NIZAN, CEO & Co-founder, SOOMLA
    Yaniv Nizan is the CEO and Co-Founder of SOOMLA, the leading framework for In-App Purchases and Virtual Economies in Mobile Games. Yaniv is also an Expert blogger on Virtual Economies at Gamasutra and a speaker in different industry events.
    [Email Yaniv]

    Why is a player willing to spend 30 minutes collecting virtual coins with no real value in the real world? Because they see genuine, tangible value the virtual goods and benefits in your game! Creating demand for your virtual goods, and engaging players with your virtual money translates to retention, conversion, and…yes…monetization. Yaniv Nizan, CEO & Co-Foudner of SOOMLA spends most his time thinking about how your virtual economy and “virtual buying” experiences actually increase the “fun” of your game. Come share his thoughts.

  • Watch videoBringing Games to Life: The Power of Fans
    Simon COX, Director of Programming for Games, Wikia
    Simon is an 18 year veteran of video games media, specializing in editorial, customer acquisition and retention strategies and creative. He has directed the launches of magazines, websites and apps for clients such as Sega, Nvidia, Electronics Boutique, Activison-Blizzard, Microsoft, Best Buy and GameFly while running the editorial and art departments of both traditional publishers and content marketing specialists. Simon was most recently Head of Creative for content marketing start-up, Dialect, Inc, which he co-founded. Previous to that he was Editorial Director at Future Plus (Part of Future US) in San Francisco, and spent 8 years at tech publisher Ziff Davis Media as both Group Creative Director and VP of Content. In his new role as Director of Programming at Wikia, he divides his time between the care and feeding of the many gaming communities on the platform and helping brands optimize fan engagement around their properties.
    [Email Simon]

    As a game creator, you have a distinct opportunity to harness the passion and knowledge of your most devoted fans to nurture your franchises. At Wikia, we've worked with numerous partners to integrate these "super fans" into all stages of a product's lifecycle, helping to stoke the fire of interest around properties and contribute to their retention over the long-term.

  •  

    2:00 - 2:20


  • Watch videoThe First Purchase: Executing a Critical Step in the Free 2 Play Lifecycle
    Honor GUNDAY, CEO, Paymentwall
    Before launching Paymentwall, Honor was the CEO of OutCubator, a virtual incubator where he invested in and co-founded innovative startups in Silicon Valley such as Adperk.com (pioneer in incentivized video advertising), MiNeeds (services marketplace), Rofo.com (office space search engine) as well as Zurna.com (the #2 Turkish social network). While working on Zurna, he and his team pioneered virtual currency payments by integrating with various mobile and offline payment methods to monetize the userbase in Turkey and abroad. Honor started his professional career as a Program Manager at Expedia.com where he launched the world’s largest cruise agency by unifying 12 cruiseline bookings on a single platform. Honor graduated with a B.S in Technology Management (an individually designed degree combining HCI/Usability, Finance/Econ, and Sociology of Technology) from Stanford University.
    [Email Honor]

    Unlocking the monetary potential of your free-to-play game starts by converting free customers to paying customers, and that means that fragile moment engagement exceeds frugality is of critical importance to anyone running such a service. The concept is obvious, but like “buy low, sell high” in the investment world, successful execution of the concept can be anything but intuitive. In fact, the “logical” approach in this case can yield the worst results. Join Honor Gunday, CEO of Paymentwall, while he discusses the fine art and exact science of turning players into payers.

  • Watch videoPlayer Development: Lessons for Casual Games from MMOs
    Richard BARTLE, Professor of Computer Game Design, University of Essex, UK
    Dr Richard A. Bartle is Professor of Computer Game Design at the University of Essex, UK. He is best known for having co-written in 1978 the first virtual world, MUD, and for his 1996 Player Types model which has seen widespread adoption by the MMO industry. His 2003 book, Designing Virtual Worlds, is the standard text on the subject, and he is an influential writer on all aspects of online design and development. In 2010, he was the first recipient of the prestigious Game Developers Choice award of Online Game Legend.
    [Email Richard]

    MMO designers have known for years that players develop over time. Players' tastes change in predictable ways. The same applies to players of more casual online games. These changes affect their relationship not only with individual games, but with all games of the same genre. This talk explains the problems to come and how developers can prepare for them.

  • Jussi LAAKKONEN, CEO & Founder, Applifier
    Jussi Laakkonen is the founder and CEO of Applifier, where he's focused on authentic social discovery for mobile games with Everyplay, that lets players share their most memorable game replays with friends and fans. Previously, Jussi helped social game developers succeed on Facebook, where he rallied Facebook game developers together with cross-promotion to take on Zynga and grew the network to reach over 150 million monthly active users. Jussi has produced console, handheld and social games that have in total sold several million copies. He is the co-founder & main organizer of ASSEMBLY, a 5000 person, 4 days around the clock computer festival, held annually since year 1992. You'll find him tweeting @jussil about games, entrepreneurship and the demoscene.
    [Email Jussi]

    The best way to discover a mobile game is when a friend shows you a game they love. Studies agree that word of mouth drives a majority of mobile game discovery while advertisements rank the lowest. With the cost of installs skyrocketing now is the time to foster authentic virality. You share if you care. Join Jussi in this session for an in-depth look at what drives word of mouth in top mobile games, findings from two surveys of thousands of players on mobile game discovery, data points on how game videos drive discoverability and how to drive viral growth for your game.


  • 2:30 - 2:50


  • Watch videoSocial Whales: Understanding a New Kind of Player
    Dmitri WILLIAMS, CEO, Ninja Metrics
    Dmitri Williams (PhD, University of Michigan) is a 15-year veteran of games and community research, and a world-recognized leader in the science of online metrics and analysis. The author of more than 40 peer-reviewed articles on gamer psychology and large-scale data analysis, Dmitri's work has been featured on CNN, Fox, the Economist, the New York Times, and most major news outlets.
    [Email Dmitri]

    A new phenomenon is occurring: the rise of social value instead of lifetime value. The most valuable players are now “social whales”. These are players who influence other players. We have found that social whales account for roughly 25% of all spending in free-to-play titles.

  • Watch videoBreaking $.04 ARPDAU Ceiling in Casual Games
    Dan FIDEN, CSO, Fun Plus
    Dan Fiden is CSO of Fun Plus, and Beijing-based developer, operator, and publisher of social and mobile games with more than 5 million DAU and offices in San Francisco and Vancouver. Prior to joining Fun Plus, Dan was a founder at Signia Venture Partners — an early stage venture fund and investor in Fun Plus. Going back a few years, Dan was CEO of Wild Needle (sold to Zynga,) US GM at Playfish, and Director of Game Development at Pogo. And even longer back than that, Dan was designer and creative director at WMS Gaming (now Scientific Games,) Emmy-nominated Spiderdance, and Jellyvision (now Jackbox Games,) where he worked on You Don’t Know Jack. Dan is on the advisory board of GDC San Francisco and Gaming Insiders.
    [Email Dan]

    After the dust of 2009 settled and the wild west of Facebook became a bit less wild, patterns emerged. One that I firmly believed to be true is that free-to-play mass-market casual simulation and management games — all the Villes and the Towns — could do no more than $.04 ARPDAU. On the outside, maybe $.05. But with both Family Farm and Royal Story, Fun Plus proved me wrong. And proved me wrong at scale. So Signia invested in the company.

    Now that I’ve joined full time, I’m able to better understand how the teams do it. In this brief talk, I’ll reveal actual usage data and some of the features and operational techniques Fun Plus uses to break the ARPDAU conventional wisdom.

  • Nick BERRY, Data Scientist, Facebook
    Nick Berry works for Facebook. Educated in the UK as a rocket scientist and aircraft designer, he spent 14 years working for Microsoft (ten years of which were in the Microsoft Casual Games team), was GM for analytics at GameHouse, then after a couple of years of consulting, joined facebook as Data Scientist (working primarily from their office in Seattle). Nick loves analyzing Big Data, but is also passionate about data privacy and holds a CIPP qualification from the International Association of Privacy Professionals. He is an active member of the privacy community and speaks at various events about the legal and ethical aspects of data collection, use, and destruction. Nick is an active blogger about data-mining and analytics, and lectures regularly on the subject. Last year he gave a TED talk about password security.
    [Email Nick]

    Growth hacking is a marketing technique exploited by startups to accelerate their market share. Pretty much every lean and successful startup (whether they knew it or not at the time) has leveraged these principles to get from zero users to a self-sustaining population in a short time. This presentation will take a high level look at the concept, and give a few examples of practices that have worked well in the past.


  • 3:00 - 3:20


  • Watch videoPlayers' Motivation to Pay in Europe
    Alexandre ZAMBEAUX, Head of Key Accounts, HiPay
    Alexandre started his gaming carrier at Ubisoft as EMEA Marketing and Brand Manager. He then handled the Marketing, PR, Monetization & Business Development of Gravity Europe & Middle East and later Monte Cristo Games.

    He is now in charge of all key gaming clients, such as Ubisoft, Wargaming, Facebook, Ankama, Aeria Games and Webzen, managing all their payment issues and developing their revenues and monetization solutions.

    Alexandre graduated from The American University of Paris and Paris Graduate School of Management with an MBA in Marketing and Advertising.
    [Email Alexandre]

    The presentation will be an overview of the results of HiPay’s "The P(l)ayers 2013" survey to highlight the components of players' motivations to spend money in free-to-play games. This intervention is a real tool for developers and publishers to help in making decisions in the creation or the adaptation of an online game on all topics linked to its business model. HiPay wishes to guide its customers in their income optimization. Because only 2 to 10 percent of online gamers spend money in free to play games, setting up a good monetization strategy on this unique income line is essential for both developers and publishers. They have to anticipate, in an accurate way, the initiator elements in games that lead players to pay.

  • Watch videoRelationships, Marriages and Babies: Extreme Customer Lifetime in Casual or Social Games
    Amon ENDT, CEO, GamePoint
    Amon is one of the few people who really understands how to attract and keep an online community through gaming. His 15+ years of experience in running GamePoint have grown this social multiplayer gaming powerhouse from a purely local player to the top tier developer it is Today. Besides a deep-rooted knowledge of everything related to the gaming industry, Amon prides himself in being a mean race-car driver and a proud family man.
    [Email Amon]

    User acquisitions costs for casual and social games are growing hand over foot. Optimizing for conversion and retention are a no brainer, but what if you could have an average customer lifetime measured in years instead of days? GamePoint’s 27 month average customer lifetime didn’t appear overnight: In this talk we’ll reveal some tricks and tips in keeping players glued to your game.

  • Vladimir FUNTIKOV, Co-Founder & CEO, Creative Mobile Games
    Vladimir Funtikov is the CEO and co-founder of Creative Mobile, a game development studio based in Tallinn, Estonia. At just 23 years old, Vladimir built one of the largest (mobile) gaming companies in Northern Europe along with the Drag Racing franchise, one of the most popular racing game series in the world. The chart topping 3-title series has amassed 150 million players and has maintained excellent chart performance on Android, remaining in Google Play’s Top 50 for more than 2 years and counting. In his role as CEO and co-founder. Vladimir has been the thought leader and driving force behind the studio's racing games, including the upcoming cross-platform title, Nitro Nation.
    [Email Vladimir]

    For a small to medium-sized mobile game developer that is self-publishing, the mobile user acquisition marketplace seems like an expensive, dangerous, and confusing place dominated by large-dollar buyers with deep pockets. Can such a player be relevant? Vlad Funtikov, CEO and Founder of Creative Mobile Games, says “yes”, and will share his company’s techniques for guerrilla mobile marketing success.


  • 3:30 - 3:50


     
  • Watch video5 Amazing Learnings after A/B Tests
    Cristi BADEA, Founder, MavenHut
    Cristi Badea is a social gaming senior executive that created from scratch and published over a dozen games in the last 6 years. Worked in Berlin as a publisher for Digital Chocolate, Playdom or Atari titles. Now he is founder of MavenHut, a VC backed studio, that creates multiplayer classic games. The flagship title of MavenHut is Solitaire Arena, a top 100 grossing game on Facebook and iOS in just a few months.
    [Email Cristi]

    We have grown a Facebook game called Solitaire Arena from 0 to 5.000.000 players in half a year and reached the top money-makers on Facebook.

    This wouldn't have been possible without A/B tests. Check out an amazing set of five A/B tests that increased our numbers.

