4-6 February 2015

    Lectures at Casual Connect are programmed to focus on cutting edge topics in the casual games space. On February 4-6, 2015, over 2000 industry professionals will come to Amsterdam for the 10th Casual Connect in Western Europe. Conference content was programmed by a set of industry advisors.

    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 Casual Connect in Amsterdam, Serbia, Singapore, Israel or San Francisco, please submit a lecture proposal online for further questions, please email Cathy Simpson.

    Effectenbeurszaal Lectures: Industry Insights, Growth: Platforms & Distribution Options, Growth: Expansion Research & Globalization

  • Feb. 6:
    Expansion Research & Globalization

    Emcees:
    Jim PERKINS, Vice President, Digital Media Specialist, Corum Group  
    Alina SOLTYS, Associate, 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]

    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, Alina 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]

  • Feb. 5:
    Growth: Platforms & Distribution Options

    Emcee: Nikola CAVIC, Head of Business Development, Nordeus  
    Nikola Cavic is the head of business development at Nordeus, where he is currently managing all aspects of business development and publishing. Prior to Nordeus, he spent 5 years with CCP Games where he was responsible for sales and global distribution of EVE Online, and has been involved in a number of international projects with global leaders in the gaming industry. Nikola joined Nordeus in February 2012 and has been playing a key role in Top Eleven's international expansion and corporate development ever since. Nordeus is the developer and publisher of Top Eleven - Be a Football Manager, the most popular social sports game in the world, with over 12 million active users. Nikola holds an M.S. degree in International Business & Marketing from the University of Reykjavik.
    [Email Nikola]

  • Feb. 4:
    Industry Insights

    Emcee: Nick BERRY, Data Scientist, Facebook    
    Rocket Scientist, privacy ambassador, geek, consultant, TED speaker and blogger. Nick has worked in the games industry for over 20 years, including a dozen at Microsoft. Nick now proudly works at Facebook as a data scientist.
    [Email Nick]


  • 9:15


     
     
  • Welcome (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


  • Today's Golden Age of Games Investment...
    Eric GOLDBERG, Managing Director, Crossover Technologies  

    Eric is a 35-year veteran of the game, mobile, consumer Internet, monetisation, and edtech industries, serving in capacities ranging from game designer to executive. Since 2002, Eric is or has been a board member of, advisor or consultant to AOL, Art+Craft, AT&T Wireless, Bandai Namco, BBC Worldwide, Centerscore, Digital Chocolate, Electronic Arts, FremantleMedia, Gaia Online, Goldman Sachs, GoPop, HipLogic, In-Fusio, Juice Wireless, Kingdom Scene, Lifetime, LimeLife, Meredith, Mforma, Moloon, Openwave, PaymentOne, PickTeams (fka GoCrossCampus), Pixelberry, Playdom (fka YouPlus), PlaySpan, The Reading Room, Reaxion, RocketOn, SEGA, Square Enix, StoryToys, Thumbplay, Unplugged, Vindigo, Warner Music, Wireless Generation (dba Amplify) and three US venture capital firms.

    [Email Eric]


    ...and how to get a share of that gold sufficient to make your game dreams into reality and from which financing sources. While many parrot the received wisdom that "VCs aren't investing in games", studios across four continents are receiving generous amounts of capital from four sources, with three distinct investment rationales that should be understood before you decide whose money to take. Eric Goldberg, who has participated in ~50 financings as a board member or advisor, outlines the 2015-2016 market in a talk prepared in consultation with four top-five game investors (by returns and capital deployed) from Europe and from North America. If capital matters to your games, attendance at this session should have a high return on investment.

  •  
  • The Gaming World is Flat: How Globalization of the Mobile Game Will Change What You Play
    Dan FIDEN, CSO, FunPlus
    Dan Fiden is CSO of FunPlus, a 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 FunPlus, Dan was a founder at Signia Venture Partners — an early stage venture fund and investor in FunPlus. 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. Dan is on the advisory board of GDC San Francisco and Gaming Insiders.
    [Email Dan]

    Mobile game revenue is projected to hit $25BN globally in 2015, overtaking console game revenues for the first time. And while the western markets, Japan, and Korea continue to grow, China and emerging markets like southeast Asia and Latin America are tremendous opportunities that developers can’t afford to ignore. As regionally dominant players focus globally, the old recipes for what games work no longer apply. In this session, FunPlus CSO Dan Fiden will discuss the evolving international landscape for mobile game developers and the opportunities and challenges it presents.


  • 10:00 - 10:20


  • State of the Industry: Digital Games 2015
    Stephanie LLAMAS, Sr. Analyst, SuperData Research  
    Stephanie Llamas is the senior analyst at SuperData Research, where she heads Consumer Insights research for all digital gaming sectors. She has almost 10 years of professional experience in social and digital media, as well as an academic background in the sociopolitical history of video games. Stephanie holds degrees from Northwestern University and New York University in digital art and video game theory.
    [Email Stephanie]

    The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore.

  • Cross-Platform, Multi-Platform: The Future is Now!
    Anatoly ROPOTOV, CEO, Game Insight   