  • Scott PRATHER, VP Business Development, PlayPhone
    Scott Prather is VP, Business Development for PlayPhone, the world’s leading mobile gaming network and provider of mobile gaming solutions to top global carriers. At PlayPhone, Scott leads the teams responsible for business development and strategic partnership acquisition, carrier relationship management, content acquisition and developer relationship management. Scott directed the efforts that led to the development and launch of both SingTel’s and Verizon’s smartphone gaming destination on Android devices, WePlay and Games Portal respectively, as well as the acquisition of thousands of game developers and hundreds of games that are live on the gaming service.
    [Email Scott]

    Carriers are launching major, on-device social game stores to compete directly with traditional app stores and regain their leadership role in mobile gaming. Carriers are reinventing how mobile games are distributed, discovered and monetized. Carriers are offering their users a deeply social gaming experience that focuses on the gamer, their friends, game recommendations, and the popular games their friends are playing. This is a “holy grail” for game developers: a massive new distribution channel, direct-carrier billing with high conversion rates, social-powered game discovery and a global gaming community.


  • 4:00 - 4:20


  • Watch videoIn-App Marketing: 6 Tips For Maximizing Player LTV
    Steve COLLINS, CTO & Co-Founder, Swrve
    Steve Collins is CTO and Co-founder of Swrve, a company developing solutions to help mobile game and app developers manage and optimize their services. Prior to Swrve he was CTO and co-founder of Kore Virtual Machines, a company which developed a commercial Lua implementation for console games. In 1998, Steve co-founded Havok and worked as CTO leading the technical development and strategy of the company until 2006. Steve also works with Trinity College Dublin (TCD) as a Adjunct Associate Professor of Computer Graphics. In 2007 he founded TCD's new MSc program in computer game technology. Previously he founded the TCD computer graphics group. Earlier still he worked on scientific visualization software for Hitachi Super Computers and developed Commodore 64 games.
    [Email Steve]

    In the freemium ecosystem, it's no longer enough to merely build a great game and spend on user acquisition. You need a plan to convert players into payers - and maximize their lifetime value. That requires adopting techniques that are new to the games industry. Personalization, ongoing UX optimization, targeted in-game marketing campaigns and continuous A/B testing. This session will cover six key learnings that anyone responsible for monetization needs to take on board.

  • Watch videoUncovering Your Customer’s Needs and Desires
    Chris BOOK, Client Service Manager, Distimo
    Chris brings a rich history of knowledge and experience in the mobile industry. With a deep interest in mobile, Chris is an Apps expert, with experience in mobile messaging during his time at Orange, to launching his own app, Bardowl, in 2012. At Distimo, Chris focuses on App Analytics, advertising, conversion funnels and can advise on tuning your app to get maximum downloads and revenues, amongst other things. Passionate about technology and business models in equal measure, Chris has started developer events like openMIC, The Big M and Power of One. Chris lives in Bath, UK, has a 2nd degree black belt in Tae Kwon-Do and supports Tottenham Hotspur. @bookmeister
    [Email Chris]

    Chis Book from Distimo explores how to effectively interpret app analytics data and apply your findings to make strategic decisions that will take your apps to the next level. This is a “hands on” case study of how developers can use data to satisfy customers that goes beyond the usual “using A/B testing to choose the best icon design for the app store”.

  • Oliver KERN, Managing Director, Target Gamers
    Oliver has almost 20 years of experience in advertising and has marketed hundreds of casual, core and MMO games in the online and mobile space. Oliver is a strong leader with experience of all aspects of marketing strategy, strategic planning, user acquisition, community management and gamer retention. Currently he heads Target Gamers and provides monetization, marketing and other advisory expertise to investment firms as well as a number of European mobile start-ups, including MAG Interactive (Sweden) and Hutch Games (UK). Previously he was in leadership marketing positions at iQU (the performance marketing specialist for F2P online games), JAGEX (developer of Runescape and Transformers and regarded as one of the leading MMO games companies) and IPlay/Oberon Media.
    [Email Oliver]

    There are more than 800 service providers in the mobile space. From user acquisition and analytics to monetization and advertising. And each one of them claims that they are the "must work with" company. In times where games have become a commodity, Oliver shares his experience from helping a number of successful mobile games start-ups to kickstarting successful marketing programs. Learn about the marketing framework, secrets and requirements for launching and operating a successful game.


  • 4:30 - 4:50


  • Watch video“Video” Games Redux
    Jin SHA, VP Business Development & Corporate Strategy, JW Player
    Jin is Vice President of Business Development and Corporate Strategy at JW Player. JW Player, backed by Greycroft Partners and Cue Ball Capital, is a NYC-based startup that develops and markets a suite of online video software and services, including the most popular video player on the internet (aptly named ‘JW Player’) – currently live on over 2 million sites and streaming 7 billion videos per month. Previously, Jin worked as an Associate at Avista Capital Partners, a NYC-based private equity firm, and as an investment banking analyst at Deutsche Bank.
    [Email Jin]

    As game creators and players have evolved, so has the efficacy of monetization techniques. The goal of this talk is to provide a video-centric dive into how established technology and infrastructure can be leveraged to maximize monetization opportunities within the context of a constantly shifting online gaming market.

  • Watch videoThe Merits of Multiplayer: A Discussion | 4:30 - 5:20
    Phil MANSELL, Executive Producer, Jagex
    Micha VAN DER MEER, Photon Evangelist, Exit Games GmbH
    Alfonso VILLAR, CEO & Co-founder, PlaySpace.com
    Jan-Michel SAAKSMEIER, Director of Game Conception, Bigpoint GmbH
    Rik HAANDRIKMAN, Director of Business Development, GamePoint
    Discussion led by Paul HEYDON, Managing Director, Avista Partners
    As Executive Producer at Jagex Game Studios, Phil Mansell is responsible for the flagship game RuneScape and its 180 strong development and publishing teams. Phil has a background in game design spans that over 15 years and more recently has taken up roles in production and commercial leadership. RuneScape is one of the original and largest F2P MMORPGs in the world, having evolving constantly over the years through weekly updates and community involvement. With its huge shared online world which hosts tens of thousands of concurrent players, RuneScape has experienced almost every facet of multiplayer gameplay.
    [Email Phil]

    Micha van der Meer started in 1986 as assembly programmer on the commodore 64. Scouted by a major game studio in 1987, that was the beginning for many game developed in the last 25 years. In 1992, Micha founded Witan Entertainment BV. Sold Witan in 2000 to Phenomedia AG after 3 times platinum and 2 times gold with Moorhuhn, Sven and EndeMol’s Big Brother. Disappointed about the IPO and financial scandal Micha decided to do a Business Economic study at the University InHolland. Sold Witan back from the curator and Witan become an interim management company. In 2011, Micha also joined Exit Games GmbH as evangelist and claims that Photon is the best and fastest realtime multiplayer engine for Indy studios. Micha become the CTO from TinyLoot and begin to build innovative cloud solution for the game industry.
    [Email Micha]

    Alfonso has loved to play online games since he was young. That’s why he began working for Internet Startups in 2006 as Project Manager for social networks, online communities, online games and virtual worlds or MMOs for Spain, France and Latin America. In 2011 he and Enrique Dubois (serial entrepreneur and CEO of the Spanish Incubator & Accelerator Mola.com) founded PlaySpace.com, a games company that brings traditional & casino multiplayer games to social networks, smartphones & tablets, focusing on the Spanish & Portuguese-speaking countries. In less than two years PlaySpace has achieved 6M registered users across 20 countries, with 7 games on Facebook, iOS and Android platforms.
    [Email Alfonso]

    As Director of Games Conception at Bigpoint, Jan-Michel is responsible for challenging and improving the production, game design and virtual economies of all live games. He started as the producer of Farmerama, one of the most successful farm simulations in the world. After the huge success with Bigpoint’s first casual game, Jan-Michel has constantly worked on the company’s portfolio in casual games as an Executive Producer. In 2012, he stepped up to the management of the entire live game department. Jan-Michel Saaksmeier studied Business and Computer Science at the University of Paderborn and collaborated as Freelancer on diverse Indie Games developments.
    [Email Jan-Michel]

    Rik is an autodidact that rolled into the gaming business from a background in producing club events. Fueled GamePoint's growth by introducing new business models, user acquisition channels and drastic product improvements. Proud father of a daughter, active Quorian and gym-rat with a passion for video games.
    [Email Rik]

    Paul Heydon covers the digital media sector at Avista Partners with a strong specialization in the game sector. Paul is also a Partner at London Venture Partners which invests in the game sector. Previously, he served as Managing Director at Unity Capital. Prior, Paul was the Head of Interactive Entertainment at Commerzbank Securitie. Prior to Commerzbank, Paul was on the media team at ING Barings for 2 years. Paul has helped digital media companies globally on transactions with a total value of over $1 billion. Paul has worked on a variety of transactions including cross-border M&A, IPO’s, convertible bonds, private placements and strategic advisory with many digital media companies.
    [Email Paul]

    Join some of the leading figures in the casual multiplayer gaming space for a discussion on the pros and cons of offering players a multiplayer service. Topics include: Creating critical mass (the empty bar problem), chat and community problems, localization, monetization and technical challenges.

  • Alicja BORUCINSKA, Affiliate Superhero, TrafficCaptain
    Alicja is an Affiliate Superhero at TrafficCaptain. She is responsible for coordinating affiliate activities in the games performance network. She combines vast experience in digital marketing and great knowledge about online and mobile games.
    [Email Alicja]

    Have you ever wondered what the affiliates are really doing? Where is their traffic coming from? The session explains to games’ publishers how to work with affiliate networks to acquire new players. Attendees will learn what the common and innovative affiliate activities are, what traffic sources should be restricted for games' campaigns. After this session all secrets about display, social, email and incent channels will be busted and the optimization of the campaign will become a piece of cake.



  • Administratiezaal Lectures: Casino and Indie Postmortems

  • Feb. 13:
    Indie Postmortems

    Emcee: Valeriya MALLAYEVA, Director of DevGAMM, Absolutist

    Valeriya Mallayeva is the Managing Director and Founder of the DevGAMM Conference - the biggest game event in Ukraine and one of the major in Russia. She is also the co-manager of Ukrainian Adobe Flash Platform User Group and active member of indie game community in UA/RU.
    [Email Valeriya]

  • Feb. 12:
    Casino

    Emcee: Melissa BLAU, Director, iGaming Capital

  • Feb. 11:
    Casino

    Emcee: Brock PIERCE, Entrepreneur & Investor Bitcoin, Games & Gambling

    Brock Pierce is a 15-time entrepreneur best known for pioneering the market for digital currency. He has raised more than $200 million on behalf of his companies and led more than 30 acquisitions. Pierce was called a "guru" of the Bitcoin space by USA Today in 2013, given his numerous businesses and contributions to the Bitcoin economy going back to early mining activities in 2009. Prior to his Bitcoin activities, Pierce launched his first of many digital and virtual currency startups in 1998, which have collectively processed billions of dollars in sales. Pierce is currently a Managing Director of the Clearstone Global Gaming Fund and sits on the boards of IMI Exchange, GoCoin, ExpressCoin, KnCMiner.cn, Robocoin Asia, Mastercoin Foundation, Xfire, Playsino, FGL, and Spicy Horse Games. He is also BitAngels Los Angeles City Leader and an angel investor in numerous Bitcoin related startups such as BTC China. Pierce also speaks regularly about Bitcoin at leading conferences ranging from the Milken Global Conference to the upcoming BTC Miami.
    [Email Brock]


  • 9:30 - 9:50


  • Watch videoAmateur Surgeon 3: From Premium to Freemium
    Paul CROFT, Chief Games Officer, Mediatonic
    Paul co-founded Mediatonic 8 years ago and has helped grow the studio to a full time team of 60, spread across two studios. Paul is the firm's Chief Games Officer and has been the creative and commercial force behind top-grossing and award winning titles on mobile, console and browser.
    [Email Paul]

    Amateur Surgeon was originally designed as a premium game, clocking up more than 100 million players across browser and mobile. In this talk, Paul will cover how the team transitioned the franchise to freemium in its latest iteration, Amateur Surgeon 3, with a candid take on lessons learned and advice for indies on considering building a freemium mobile title.

  •  
     

    10:00 - 10:20


  • Watch videoDesigning Simple UI for Great User Experience: Createrria Case Study
    Wojciech BORCZYK, Co-founder, Incuvo
    Wojciech Borczyk is the co-founder of Incuvo, the game startup behind Createrria - create, share and play your games on mobile devices. Previously, the co-founder of Fresh Chicken Studio, a gaming startup, it later sold to CI Games. He is the author of two books on video games development and has a PhD in Computer Science: Computer Graphics and Vision.
    [Email Wojciech]

    Nowadays, people can create almost anything on mobile devices – take great photos, compose, paint, even shape virtual pottery. But can they create games? Discussion on design challenges the Createrria team faced when working on game creation app for players, not developers.

  • Watch videoConvergence of Industries in Holland | 10:00 - 10:50
    Jacob DU BOEUFF, Krijco
    Raf KEUSTERMANS, Co-founder & CEO, Plumbee
    Discussion led by Willem VAN OORT, Gaming in Holland
    Jacob du Boeuff of Krijco Casino’s & Leisure, has a medical background, MD Obstetrics & Gynecology. Since 2005, Jacob has been Krijco's “frontrunner,” responsible for the Business Development. With online gaming platform supplier Tain, we will launch a Play4Fun site http://www.krijco.nl in 2014 Q1 ( ICE London). The Netherlands land-based operator is the first to do so, “rising up to the occasion” & going live in 2015, on the day the fully regulated Dutch market opens, with an online casino, sportsbook, and payment services for online gambling, including mobile and tablet devices.
    [Email Jacob]

    Raf, a social games veteran with a background in gambling, is co-founder & CEO of Plumbee. He worked most recently as a strategic consultant for social and mobile game studios. Prior to that, Raf served as global marketing director for EA Playfish. Before Playfish, he headed up the European arm of EA’s successful casual games platform Pogo.com. He also worked for advertising agencies like BBDO, Grey and Publicis and was leading the marketing teams for online gambling operator Unibet in Western Europe.
    [Email Raf]

    This session is moderator by Willem van Oort of ‘Gaming in Holland’ the largest b2b community for the Dutch online real money gaming market. Gaming in Holland will holds its 3rd annual conference on June 23 and 24th in Amsterdam. Joining the Group is free : http://linkd.in/1giZmHK and www.GamingInHolland.com
    [Email Willem]

    Social casino gaming became a business in itself, with casino operators often looking from the sidelines. Holland Casino (a state owned company) has announced that as part of their strategy, they will introduce Social casino games into the market, prior to their post regulated Real Money Gaming offering. Also Dutch TV production house Endemol (famous for its Big Brother brand) added an Social Gaming in its portfolio with the investment in Raf Keustermans Plumbee – while the UK office Endemol Gaming is very active in real money gaming activities with Deal or No Deal and other games. During this session we are looking at overlaps, convergence of the 2 businesses.

  • Watch videoSocial Casino: What's Going on and Why You Should Care | 10:00 - 10:50
    Elad KUSHNIR, VP Business Development, Playtika
    Playtika pioneered the social casino industry in 2010 and was acquired very early on by one of the largest casino companies in the world, Caesars. With repeatedly successful titles like Slotomania, Bingo Blitz, Caesars Casino and WSOP poker, Playtika consistently holds the title of the largest social casino developer of the globe. As VP of Business Development, Elad is in charge of all M&A activity as well as heading strategic partnerships for the company.
    [Email Elad]

    The Social Casino industry operates in rapidly changing market conditions. What market forces do you need to master in order to become (or stay) a relevant contender in the industry?


  • 10:30 - 10:50


  • Watch videoThe Making of ¡Oh My GlobZ Mucho Party!
    Alexandre HOUDENT, Co-founder, General Manager, Globz
    Alexandre Houdent was born in Zaïre and grew up in Brazil. After graduating from a top French business school he started working as a freelance Flash pioneer. He co-founded the indie games studio GlobZ in 2000. GlobZ works for hire worldwide and has received many awards for their original games.
    [Email Alexandre]

    ¡Oh My GlobZ Mucho Party! is a tactile party game for two players on the same iOS or Android screen. Discover how the concept emerged, how preproduction happened, and the game design challenges of doing a tactile party game. We'll talk about production discoveries, as well as the tools, processes and financing.

  •  
     

    11:00 - 11:20


  • Watch videoBoard the Wild Ride West
    Yoeri STAAL, Game Producer, Staalmedia
    Yoeri Staal is an independent game developer with a passion for original games. He is the founder of StaalMedia, a virtual company consisting of people all around the globe.
    [Email Yoeri]

    A small prototype continued to grow into the most ambitious project we;ve ever done. Where do you draw the line, when is a project good enough for release? In this presentation, Yoeri explains the making of Wild Ride West, from concept art to cinematic scenes. What are the dangers, but also the advantages of not setting strict boundaries on your dream project?

  • Watch videoLegal and Regulatory Aspects of Social Gaming and - Gambling
    Justin FRANSSEN, Head of Gaming, Sports & Entertainment Practice Group, Kalff Katz & Franssen
    Willem VAN OORT, Gaming in Holland
    Justin Franssen and his highly specialised gaming team joined Kalff Katz & Franssen attorneys at law early in 2013. He worked as legal counsel in Amsterdam and New York for a leading gaming software company, before he was admitted to the Bar. He later founded the KPMG European Gaming and Entertainment Services Group and co-founded www.gaminglaw.eu, the key European portal on gaming law and regulation. Justin Franssen founded the Gaming, Sports & Entertainment practice group at VMW Taxand which he headed for 11 years. He is the Dutch member of the International Masters of Gaming Law. He sits on the editorial boards of World Online Gambling Law Report and Gaming Law Review & Economics. He also sits on the Advisory Boards of the Las Vegas University Gaming Law Journal and the International Research Institute of Gambling and Gaming in Bonn, Germany. He frequently speaks at the key international gaming conferences and writes extensively on the subject matter. Justin Franssen received six consecutive band 1 rankings in Chambers Global Guide and positions him amongst the top 20 gaming industry lawyers in the world. He speaks Dutch, English and German. Franssen is an Officer of the International Masters of Gaming Law.
    [Email Justin]

    This session is moderator by Willem van Oort of ‘Gaming in Holland’ the largest b2b community for the Dutch online real money gaming market. Gaming in Holland will holds its 3rd annual conference on June 23 and 24th in Amsterdam. Joining the Group is free : http://linkd.in/1giZmHK and www.GamingInHolland.com
    [Email Willem]

  • Watch videoSocial Casino Vs. Real-Money Casino: Understanding the Differences between Online Casino Gamblers and Social Casino Game Players
    Pini YAKUEL, Founder & CEO, Optimove
    Pini Yakuel has over a decade of experience in analytics-driven customer marketing, business consulting and sales. Pini is founder and CEO of a profitable and rapidly-growing start-up based in Tel Aviv. His passion for understanding what drives customer behavior led him to spearhead the development of Optimove, an advanced data-driven retention marketing software used by leading Internet brands from a variety of business verticals, including iGaming, Social Gaming and e-Commerce.
    [Email Pini]

    The explosive growth of the social gaming market – with 300 million MAU on Facebook alone - this domain is well and truly on the radar of online casino operators interested in tapping into this trend. On the other hand, because only about 2% of social gamers are paying players, social gaming operators are looking towards the $30.3 billion online casino industry to figure out how to better monetize their player base.

    In a sound bite: Social games have the reach, while online gambling has the money.

    Pini Yakuel, Optimove's Founder and CEO, will discuss extensive opportunities for these two domains to accelerate each other’s growth, providing a closer look at how players differ for these domains and what implications the differences have.


  • 11:30 - 11:50


  • Watch videoMaintaining 100% Indie with a Publisher
    Bari SILVESTRE, Developer, Keybol
    Keybol is a one-man indie game developer company from the Philippines. Bari Silvestre has made a bunch of popular flash games, some of which were showcased at game conferences around the world. Bari is now venturing into mobile, and his first big release happened to be a hit in the form of Pretentious Game.
    [Email Bari]

    In this talk, an indie game developer will share the learnings from working with a publisher on his mobile game, Pretentious Game. Forget everything you've read about publishers, here's a first-hand experience plus some tips and info I would never have known if I had self-published.

  • Watch videoSocial Casino 2.0: How to Survive and Grow in a Hyper-competitive Market
    Raf KEUSTERMANS, Co-founder & CEO, Plumbee
    Raf, a social games veteran with a background in gambling, is co-founder & CEO of Plumbee. He worked most recently as a strategic consultant for social and mobile game studios. Prior to that, Raf served as global marketing director for EA Playfish. Before Playfish, he headed up the European arm of EA’s successful casual games platform Pogo.com. He also worked for advertising agencies like BBDO, Grey and Publicis and was leading the marketing teams for online gambling operator Unibet in Western Europe.
    [Email Raf]

    The days of easy/cheap growth are over--the social casino vertical is very crowded, and some say saturated. CPIs are going through the roof, production costs are increasing; and multi-billion dollar casino giants are dominating the category. Raf Keustermans of Plumbee, a start-up that reached the top ranks within 3 years, outlines how small players or new start-ups can survive, and even grow, in these circumstances, focusing on how to scale in a competitive environment; the increasing importance of brands and recognizable IP; the relative merits and downsides of single product vs. portfolio product strategy; and how viable a route real-money gaming is for social casino studios.

  • Watch videoBlackjack Casino: Intersecting Social Casino and Real-money Gaming
    Jeremy STRAUSER, COO, Bee Cave Games Inc.
    Jeremy Strauser is the COO of Bee Cave Games, the Austin-based casino game developer behind the Bee Cave Blackjack Casino social game on Facebook, iOS and Android. The game includes both blackjack and slots, and is also being released for real money gaming in regulated territories. Prior to founding Bee Cave Games, Strauser was with Zynga in a leadership position in their casino division focused on product and RMG strategy. Before Zynga, Strauser was with EA for 16 years, leading development on games such as Madden NFL Football.
    [Email Jeremy]

    A real-world look at the issues developers face in the most popular social genre including regulation, responsibility and the RMG opportunity. Includes a case study on integration, launch and early results with Betable.


  • 12:00 - 12:50


  • Indie Prize Awards Ceremony

    Join us for the Indie Prize Awards Ceremony at Administratiezaal at 12:00!

  • LUNCH BREAK
  • Watch videoSocial Casino Personalization: A Game Changer | 12:15 - 12:35
    Alan AVIDAN, CEO, Bees and Pollen
    Olga SAMBUR, VP Growth, Bees and Pollen
    Alan brings vision, experience and dare to Bees and Pollen, aiming it to lead the rapidly growing field of real-time predictive personalization. He is sharply focused on bringing to market the most advanced user-data powered algorithmic solutions that produce KPI lift for clients, and a richer, happier experience to their users. By focusing on automated machine-learning and novel insights visualization tools, Alan is targeting games and marketing campaigns to produce lift in virality and retention; and a boost to revenue and ROI for monetizing apps, like core games, social and online gaming. A successful serial entrepreneur, Alan holds 3 engineering degrees from CUNY and Carnegie Mellon and an Executive MBA from NYU/Stern.
    [Email Alan]

    As a serial entrepreneur Olga jump-started a number of start-ups in e-commerce, gaming and gambling. Olga enjoys creating web and mobile gaming products, developing marketing strategies and managing technology teams. She seeks to turn ideas into products, vision into business, and inspiration into profit. As one of the first employees at Playtika Olga was a key in making Playtica a global leader in social and mobile games. As an expert on a multitude of social networks in the US, Europe, Russia and Japan, she was responsible for delivering products enjoyed by millions of players. Olga is currently VP Growth at Bees and Pollen, a leader in predictive personalization.
    [Email Olga]

    Your players want to feel the VIP touch! Give them the choices they want by predicting and personalizing game content to best fit each player’s style and personality. For the first time, any game can create personalized experiences for millions of players with a totally automated API platform optimized by self-taught, machine-learning algorithms. Predictive personalization improves player experience, and may forever change the one-size-fits-all legacy designs. Dive deep into data visuals of what your players really like, without any of the tedious off-line segmentation analyses, and without having to employ a spaceship-full of data scientists. Join us in this session to review a new approach to game design that harnesses machine-learning to personalize content dynamically during gameplay.


  • 1:00 - 1:20


  • Watch videoSex, Drugs, and Reggae Music: How to Succeed (and Fail) at Crowdfunding - From Leisure Suit Larry to Bolt Riley
    Oded SHARON, Founder & CEO, Adventure Mob/Corbomite Games
    Making games since 1999 as an indie game developer, Oded Sharon created over 20 titles and was involved in several crowdfunding campaigns like Bolt Riley, Nancy Drew, Leisure Suit Larry and the "Buy a Car for Ron Gilbert" website. Oded is also known for "The Fellowship of GDC Parties" and volunteering at the IGDA Localization SIG.
    [Email Oded]

    Making indie games isn't easy. With only a small team you have to manage to achieve the same feats that big and well-funded companies do. Oded Sharon brings in examples of success and failures from his 15-year career as an indie game developer including self publishing, Indie PR, team building and management. Crowdfunding ups and downs (from Leisure Suit Larry to Bolt Riley) will be discussed, along with general life advice aimed at Indie game developers.

  • Watch videoExploring Real Money Gaming Business in a Closely Regulated Market (Holland)
    Eric OLDERS, CEO, JVH Gaming
    Since 2006, Eric Olders has been a Board Member (and a minority shareholder) of the JVH gaming & entertainment group, the leading private casino and arcade company in The Netherlands. From 2006 till 2008 he was CFO, and in 2008 he was appointed CEO and Chairman of the Board. In 2007 – 2008 Eric was responsible for the financial and operational restructuring of the group following a massive change in the gaming taxes in The Netherlands. From then on he successfully led the strategic repositioning of the company. Eric also is one of the co-founders of D2D4 Online Gaming, a consortium of the largest Dutch landbased private casino and arcade operators, an active member in the VAN (Dutch branch organization).
    [Email Eric]

  • Watch videoStrategies to Gamblify Your Game
    David CHANG, CMO, Gamblit Gaming
    David Chang is a founder at Gamblit, responsible for game design, business development, and gambling licenses. David was founder of Gamiker, a mobile game developer bringing entertainment franchises to mobile, and OnNet Europe, a leading online games company. David was IGN's Managing Director and led expansion into Europe and Asia.
    [Email David]

    The 21-35 demographic has grown up with high-fidelity multimedia. Gambling experiences offered today are not interesting to them. The social casino audience is the gambling audience. To grow the market, gambling operators need to put gambling into interactive games. Game developers gain an audience with a higher lifetime value. Gamblifying an interactive game is not as simple as just adding gambling. The gameplay and triggers within the game need to be very different to operate within the laws. Requirements will be covered in detail and examples shown.


  • 1:30 - 1:50


     
  • Watch videoReal-Money Gaming: Ball of Confusion
    Jonathan FLESHER, EVP Business Development, Betable
    Jonathan Flesher is Betable's Executive President of Business Development. Jonathan brings a wealth of diverse experience in games, digital entertainment, and finance having previously worked at JP Morgan, Kohlberg Kravis Roberts & Co., and Electronic Arts. Jonathan was most recently Vice President and General Manager of Business Development at Zynga where among other things, he oversaw Zynga’s deal to enter the real-money gambling space and license its brands for lottery tickets.
    [Email Jonathan]

    Real-money gaming has become one of the gaming industry's most talked about opportunities- but how do developers begin to explore making it an area of their studios' focus? From licenses to affiliates and Isle of Man to Gibraltar- what does it all mean!?

    Betable's EVP of BD Jonathan Flesher was in your shoes just a year ago- when he lead Zynga's exploration of real-money gaming options as their Vice President of BD. Join him as he talks through the current state of the real-money gaming landscape and sets the record straight about an opportunity that has indeed become a ball of confusion.

  • Watch videoBe Mobile or Be Dead: The Transition to Mobile in Social Casino Games
    Vicenç MARTI, CEO, Akamon
    CEO and Co-founder of Akamon Entertainment, Vicenç Martí is an expert in the specifics of the gaming industry, where he had previously worked as Managing Director at Cirsa Gaming Corporation. His professional record also includes being Chief Marketing Officer at Spanish low-cost airline Vueling, and CEO at fashion label Custo Barcelona. He graduated in communications from Saint Louis University, and earned an MBA from IESE Business School, completed with an Executive program at Stanford University Graduate School of Business.
    [Email Vicenç]

    2014 presents a wide array of challenges for the young Social Casino Gaming Industry, and the transition to mobile will be in the spotlight, following the unstoppable growth of mobile penetration and usage, as well as the progressive substitution of desktop PCs by the new mobile coalition of phone + tablet. Any social gaming company willing to compete in the industry without being swallowed by others faster and better in adapting to new platforms will have to find the keys to make attractive but also sustainable mobile games. Come and hear Vicenç Martí, CEO at Akamon Entertainment, who will tell you about monetization, pricing, acquisition strategies, market personalization, and platforms diversity in the mobile scenario.


  • 2:00 - 2:20


  • Watch videoRemote-Lean-Collaborative Approach to Running a Game Studio
    Arpita KAPOOR, Co-founder and Chief Mocha, Mech Mocha Game Studios
    Arpita is the co-founder and Chief Mocha at Mech Mocha Game Studios and wears multiple hats of designer, producer and programmer. She is a recipient of IGDA GDC Scholarship and conducts game development workshops for schoolkids. Arpita believes that the best people for your game may not always be in one place and with mobile game budgets touching skies. Remote Lean Collaboration is an option for small indie teams with shoestring budgets aiming to create high quality games.
    [Email Arpita]

    Arpita Kapoor will talk about an approach to bootstrapping a game studio with Remote Lean Collaborative working as the central focus. She will discuss how Mech Mocha assembled a development team spread across the globe, found people/studios who agreed to collaborate on a part-payment part rev-share mode, and aggregated a toolset they used to facilitate effective remote working. Arpita will share her experience of creating an original IP of Puppet Punch without having the whole team under one roof and without paying skyrocketing costs to contract workers. She also discusses the key differences between contract work and collaboration, and highlights pros and cons of both. The talk covers a quick list of do’s and don’ts and challenges faced in this mode of operation.

  • Watch videoWhat’s the Rush? Real-Money Gaming Can Wait
    Derrick MORTON, CEO, Flowplay
    Derrick has been a games and online entertainment executive for over 14 years. During his career, he has led the development of over 200 digital entertainment projects. Over the course of the past seven years, he has been a key executive at the top online game websites - iWin, Uproar, Flipside, Virtual Vegas and GameHouse. Most recently he was general manager of mobile games for RealNetworks, a business unit he founded. At RealNetworks Derrick negotiated long-term distribution agreements with Cingular, Verizon, Virgin Mobile and Vodafone Global, among others. Additionally, he was singularly responsible for negotiating the mobile rights to South Park, MTV Cribs and The Apprentice. Derrick was a key executive at GameHouse, which was acquired in 2004 by RealNetworks. GameHouse subsequently became Real's studio for Xbox, PC, Mobile and online game development. Mr. Morton received a B.A., magna cum laude, from USC Film School and an MBA from UCLA's Anderson School.
    [Email Derrick]

    Ever since the US Department of Justice’s decision in late 2011 that clarified the government’s understanding of the Wire Act of 1961, online game developers and land-based casinos alike have been getting increasingly excited about the possibility of bringing regulated online gambling to a US audience. Now two years later, only three states have some form of online gambling. Derrick Morton, CEO and Founder of Vegas World, will discuss why he's not in a hurry to get into real money gambling. He'll describe why the existing opportunities in the social casino space are still in the early stages and point out the even bigger opportunities he sees in the fully regulated space even while still staying social.

  • Watch videoHow to Create a Great Mobile Casino/Lottery Game
    William VOLK, CCO, Playscreen
    William Volk's career spans 30+ years, starting with Conflict 2500 (Avalon Hill) in 1980. Notable works include The Pyramid of Peril (Aegis), The Return to Zork (Activision), and Word Carnivale (PlayScreen). Volk previously served as VP of Technology at Activision. William has worked in mobile gaming since 2000.
    [Email William]

    Moving from Casual and Free to Play to Real Money Casino and Lottery games isn't easy, as many major publishers have discovered. Studies show a less than 3% cross-over between these players. What worked for the Play For Fun crowd won't always work for Real Money players. How do you create compelling Real Money games? I will share our experiences with the launch of our iOS Real Money Slots Cash and Casino Cash games in the UK.


  • 2:30 - 2:50


  • Watch videoTrial & Error: Company of Tanks Postmortem
    Tim SPANINKS, Designer/Team Lead, Critical Force Entertainment
    The 22-years-old Tim Spaninks is the producer and lead designer at Critical Force Entertainment, a small indie studio in Northern Finland. Having started designing levels for video games and writing a first scripture on ‘Age of Empires’ at the age of 10, there’s more to this apparent newcomer than meets the eye.
    [Email Tim]

    Company of Tanks is a 3D cross-platform online multiplayer action game. Does this sound ambitious? Now imagine developing and releasing this in less than half a year with a team of only 6 students. Needless to say, managing a project like this has taught us many valuable lessons. Come learn with us in this postmortem of the recently released mobile game: Company of Tanks

  • Watch videoWill Online Gambling Really Ever be Legal in the US?
    Melissa BLAU, Director, iGaming Capital
  • Watch videoHow to Enter the Social Slots Market Today - or Not
    Henning KOSMACK, Founder and CEO, MegaZebra
    Henning is the CEO of MegaZebra, one of Europe's leading social gaming companies. MegaZebra's hit titles include Mahjong Trails, Solitaire Castle, and Suburbia. For more then 10 years, Henning has been actively involved in the fields of innovation and investments, as investor, entrepreneur, and board member. He has also headed up the corporate development activities at Siemens' communications division, which was then merged with Nokia Networks. Selling off their handset unit to Microsoft, this is now Nokia’s main business area.
    [Email Henning]

    Extremely high DARPU and the fantasy of real-money gaming becoming legal in the US have made social slots one of the most crowded spaces on Facebook. What is the state of this segment? It feels like a red ocean, but the level of innovation is arguably still low. Is it too late to join the party or is now the best time? MegaZebra thinks it is somewhere in-between, so we are talking about our path and the take-aways so far. We’ll look at the other players in this field and benchmark their results.


  • 3:00 - 3:20


  • Watch videoIndie KFI`s: The 5 Key Fun Indicators that Every Indie Developer Should Attempt
    Nadav BAR KAMA, General Manager, NAFNA CREATIVIDAD TECNOLOGICA SL.
    After 8 years in e-commerce, Nadav Bar kama decided to shift the company efforts to game development and founded NAFNA. Today the latter is an active indie game developer based in Barcelona, Spain. Nadav believes that creativity is a meticulous process of observing, analyzing, creating and testing.
    [Email Nadav]

    In the last few years the "secret" of making a successful game has shifted from the general notion of "one more try ..." games to games with scientifically calculated metrics and monetization schemes. In this session, the game design dilemmas of an indie developer are discussed, along with ideas that define the 5 key fun indicators every addicting game should have, and how to achieve them.

  • Watch videoSocial Casino & Facebook: What’s New?
    Julien CODORNIOU, Director EMEA Platform, Facebook
    Julien oversees partner relations for European companies/developers building apps on Facebook Platform (gaming, mobile, commerce...), he also leads Platform marketing activities in EMEA. Formerly director of business development at Microsoft Corp, Julien created and launched the BizSpark program. Julien serves at the board of Le Monde. He’s also the co-author of the book: "The Kelkoo.com success story", published by Pearson in 2005.
    [Email Julien]

    What happened in the social/mobile casino space in 2013, where the ecosystem is going and where FB will invest this year.

  • Watch videoSocial Versus Gambling Economics
    Roland ARLT, Co-founder & CEO, Ever Adventure
    Roland has 15 years experience in senior executive roles at a number of VC funded technology companies. Before founding Ever Adventure in 2012, Roland lived in China for 6 years where he was VP APAC at Sensory Networks (funded by Deutsche Bank). Prior to joining Sensory Networks Mr. Arlt was COO and Co-Founder of Cloudmark Inc., an award-winning provider of Anti-Spam solutions based in San Francisco. Before Cloudmark, Mr. Arlt was the COO and Co-Founder of Blue Tiger Networks, a Softbank-funded enterprise software company (acquired in 2001). Roland started his career at Goldman Sachs (London) where he worked as a Business Analyst in the 'Private Client Services' Technology division. Roland is an angel investor in a number of technology companies including XFire (exit to Viacom), Xoopit (exit to Yahoo) and Topsy.
    [Email Roland]

    A discussion of social versus real money KPI's.



  • 3:30 - 3:50


     
  • Watch videoLand-Based Casino Strategy And Position Relative To Social And Real Money Gambling
    Kevin FLOOD, CEO, Gameinlane, Inc.
    Kevin has operated social and "real" money game businesses in Europe and the United States. He has developed social and real money gambling games and platforms in addition to licensing existing gaming platforms. Kevin has conducted a number of game/gambling platforms for US based land based casino operators interested in operating social and or "real" money gambling operations.
    [Email Kevin]

    Land based casinos in the US and Europe have been engaging and flirting with online gambling for years. Recently, they have also take the plunge into social gaming. GIven the experience what is their current approach to both social casino and real money online gambling?

  • Watch videoThe Power of Facebook Advertising: How to Reach Top Grossing Mobile Charts and Become Profitable Faster
    Josh SWERDLOW, Director of Business Development, Bidalgo
    Josh Swerdlow brings nearly a decade of business development experience to Bidalgo, where he is responsible for the overall growth and positioning of the company. Bidalgo currently works with many of the top social and mobile gaming companies in the world. Originally from the UK, Josh currently resides in Tel Aviv, where he enjoys its unique tech culture and creative Spirit.
    [Email Josh]

    Social Gaming developers are facing tough challenges when it comes to mobile success due to competition for driving high quality and engaged gamers. Come hear Josh Swerdlow talk about the power of Facebook mobile advertising and the story of how Facebook PMD Bidalgo led the mobile marketing launch of Pacific Interactive’s first mobile app House of Fun, which put them against the top developers to become one of the largest independent social casino developers in the world.



  • 4:00 - 4:20


  • Watch videoA Link to the Past: How to Benefit from Classic Game Design
    Martijn WENTING, Director, Designer, Programmer, Bitstorm Games
    Martijn Wenting is a veteran game developer with more than 20 years of experience in creating video games.He got into programming at the age of 7 and, starting from the demoscene in the early 90's, has developed games for many classic systems and home computers such as the Commodore, MSX, Sinclair, Colecovision, Gameboy, Dreamcast and many more, under his Revival Studios label. Martijn currently runs an indie studio called "Bitstorm Games" making games for PC, Consoles and Mobile.
    [Email Martijn]

    Technology is moving rapidly. From the large-scale computers that could barely do simple calculations in the 70s, to everybody having supercomputers of the size of a credit card in their pockets today. In this session we will see how classic games can be used to inspire and help create new game concepts and ideas. We're going to look at a few successful copies of classic games, and then I'll show you how to take advantage of these classics and discover a wealth of great ideas in places you might have never thought of.

  •  
  • Watch videoTop 10 Ways Social Casino Games Increase Engagement and Retention Using Push Messaging
    Itay LEVY, CEO and Co-founder, Appoxee
    Itay is CEO and co-founder of Appoxee, a Push Marketing platform that delivers over half a billion monthly push and in-app messages for leading social gaming companies including Playtika, PokerStars, Social Point and Win.com. The company has offices in San Francisco and Tel Aviv. Prior to Appoxee, Itay built several startups including SpiceApp, a mobile restaurant ordering service, and Buzzmetrics, a consumer research marketing company acquired by Nielsen for $140M. Itay has an MBA from Northwestern Kellogg Business School and a BA in Computer Science.
    [Email Itay]

    Social casino gaming companies are at the forefront of using push messaging to drive app engagement and retention. Learn the strategies that leading casino gaming companies use to active new players, win-back lost players, and drive up daily activations.



  • 4:30 - 4:50


  • Watch videoAcoustic Storytelling and Interactive Radio Drama
    Jonathon MYERS, Co-Founder & Creative Director, Reactive Studios
    Corey ROSEMOND, Business Devlopment Director, Plantronics
    Jonathon specializes in the use of narrative elements for casual/social audience engagement. He is responsible for the narrative design of titles such as Indiana Jones Adventure World by Zynga, Game of Thrones Ascent by Distruptor Beam, and Jack Lumber by Owlchemy Labs (published by SEGA).
    [Email Jonathon]

    Corey is responsible for Global Business Development for the Plantronics Gaming group of headset manufacturer Plantronics. In this role he is responsible for evangelizing the innovative use of voice and communications across various gaming scenarios via global partnerships across a variety of platforms including smartphone, tablet, television and PC/MAC screens. He has worked on partnership deals across all major platforms and with a mix of publishing leaders.
    [Email Corey]

    Interactive radio drama Codename Cygnus is the result of reviving elements of old time radio drama with contemporary sound and narrative design techniques. In addition, speech recognition input was adopted to further reduce a reliance on visual prompts or indicators. This session will cover some of the challenges, limitations, and discoveries that emerged while focusing entirely on acoustic storytelling.

  •  
  • Accepting Bitcoin and Other Digital Currency Payments
    Steve BEAUREGARD, Founder & CEO, GoCoin
    Founder and CEO of GoCoin, Steve is actively speaking at International Bitcoin conferences on digital currency and merchant payment solutions. A serial entrepreneur providing strategic leadership + technical direction to startups and companies experiencing break-out growth. Steve installs scalable business processes and budget appropriate technologies setting a solid foundation upon which a company can grow. Well versed at the board and executive levels of both public and private sector companies, Steve is constantly active with a number of endeavors in varying roles with the common goal of setting them up for success.
    [Email Steve]

    As Bitcoin and other digital currencies gain acceptance, their instantaneous, peer-to-peer and frictionless transactions hold great promise in helping online merchants worldwide find new customers at higher margins. Absent traditional credit card chargebacks, however, the question of consumer protection becomes the next "Hot Topic!" Whether you're an online gaming site interested in increasing traffic, an eCommerce store interested in reducing abandoned shopping carts; or a non profit interested in lowering the barrier donations; digital payment alternatives play a critical role in today's flourishing "trust economy." Join a lively discussion about trends in establishing consumer protection and trust with new global payment systems.


  • Veilingzaal Lectures: Audio/International Markets, Indie, Platforms and Technology

  • Feb. 13:
    Platforms & Technology

    Emcee: Nick BERRY, Data Scientist, Facebook

    Nick Berry works for Facebook. Educated in the UK as a rocket scientist and aircraft designer, he spent 14 years working for Microsoft (ten years of which were in the Microsoft Casual Games team), was GM for analytics at GameHouse, then after a couple of years of consulting, joined facebook as Data Scientist (working primarily from their office in Seattle). Nick loves analyzing Big Data, but is also passionate about data privacy and holds a CIPP qualification from the International Association of Privacy Professionals. He is an active member of the privacy community and speaks at various events about the legal and ethical aspects of data collection, use, and destruction. Nick is an active blogger about data-mining and analytics, and lectures regularly on the subject. Last year he gave a TED talk about password security.
    [Email Nick]

  • Feb. 12:
    Indie

    Emcees: Richard BENJAMIN, Vice President of Business Development, Funtomic
    Juan GRIL, Studio Director, Joju Games
    Chris NATSUUME, Creative Director, Boomzap

    Richard Benjamin is the VP of Business Development for Funtomic. Funtomic provides engaging casual games experiences across mobile and web platforms, including the development of highly addictive mobile titles, led most recently by Chicken Boy. Richard’s role involves responsibly for mobile strategy, developing business partnerships and pursuing collaboration and publishing opportunities with talented Game Development studios. Prior to joining Funtomic, Richard worked as a strategy consultant at leading Telecommunications companies and Banks in Sydney and London.
    [Email Richard]

    Juan heads the production at Joju Games. Joju produces online, social and multiplayer games for clients such as Atari, Addicting Games, Mindjolt/SGN, MTV Networks, Comedy Central, and Mochimedia. Juan has more than 13 years of experience developing online games. Previously, and as one of the first members of the Yahoo! Games team, Juan was the lead producer for the downloadable games area and community manager of multiplayer games. In the last year of his tenure at Yahoo!, Juan was the head of Yahoo! Games Studios.

    Juan is a frequent speaker at industry events. He was an indie games Advisor at Casual Connect, is an editor of the IGDA Casual Games White Paper, and an Advisor of the Social Games Summit at the Games Developers Conference. Juan holds a BFA in Electronic Media from the University of Illinois.
    [Email Juan]

    Christopher Natsuume is the Creative Director and co-founder of Boomzap, a leading casual game developer. He has been in the games industry since 1994, and has designed, directed, and produced over 20 games for PC, Xbox, Playstation 2, Wii, iOS and Android. He holds a BA from the University of Texas at Austin and an MBA at the University of Washington, Seattle.
    [Email Christopher]

  • Feb. 11:
    Audio/International Markets

    Morning Emcee: Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Afternoon Emcee: Elizabeth GOODNO, Head of Global Communication, UOL BoaCompra

    Aaron M. Walz, composer and sound designer for casual, social and mobile games, graduated cum laude with a B.A. in Music from Sonoma State University. He wrote the theme song for the top-ranking Facebook adventure, Ravenwood Fair, which enjoyed 25 million plays per month at its peak, and produces audio for Shanda and Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival and Game Tunnel’s “Best Sound.” Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards.

    Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the Board of Directors as the Marketing Chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He runs Walz Music & Sound and is a co-founder and managing partner of the Game Audio Alliance, based in Seattle, WA. He is the audio speaker content adviser of the Casual Connect game conference held in the US each year. His biggest influences are the great Japanese game composers.
    [Email Aaron]

    Liz Goodno made the leap from Los Angeles to Lisbon to join the UOL BoaCompra team after previously working with Namco Bandai and Logitech gaming products. Liz manages communication campaigns for partners launching their titles in Brazil, such as Sony Online Entertainment, Digital Extremes and Perfect World.
    [Email Elizabeth]


  • 10:00 - 10:20


  • Watch videoHTML5: Then and Now
    Robbert VAN OS, HTML5 Advocate, Spil Games
    Robbert is responsible for working with developers and with all Spil Games teams directly involved with HTML5 gaming. A senior member of Spil Games since its inception more than 10 years ago, Robbert has held a number of management roles within Spil Games, including Chief Technology Officer. Special areas of expertise include developer relations and spearheading projects from including Spil Games’ next generation advertising platform to the company’s HTML5 strategy. Robbert has more than 10 years of experience in the gaming industry and is involved with a number of different startups as a mentor and sitting on several advisory boards.
    [Email Robbert]

    No one can say HTML5 doesn’t invoke passionate opinions. After a surge of press 3 years ago, things went a bit quiet on the HTML5 front. Until the last 6 months. Spil Games’ HTML5 advocate will take a high level look at why HTML5 gaming is seeing such a resurgence, as well as go deep on the technology and business models available to developers for HTML5 gaming. He’ll also look into the short-term benefits and challenges around developing games with HTML5, as well what’s on the horizon.

  • Watch videoHow to Turn a Garage Operation into a Full-Fledged Studio—With Your Own Money
    Robert WINKLER, Co-Founder and CEO, 5th Planet Games
    Braden MOULTON, President & COO, 5th Planet Games
    David LEASE, CTO, 5th Planet Games
    Robert Winkler is the co-founder and chief executive officer of 5th Planet Games, a leading independent game development studio that combines hardcore gaming experiences with deep social interactions to create a new genre of social games. Robert oversees all game design for the company, including development of such hits as Dawn of the Dragons, Legacy of a Thousand Suns, Clash of the Dragons, and more. Robert draws on his previous experience in the finance industry to apply an analytical framework to game design and development that has served the company well. Robert lives in the Sacramento area with his wife and four young boys. When not spending time with his family, he enjoys playing video games and planning world domination. Follow him at @RobWinkler.
    [Email Robert]

    Braden Moulton is the President and Chief Operating Officer of 5th Planet Games, a rising game company in the core free-to-play space. He drives strategy, revenue, and business operations. Prior to taking a leadership role at 5th Planet, his 15 years of experience span business and product efforts at other digital companies including GameHouse, Microsoft, and KPMG. His passion is gaming, and he will tell you with conviction why Archon is the greatest game ever made. He has a BA from Washington State University and an MBA from Pepperdine University.
    [Email Braden]

    David Lease is the CTO of 5th Planet Games, where he helped shape what is now a multimillion dollar company and the tech team that allows it to function, from the ground up. He controlled all hiring, budgeting and the overall direction of all personnel involved in the tech process, and he provided the backbone and company structure on which all present and future profits will be built. Prior to 5th Planet Games David was the Web Development Supervisor/Project Manager at Cosentino USA, where he planned, developed and implemented large scale, high-end, dynamically driven websites and programs. David graduated with a BS in Computer Science and Web Development from California State University-Monterey Bay. Follow him @WhoopsieDavey.
    [Email David]

    So, you’ve got a great idea for a game (or maybe you’ve already launched one), and you want to build a legitimate gaming studio. What does it take to turn your vision into reality? You’ll need to think not only about the game development itself, but about your business model, your technology infrastructure, your hiring needs and more. In this talk, three senior executives from 5th Planet Games share their insights for how to successfully launch an indie gaming studio.

  • Watch videoUsing Theory & Ear Training to Create Better Video Game Music
    Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Aaron M. Walz, composer and sound designer for casual, social and mobile games, graduated cum laude with a B.A. in Music from Sonoma State University. He wrote the theme song for the top-ranking Facebook adventure, Ravenwood Fair, which enjoyed 25 million plays per month at its peak, and produces audio for Shanda and Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival and Game Tunnel’s “Best Sound.” Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards.

    Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the Board of Directors as the Marketing Chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He runs Walz Music & Sound and is a co-founder and managing partner of the Game Audio Alliance, based in Seattle, WA. He is the audio speaker content adviser of the Casual Connect game conference held in the US each year. His biggest influences are the great Japanese game composers.
    [Email Aaron]

    Whether you know nothing or a lot about classical theory and ear training, this session will give you some easy to use ideas you can implement in your game music composition work. These ideas will elevate the art form of video game score creation and drive better sales and brand strength via customer satisfaction and emotional submersion.


  • 10:30 - 10:50


  • Watch videoHTML5 and the Future of Mobile and Web Gaming
    Albert LAI, Co-founder & CEO, Big Viking Games
    Albert Lai is the co-founder of Big Viking Games, Canada's leading social and mobile HTML5 game development studio. Prior to founding Big Viking Games, Albert was the co-founder of Kontagent, a Facebook-funded viral analytics platform venture. Albert sold his first internet company, the MyDesktop Network, while in his teens to JupiterMedia (JUPM). He was also the founder/CEO of BubbleShare, a photo-sharing company sold to Kaboose/Disney in 2007. In his spare time, Albert blogs (infrequently) at http://simplyalbert.blogspot.com and is active on Twitter at @albertsupdates.
    [Email Albert]

    Big Viking Games has used HTML5 to create immersive mid-core games whose gameplay is identical to rival native apps. Join Albert as he talks about what the future holds for HTML5 games and what business and technical barriers need to be overcome for HTML5 to become a more attractive platform to build on.

  • Watch videoReaching the Next Level: How to Survive and Strive Beyond the Start Up
    Ella ROMANOS, CEO, Remode Studios
    Ella comes from a technical background, having graduated with a first in Digital Arts & Technology BSc at University of Plymouth and first building her portfolio at London-based interactive production company Specialmoves. Since running Remode with fellow graduate Martin Darby, Ella has made regular contributions to the UK gaming industry through her role in founding and curating the ExPlay Festival (www.explay.co.uk) as well as a range of speaking commissions. In 2011, she was awarded finalist in the ‘Innovator Of The Year’ category for Women In Technology Awards and named in Develop’s ‘Top 30 under 30.’ In 2012, she was a finalist in the TIGA Awards Leadership category and listed in MCV's UK Top 100 Women in Games. Ella regularly contributes to games press and works with universities to encourage young people, especially women, to consider a career in the games industry. In 2013, she was elected to the board of UKIE, where she chairs the developer sub-group.
    [Email Ella]

    Getting through the startup phase of a company is hard. Most companies experience a honeymoon period, with excitement, energy and big future plans, but sooner or later the magic dust settles down and reality hits hard, marking a shift from just surviving, to having to make realistic plans for future growth. You know you are past start up phase when your business is sustainable enough that your survival in the short term is not such a scary prospect, and decisions need to be made relating to the long term. This talk will provide real practical lessons and experiences told in an honest and 100% transparent way about how Remode Studios has dealt with this stage.

  • Watch videoHTML5 Audio: Maximize the Android Audio Sprite Experience
    Jesse HOLT, Co-founder, Absolute Hero Games
    Marc MAUGER, Software Manager, DoubleDown Interactive
    Jesse Holt is a prolific sound designer, music producer and composer who has been creating one-of-a-kind audio for casual games since 1999. He is also a proud co-founder of the Game Audio Alliance. He has produced a wide variety of music heard not only by tens of millions in video games, but also on radio and television and recently in the short film SHUFFLE which premiered at the Seattle International Film Festival in 2010.
    [Email Jesse]

    Marc Mauger is a software programmer from Seattle, Washington who has been active in the internet world since the days of the Mosaic and Gopher. He is passionate about all things open source, programming languages, and web. He has embraced HTML5 and has created apps or demos using almost all the fun stuff: CSS3, CSS Filters, Web Audio, WebRTC, and canvas (2D and 3D). These days when Marc is not working as Software Manager at DoubleDown Interactive, you can find him programming games in Javascript and hacking weird apps in Node.
    [Email Marc]

    Creating engaging multi-channel audio for Android HTML5 apps can be a real pain in the butt. The current practice of creating audio sprites can be time consuming when sound designers and developers have to manipulate settings for every single audio file in numerous audio codec sets i.e. ogg, mp3, aac and m4a. Marc and Jesse will demonstrate their HTML5 development workflow, which makes it easier for them to set the volume levels of individual files with their custom node-based batching web app. They will propose a format for configuration files and a tool that operates on them that will use configurable sound levels and output sprites to match them. Playback of the generated output files will be demonstrated in a live html5 app.


  • 11:00 - 11:20


  • Watch videoUsing WebGL and HTML5 in Game Development
    Sara LEMPIAINEN, Evangelist & Games Community Manager, Goo Technologies
    Sara has an engineering background and found a way to combine this and her love for art through game development. Today she is an Evangelist and Games Community Manager for Goo Technologies, who provides a cloud-based platform for creating games using WebGL and HTML5. She lives by the motto: feed your curiosity.
    [Email Sara]

    The web is becoming more mature and new standards are taking form. HTML5 and WebGL are technologies that enable you, as game developers, to build the next generation of web games. Sara will talk about what you, as a game developer, can accomplish with WebGL/HTML5 and how you can bring a 3D experience to multiple platforms. She will also go through some of the current challenges as well as distribution and monetization methods.

  • Watch videoUser-Acquisition Tips When You Are an Indie Developer
    Sébastien BORGET, COO & Co-Founder, Pixowl
    Sebastien co-founded Pixowl Games studio to fulfill his vision of mobile games reconnecting family & friends and turn his passion into a dream job. Currently he manages Pixowl's 25-people international team and has supervised production and marketing of the studio's most popular titles: Doodle Grub and The Sandbox (10+ million players in total). His work was awarded in Dec. 2012 - The Sandbox became Best of 2012 in the App Store! Prior to Pixowl Games, Sebastien co-founded Wixi.com, a Web 2.0 social network startup for sharing media files, which received multiple prizes as "most innovative startup of the year" internationally. He started a strong Web 2.0 culture and worked as consultant for several other Web 2.0 Startups related to Social Media and online communities. Sebastien holds a Computer Science Engineer Degree from Telecom SudParis, one of France's leading graduate schools of engineering in Information and Communication Technology.
    [Email Sebastien]

    As an indie developer or studio, you usually work alone or as part of a small team and want to focus only on making your game and nothing else around - specifically marketing! You give your best because you're good at it, and you're right, you should! How do you acquire users without having resources, with little time and a budget as small as $100? Why should you do it? Attendees will learn the basic principles of user-acquisition and be provided with many concrete and best-practice examples successfully applied by an indie studio to acquire users profitably on a budget. Forget about App Rankings and Top Charts, this session is for you to learn to focus on the key metrics for your games and what to do or not to do when you have limited resources, time and money!

  • Watch videoFrom Virtual Casinos to Mid-Core RTS, the Future of Casual Audio has Arrived!
    Nick THOMAS, CEO, Somatone
    Nick Thomas began his professional career in the music industry as an engineer/mixer for a long list of platinum artists such as Destiny's Child, Celine Dion, and Carlos Santana. In 2003, Nick transitioned out of pop music production and launched SomaTone Interactive Inc. SomaTone produced audio content for a number of feature films, national ad campaigns, and AAA games. After a several years of working in film, tv, and advertising, SomaTone transitioned to provide music, sound design, vo, and tech support for video games. They are now credited on over 1,000 titles. Currently, SomaTone headquarters are located in Emeryville; additional studios are located in Los Angeles and Vancouver, Canada. SomaTone produces audio content on a wide range of casual and AAA games. Active clients include Gree, Insomniac, Disney, Zynga, Storm8, SGN, GSN, Playdom, GameLoft, TinyCo, Konami, and Sony.
    [Email Nick]

    In the ever-growing and relentless expansion of casual gaming, quality and versatility are critical now more then ever. So, how does one compete in this fast moving and creatively broad industry? By embracing diversity. Come join me, and I’ll share how SomaTone has been able to successfully work with publishers & developers across an incredibly wide range of music styles, game genres, and technical pipelines. Our creative process is designed to reduce friction points with the game makers while also bringing creative leadership to the process. In this way, we seek to lead through our design process. Add in some cutting edge technology solutions, and you have a recipe for success for the big shops as well as the indy developer quietly working on the next break-out hit game!


  • 11:30 - 11:50


  • Watch videoThe Secret to Being Everywhere at Once...with Unity3D!
    Guy BENDOV, Founder and CEO, Sidekick Games
    Guy Bendov is co-founder and CEO of Side-kick motion games, a developer of fun games that uses seamless interfaces such as motions, touch and voice commands. In June 2012, Side-kick launched Mini Ninjas Adventures, an Xbox Kinect exclusive, for Square ENIX. Guy is an interactive entertainment serial entrepreneur over the last 20 years experience. Prior to Side-kick, Guy Founded Double Fusion, a leader in the in-game advertising space, Cellular Magic and Click! Online, a casual games studio. In 2007, Guy founded GameIS, the Israeli games association.
    [Email Guy]

    If you are involved in a mobile game development business today, you are likely considering, discussing, planning, or actively participating in cross-platform game development. If you haven’t started yet, you probably are worried about how difficult this journey may be, and if you have — you already know. Is the pain worth the gain? Join Guy Bendov, Founder and CEO of Sidekick Games, as he discusses his studios journey to cross platform success and his choice of Unity as his technological foundation.

  • Watch video10 Things That Will Sell Your Indie Game
    Tomas AHLSTROM, Developer Relations, Desura; Consultant, Incredible Concepts
    Tomas Ahlstrom has been in the entertainment industry, both as a professional and as an entrepreneur, for more than fifteen years. Recently, he has also been involved with the innovation support system, helping companies and start-ups to reach performance goals and maximize their business. Tomas is one of the founders of Blocksworld, which was sold to Linden Lab in 2013.
    [Email Tomas]

    Making a game is hard. But selling your game is even harder! How do you distinguish your game from other games and how do you know in advance if your idea is a good one?

    Tomas will talk about ways to sell indie games, but also focus on new innovative ways to package and sell your indie game. The talk is based on Tomas' experiences with the iPad game Blocksworld and his work with publishing at Desura

  • Watch videoPlay Now: Cross-Platform Game Audio with HTML5
    Craig ROBINSON, Co-founder and President, Absolute Hero
    Craig Robinson is Co-founder and President of Absolute Hero, an independent game studio creating casual games for the web and mobile devices using HTML5. Craig spent 14 years at RealNetworks, GameHouse and Flowplay developing games and multimedia software. He holds a Bachelor of Science in Computer Science from Northwestern University and an MBA from the University of Washington.
    [Email Craig]

    HTML5 is now a viable platform for the creation of casual games, but challenges remain, especially on mobile devices. In this technical presentation, Craig will discuss the various audio capabilities across web browsers, mobile browsers and native wrappers. The focus will be on using Javascript to implement scalable audio playback mechanisms across different environments. Topics covered will include codecs, audio APIs and common audio playback problems.


  • 12:00 - 12:50


  • Watch videoYour Data is the Journal Your Business Keeps | 12:15 - 12:35
    Dave YOUNG, CTO, Blue Shell Games
    David Young is the CTO and a co-founder of Blue Shell Games, a leading developer of mobile casino games in the US market. Prior to Blue Shell, David was VP Engineering at Slide, a pioneer in social applications.
    [Email Dave]

    You need a data warehouse sooner than you think. Years after your company has achieved the success of your dreams, you'll finally have the resources to really analyse your first hit. You might even have access to technologies that didn't exist at the time of your company's founding. Here's how we kept everything from day one at BSG, some examples of how data changed our thinking, and how it cost us less than we thought.

  •  
  • Watch videoTips for Being a Successful Game Audio Creator
    Jesse HOLT, Co-founder, Absolute Hero Games
    Craig ROBINSON, Co-founder and President, Absolute Hero
    Fernando LABARTHE, Lead Sound Designer, Z2 Inc
    Nick THOMAS, CEO, Somatone
    Discussion led by Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Jesse Holt is a prolific sound designer, music producer and composer who has been creating one-of-a-kind audio for casual games since 1999. He is also a proud co-founder of the Game Audio Alliance. He has produced a wide variety of music heard not only by tens of millions in video games, but also on radio and television and recently in the short film SHUFFLE which premiered at the Seattle International Film Festival in 2010.
    [Email Jesse]

    Craig Robinson is Co-founder and President of Absolute Hero, an independent game studio creating casual games for the web and mobile devices using HTML5. Craig spent 14 years at RealNetworks, GameHouse and Flowplay developing games and multimedia software. He holds a Bachelor of Science in Computer Science from Northwestern University and an MBA from the University of Washington.
    [Email Craig]

    Fernando Labarthe is a young sound designer/composer in the greater Seattle area. He has worked on a few titles - Shadow Slayer, MetalStorm Aces, Nitro, Trade Nations, MetalStorm Wingman, Battle Nations - for Z2Live. When he's not field recording or mixing he's playing indoor soccer in north Seattle or hosting Fifa tournaments. You can visit him at www.fernandolabarthe.com
    [Email Fernando]

    Nick Thomas began his professional career in the music industry as an engineer/mixer for a long list of platinum artists such as Destiny's Child, Celine Dion, and Carlos Santana. In 2003, Nick transitioned out of pop music production and launched SomaTone Interactive Inc. SomaTone produced audio content for a number of feature films, national ad campaigns, and AAA games. After a several years of working in film, tv, and advertising, SomaTone transitioned to provide music, sound design, vo, and tech support for video games. They are now credited on over 1,000 titles. Currently, SomaTone headquarters are located in Emeryville; additional studios are located in Los Angeles and Vancouver, Canada. SomaTone produces audio content on a wide range of casual and AAA games. Active clients include Gree, Insomniac, Disney, Zynga, Storm8, SGN, GSN, Playdom, GameLoft, TinyCo, Konami, and Sony.
    [Email Nick]

    Aaron M. Walz, composer and sound designer for casual, social and mobile games, graduated cum laude with a B.A. in Music from Sonoma State University. He wrote the theme song for the top-ranking Facebook adventure, Ravenwood Fair, which enjoyed 25 million plays per month at its peak, and produces audio for Shanda and Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival and Game Tunnel’s “Best Sound.” Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards.

    Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the Board of Directors as the Marketing Chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He runs Walz Music & Sound and is a co-founder and managing partner of the Game Audio Alliance, based in Seattle, WA. He is the audio speaker content adviser of the Casual Connect game conference held in the US each year. His biggest influences are the great Japanese game composers.
    [Email Aaron]

    This session will be filled to the brim with valuable creative, administrative, organizational, educational, sanity-saving, enriching and interpersonal nuggets straight from the mouths and hearts of experienced game audio professionals. Appropriate and useful for both up-and-coming freelance musicians and full-fledged composers and sound designers. Focused on success as a contractor / external solution rather than internal game audio positions.


  • 1:00 - 1:20


  • Watch videoThe 5 Mortal Sins of Launching an Online Game
    Michalina KIERA, Sr. Marketing Manager EMEA, SoftLayer, an IBM Company
    Jendrik PÖSCHE, Executive Producer, kuuluu interactive entertainment AG
    Michalina is a technology marketing professional, recently absorbed by the new frontiers of cloud computing, Big Data and mobile. She is responsible for SoftLayer's marketing in the EMEA region, being part of the company's first European team. For close to a decade, Michalina has worked with a whole spectrum of businesses, from corporate tycoons to startup founders. She has been part of the market’s transition from traditional IT model to empowered 3rd platform. She started her adventure with technology as a little girl doodling on her brother’s mainframe cards, moving on to handling strategic marketing for telecommunication and datacenter solutions provider and now being with SoftLayer, an IBM company that since its inception has been revolutionizing the world of cloud computing. Michalina is International Relationships MsC and International Strategic Marketing & Export Management graduate.
    [Email Michalina]

    Jendrik has been developing games for over 25 years and has released and produced more than 100 games on various platforms, is co-founder at several companies like Tagtoes, a publisher of smart gaming apps for kids. Currently working as the executive producer on the Linkin Park Recharge game project at kuuluu interactive entertainment AG. In his role Jendrik is responsible for overseeing the whole project and driving the team towards launching the project on the various gaming platforms, the open BETA of Linkin Park Recharge on Facebook was started September 2013. Kuuluu creates social and mobile games for leading artists, celebrities and communities which enable them to add new value to their brands, increase their footprint on social networks and strengthen relationships with their audience.
    [Email Jendrik]

    Developing and launching a game in general is not an easy task. It takes a lot of time, a lot of people, a lot of planning and a lot of assumptions. On top of those operational challenges, the social gaming market is a jungle where “survival of the fittest” is a very real. An army of genius developers, the most stunning design, super-engaging game idea and striking strategy are not enough. If the hosting infrastructure behind the game fails, fans don’t get the experience they expect and walk away. Learn from the stories of some of the most creative and successful gaming studios how to sidestep the common landmines of bringing your online game to the top.

  • Watch videoDo Indies Understand Publishers?
    Ivo WUBBELS, CEO, Engine Software
    Ivo Wubbels is Chief Executive Officer of Engine Software, the oldest independent game developer in the Netherlands. Ivo was actively involved in game development for over sixty commercially released games as a programmer, producer and executive producer. Being one of the founding members of Engine Software in the early 90s, Ivo has almost twenty years of professional experience in the games industry in both games and business development.
    [Email Ivo]

    A talk about the relationship between indie developers and publishers. More often than not publishers are considered to be a (necessary) evil for developers, limiting their creativity, but is this always the case? We will explain the role of publishers from the "old days" and compare them with the "publishers new style". Publishers can without a doubt help any developer in a positive way, as long as developers are aware of the pitfalls, the synergy and the expectations from either side. This session will help indie developers decide whether or not working with publishers is something they should consider.

  • Watch videoiOS Audio: Overcoming Its Difficulties
    Fernando LABARTHE, Lead Sound Designer, Z2 Inc
    Fernando Labarthe is a young sound designer/composer in the greater Seattle area. He has worked on a few titles - Shadow Slayer, MetalStorm Aces, Nitro, Trade Nations, MetalStorm Wingman, Battle Nations - for Z2Live. When he's not field recording or mixing he's playing indoor soccer in north Seattle or hosting Fifa tournaments. You can visit him at www.fernandolabarthe.com
    [Email Fernando]

    Creating an engaging experience with mobile development is hard, and the audio limitations that Apple devices posses are no small challenge. These range from dealing with different types of speakers, codecs, playback limitations, compression, to getting the project to completion. We will discuss how Z2 has overcome these hurdles and what solutions we have been successful with.


  • 1:30 - 1:50


  • Watch videoHandling Extreme Growth: Lessons Learned from Scaling Ruzzle from 0 to 50 Million Users
    Kaj NYGREN, CTO, MAG Interactive
    MAG Interactive has rapidly become one of the fastest growing mobile gaming companies in Sweden and an extremely appreciated gaming company worldwide. CTO and Co-founder of MAG Interactive, Kaj Nygren is an industry veteran with more than 15 years experience in building highly scalable server solutions. Kaj has a MSc in Computer Science from Royal Institute of Technology in Stockholm, and an ICID from Imperial College, London.
    [Email Kaj]

    Mobile games is a very hit and miss industry, most games fail, but if you get a hit you will get a vast amount of users quickly. So how do you plan for the event that your game becomes a hit? Can your solution handle 1 million new users per day? This talk will give an introduction to how we did it and the lessons we learned.

  • Watch videoIndies Working for the Big Boys
    Ola HOLMDAHL, CEO, Tarsier Studios
    Ola entered the games industry in the mid 90's, making miniature war games. He provided design on the original Battlefield 1942 and taught game design at the University of Skövde between 2006 and 2008. After co-founding game startup Junebud in 2008 and closing it down in 2012, Ola came to Tarsier Studios in 2013. He likes to analyze and build things. He holds a M.Sc. in sociology because he believes that the way people act around games is the their most interesting aspect.
    [Email Ola]

    Making games for a living is a choice often fueled by a desire for wealth, fame or creative expression. Ola will discuss how an independent studio can fit successfully into a relationship with a major publisher. Who brings what to the table and what does it take to make a relationship like this evolve?

  • Watch videoUnlocking the Potential in Turkey and the “MENA” Region
    Caglar EGER, Business Development Manager, Goodgame Studios
    Five years ago, Caglar Eger was first introduced to the games industry. It was through his brother - a former Goodgame Studios employee - that he developed a profound interest and passion for the games industry. After completing his German ‘Abitur’ he went on to study Politics and Turkology at the University of Hamburg. His passion and unique studies gave him the opportunity to broaden his business development horizon. Since June 2012, Caglar Eger is the Business Development Manager at Goodgame Studios and focuses on the Turkish market. The German native has already established a name for both himself and for Goodgame Studios in Turkey.
    [Email Caglar]

    Important approaches and lookouts for Emerging Markets: Turkey and MENA Region


  • 2:00 - 2:20


  • Watch videoCross-platform Mobile Development: Four Ways to Skin that Cat | 2:00 - 2:50
    Zac BOWLING, Software Engineer, Apportable
    Moshe MAMAN, CTO, Gingee
    Albert LAI, CEO, Big Viking Games
    Guy BENDOV, CEO, Sidekick Games
    Zac Bowling is an award winning mobile developer with over 15 years of industry experience. Since age 14, he has been developing apps in the mobile space, starting out building and releasing mobile games for both PocketPC and Palm Pilot. Before joining Apportable, Zac worked as a mobile engineer for Texas Instruments, Match.com, and doubleTwist. In his free time, he has participated in over 116 hackathons since 2007 and placed in or won half of them. He was featured in Wired magazine in April 2012 and is profiled in an upcoming documentary on hackathons. Zac is also a maintainer on the Growl Project and has contributed to dozens of open source projects and libraries, such as Mono, the Linux kernel, GNOME, and Chameleon.
    [Email Zac]

    Moshe Maman (31) is the technological manager and lead architect of Gingee’s cross-platform development solutions. He have designed and programmed dozens of applications and games for both mobile web and desktops in both client and server side, mastering all the popular OS and platforms. Moshe contributes innovation and creativity to Gingee as he is also a world-known musician and composer who have released over 7 albums and preformed worldwide. He’s scientific and mathematical side comes from being a Technion graduate in physics.
    [Email Moshe]

    Albert Lai is the co-founder of Big Viking Games, Canada's leading social and mobile HTML5 game development studio. Prior to founding Big Viking Games, Albert was the co-founder of Kontagent, a Facebook-funded viral analytics platform venture. Albert sold his first internet company, the MyDesktop Network, while in his teens to JupiterMedia (JUPM). He was also the founder/CEO of BubbleShare, a photo-sharing company sold to Kaboose/Disney in 2007. In his spare time, Albert blogs (infrequently) at http://simplyalbert.blogspot.com and is active on Twitter at @albertsupdates.
    [Email Albert]

    Guy Bendov is co-founder and CEO of Side-kick motion games, a developer of fun games that uses seamless interfaces such as motions, touch and voice commands. In June 2012, Side-kick launched Mini Ninjas Adventures, an Xbox Kinect exclusive, for Square ENIX. Guy is an interactive entertainment serial entrepreneur over the last 20 years experience. Prior to Side-kick, Guy Founded Double Fusion, a leader in the in-game advertising space, Cellular Magic and Click! Online, a casual games studio. In 2007, Guy founded GameIS, the Israeli games association.
    [Email Guy]

    Our experienced and successful panelists have each taken radically different routes to efficient development of cross-platform mobile games. One uses HTML5, another Unity. A third built his own platform, and the fourth a technology to easily “port” existing code. Listen and participate as they discuss the factors that led them down their unique paths to individual solutions and argue the merits and pitfalls of each approach.

  • Watch videoGet Your Game Out There: Publishing 101 | 2:00 - 2:50
    Juan GRIL, Studio Director, Joju Games
    Chris NATSUUME, Creative Director, Boomzap
    Juan heads the production at Joju Games. Joju produces online, social and multiplayer games for clients such as Atari, Addicting Games, Mindjolt/SGN, MTV Networks, Comedy Central, and Mochimedia. Juan has more than 13 years of experience developing online games. Previously, and as one of the first members of the Yahoo! Games team, Juan was the lead producer for the downloadable games area and community manager of multiplayer games. In the last year of his tenure at Yahoo!, Juan was the head of Yahoo! Games Studios.

    Juan is a frequent speaker at industry events. He was an indie games Advisor at Casual Connect, is an editor of the IGDA Casual Games White Paper, and an Advisor of the Social Games Summit at the Games Developers Conference. Juan holds a BFA in Electronic Media from the University of Illinois.
    [Email Juan]

    Christopher Natsuume is the Creative Director and co-founder of Boomzap, a leading casual game developer. He has been in the games industry since 1994, and has designed, directed, and produced over 20 games for PC, Xbox, Playstation 2, Wii, iOS and Android. He holds a BA from the University of Texas at Austin and an MBA at the University of Washington, Seattle.
    [Email Christopher]

    In this brave new world, everybody calls themselves a publisher. If you believe the hype, indie developers are publishers, ad networks who want your game exclusively (and for free) are publishers. Game aggregators who want no-money up front distribution deals are publishers. So what is a real publisher? And what game deals actually exist? And what is the long term value of these different deals?

    As the game industry becomes increasingly segmented, the publishing ecosystem can be extremely confusing for the new developer. In this session, Chris and Juan will break down what different publishing and distribution deals are available, which ones are good or bad (and why), the best ways to present your ideas to potential partners, and how to negotiate your way into the best deals for your business.

  • Watch videoSuccess in Asia: Lessons from Industry Leaders in China, South Korea and Japan | 2:00 - 2:50
    David KIM, CEO, Animoca
    Jaime OCAMPO, Director, Social Games Business Development, DeNA
    Charlie MOSELEY, Creative Director, Tap4Fun
    Discussion led by Tomas PIKTOZIS, Director Developer Relations, SponsorPay
    After several years of pioneering work in Internet and technology in the US and Asia, David Kim now serves as the CEO of Animoca. He previously served as CEO of Lycos after spearheading its acquisition by Daum Corporation, and CEO of mail.com Corporation, a leading personalized email and messenger service.
    [Email David]

    Jaime (Hai-me') has spent 15 years in the digital entertainment space with specialized experience in mobile, gaming and social media. His first venture into games began at In-Fusio, one of the earliest pioneers of gaming on mobile. He later headed the SEA mobile games business of Electronic Arts and after that, the APAC mobile business of the social network Friendster. Today at DeNA, he is able to culminate his combined expertise and advocate the true success of social mobile gaming as he grows DeNA's Mobage community from Japan to the rest of South East Asia. Jaime hails from Manila and has a bachelors degree in Electronics Engineering from the University of the Philippines.
    [Email Jaime]





    [Email Charlie]

    Tomas Piktozis is SponsorPay’s Director of Developer Relations in the EMEA region. He has more than ten years international experience in B2B and B2C sales, business development, marketing, project and product management. Previously, he worked as a Senior Sales Manager for Digital Media and Entertainment at online payment systems company, Skrill. There he consulted online businesses on the monetization, implementation and localization of Skrill’s global online payment processing solution.
    [Email Tomas]

    China, South Korea and Japan have established themselves as hotbeds of opportunity for mobile gaming growth. Japan and Korea’s combined Google Play game revenue is higher than the entire rest of the world’s, while China’s smartphone install base is predicted to grow by 425 million over the course of this year. By comparison, there are only 110.4 million smartphone users in the EU5, and EU5 countries are significantly behind Japan and Korea in both iOS and Google Play revenues.

    Unique strategies are necessary to tackle the distinct Chinese, Japanese, and South Korean markets, as each of these countries has its specificities and challenges for developers.

    How can European developers successfully approach these markets? What are the best practices and existing local ecosystems to take into account? This roundtable, featuring leaders in the space from China, Japan and South Korea will discuss the nuances of these markets and answer your questions.


  • 3:00 - 3:20


  • Watch videoAll About Traffic: How to Acquire the Right Players for your Free-to-Play Game
    Albert SCHWARZMEIER, CEO, ad2games
    Serial entrepreneur Albert Schwarzmeier is CEO of ad2games, a leading and innovative marketing network for online games. ad2games is headquartered in Berlin with additional offices in San Francisco and Seoul. Prior to ad2games Albert has founded and led several other successful companies. Most recently he has been Founder and CEO of mysportsgroup, an online shopping club for sports apparel. Schwarzmeier developed mysportsgroup to the fastest growing company of its kind, securing strong investments and quickly reaching profitability. Before that, Schwarzmeier collected ample experience in the startup and tech industries as Managing Director of Groupon Germany. This was proceeded by consulting roles at Zalando and Roland Berger Strategy Consulting. Schwarzmeier holds MBAs from both Universidad Pacífico Quito and HHL Leipzig Graduate School of management.
    [Email Albert]

    In an industry where free-to-play is quickly taking over, it is of crucial importance for developers and publishers to identify and acquire the right players on a large scale. But what makes a user the "right one" for a specific game? And how do you ensure a constant stream of incoming players?

    This session gives specific advice on how to successfully identify and acquire players in diverse performance marketing channels. Albert Schwarzmeier discusses different models of successfully acquiring users with a positive ROI. Further issues adressed by Schwarzmeier include variety of traffic sources and best practices for tracking and optimizing traffic.

  • Watch videoHow a Publisher Can Be Your Best Friend
    Julia PALATOVSKA, Business Development Director, G5
    Julia Palatovska is Business Development Director at G5 Entertainment. She has over 9 years of experience in the IT / telecommunication industry with specialization in international business development. Since joining G5 in 2008, Julia has played active part in G5′s transformation from game developer to publisher. Today, Julia is focused on relations with independent game development studios, and on adding new channels to G5′s distribution network.
    [Email Julia]

    How do you choose the right publisher for your game? How should the publisher contribute to the project? What can be expected from a publisher and how can you make the most out of your collaboration? In her presentation about the role of a publisher, Julia will answer these questions and give examples of ideal partnerships between a publisher and game developers.

  • Watch videoChina: Here Be Dragons (+ Zombies + Magical Caterpillars + Guns)
    Rajmund BALOGH, CTO, Smartions



    China’s booming mobile gaming market is home to more mobile gamers than the US and Europe combined, but fears of piracy and high market entry barriers (technical, cultural, regulatory, and trust) often mean foreign developers are uncertain about market-entry strategy and ROI. In this session, Rajmund Balogh will cover some of the challenges and opportunities unique to the Chinese mobile gaming market illustrated through case studies and will explore practical routes open to Western developers seeking to monetize their games in the world’s largest gaming market.


  • 3:30 - 3:50


  • Watch videoIntuition vs Analytics in F2P Game Design
    Mark ROBINSON, Co-Founder & COO, GamesAnalytics
    Mark Robinson co-founded GamesAnalytics in 2010. He is a data scientist by trade and on a personal mission to help evangelise the power of analytics in game design and development. He is the COO of GamesAnalytics who provide integrated predictive analytics toolkit to help publishers and developers create great games that engage players and improve monetization and retention.
    [Email Mark]

    Advanced analytics supports creative genius and allows you to take a player centric view of your game. Importantly it takes some of the guesswork out of game design and development when building an effective in-game economy based on actual player behaviours. We'll look at the pros and cons of game design by both Intuition and Analytics and share case studies which demonstrate why to be successful in today's F2P market you can't have one without the other arguing it's not Intuition vs. Analytics but Intuition AND Analytics that designs a great F2P game.

  • Watch videoDetermining Everything About Your Game is Impossible - How Devs Deal With It
    Manuel KERSSEMAKERS, Co-Founder, Developer, Abbey Games
    Together with three other students, Manuel Kerssemakers founded the independent games studio Abbey Games in 2012. Being an AI programmer and a gamejam enthusiast, Manuel started as gameplay programmer and PR manager. With Abbey Games he worked on the successful creation and launch of the PC game Reus.
    [Email Manuel]

    Putting years of unpaid work in a new design and a technologically ambitious game for a niche market looks like a mistake. Nevertheless, teams try, and only certain studios succeed. The link between the dev team and their game, including its marketing, is strong. Especially for indies. Based on Abbey Games' experience with Reus, we'll explore how personalities in a dev team define the process that defines the game.

  • Watch videoKakao Games: How to Get to the Top
    Inna ZAICHENKO, CEO, Zenna Apps
    Inna is a Co-founder and CEO of Zenna Apps, a company devoted to providing distribution, marketing and promotion for mobile, social and online games. Inna has been engaged in product marketing since 2009, and game marketing - since 2011. Providing complex approach in marketing and promotions, Zenna Apps has already more than 20 successful projects implemented. Among company's clients are Game Insight, Playmous, Kabam and many other great game publishers and developers. The main markets, where Zenna Apps operates, are South Korea, Japan, China, USA, Canada, Australia, Western and Eastern Europe.
    [Email Inna]

    Kakao Games, provided by the most popular messenger in South Korea, engages more than 97 percent of smartphone users there. With the highest ARPDs in the world, it is considered to be a new trend and future in game distribution, promising high user acquisition rates and revenues. Still, Kakao Games is too closed for foreign companies lacking information on how to be successful there. Inna will share her experience on what you need to be published on this platform and become successful there; what marketing tools you should apply to get the required number of users; how to manage your subscribers after you've got a million of them and even more!


  • 4:00 - 4:20


  • Watch videoGoing Cross-platform and Staying Alive
    Roei LIVNEH, Founder & CEO, Gingee
    A 3D artist, game designer, technologist and avid gamer, Roei honed his skills as a member of an elite Israeli counter-strike force. For last 9 years, he's worked with some of the game industry’s flagship companies and took part in the creation of very successful products. Roei’s skills, passion and deep understanding of all casual game creation aspects are driving him to build Gingee platform - the most innovative game cross platform development tool.
    [Email Roei]

    Developing really great cross-platform games is complicated and challenging. Early technological choices determine what design pathways remain open, and those design options may be critical to creating a flawless and compelling experience. Facing the same challenge, Gingee was determined to find a solution for simplifying creation of cross-platform experiences, making the development and design seamless between different platforms. Roei Livneh, Founder and CEO of Gingee, shares his experience of developing cross-platform games and tools to help developers meet this challenge.

  • Watch videoThe 5 Best Ways to Fail Your Unity Game
    Oleg PRIDIUK, Technical Evangelist, Unity
    Oleg has been breaking mobiles in Unity since Unity iPhone 1.0.1 and grew up to a default goto person for everything mobile. He is using his technical skills along with his irresistible charm and charisma to advocate Unity in Eastern Europe and vice versa.
    [Email Oleg]

    Let's talk about bad practices of using Unity that may spoil your Unity experience and affect your project deadline. Oleg has cherry-picked 5 real-life cases to explain how to not use Unity.

  • Watch videoHow We Launched in Latin America's 20 Countries in Less than One Year
    Alfonso VILLAR, CEO & Co-founder, PlaySpace.com
    Alfonso has loved to play online games since he was young. That’s why he began working for Internet Startups in 2006 as Project Manager for social networks, online communities, online games and virtual worlds or MMOs for Spain, France and Latin America. In 2011 he and Enrique Dubois (serial entrepreneur and CEO of the Spanish Incubator & Accelerator Mola.com) founded PlaySpace.com, a games company that brings traditional & casino multiplayer games to social networks, smartphones & tablets, focusing on the Spanish & Portuguese-speaking countries. In less than two years PlaySpace has achieved 6M registered users across 20 countries, with 7 games on Facebook, iOS and Android platforms.
    [Email Alfonso]

    The game industry is changing, and developers should take advantage of these changes in order to self-publish their games successfully. Barriers to entry are increasing, however, we will show that it is not too late to act, sharing with you all our experiences in PlaySpace and the Latin American region.


  • 4:30 - 4:50


  • Watch videoEmerging Platforms as a Testbed for New Ideas
    Henry HOFFMAN, Co-founder & Creative Director, Mudvark
    Before completing his undergraduate degree, Henry had already founded Angry Mango, securing a publishing deal with Microsoft Game Studios and winning a BAFTA for the game Mush. He is currently the sole developer, artist and designer on the game Mortar Melon, the number 1 ranking game on Windows 8, and recent TIGA-award double nominee. A keen advocate of open standards, Henry has developed open-source technology enabling HTML5 games on Windows Phone, and has given numerous lectures on the capabilities and benefits of HTML5 games development.
    [Email Henry]

    A common developer strategy is to release on their primary platform first, then target emerging platforms afterwards, if at all. Henry Hoffman, creator of number-one-ranking Windows 8 game Mortar Melon, discusses approaching emerging platforms as ‘open betas’, from which to refine design, expand scope and capitalise on platform owners eagerness for content.

  • Watch videoMobile Game Monetization for Indies
    Martine SPAANS, Business Development, FGL
    Martine Spaans started her career in online gaming in 2006 and has worked for well-known companies like Spil Games, Ubisoft and Gramble. She quickly learned the magic formula behind a great game and developed a good understanding of gamers needs. She now acts as a consultant and Mobile Game Publisher for her own company Tamalaki.com in cooperation with FGL Mobile; helping indie developers to push their games to a diversity of app stores.
    [Email Martine]

    So you have a small and passionate team that makes great games? Awesome! But if you live and breathe code, you might not want to spend hours researching the best practices on ways to make money out of your game. Martine will save you some time and walk you through the essential basics for every monetization strategy in this 20 minute session!

  • Watch videoUsing PR to Launch Your Game in Brazil: Choosing the Right Communication Strategy for this Vastly Different Media Landscape
    Elizabeth GOODNO, Head of Global Communication, UOL BoaCompra
    Liz Goodno made the leap from Los Angeles to Lisbon to join the UOL BoaCompra team after previously working with Namco Bandai and Logitech gaming products. Liz manages communication campaigns for partners launching their titles in Brazil, such as Sony Online Entertainment, Digital Extremes and Perfect World.
    [Email Elizabeth]

    With 40 MM+ gamers and an online games market expected to reach 1.4 billion this year, game developers are clamoring for a way into Brazil. However, besides monetizing and localizing your game, you should also consider adapting your PR and Marketing strategies you’re used to using in the U.S. and Europe in order to meet your goals in this vastly different market. Learn how to navigate this unique media landscape to get more users for your game in Brazil.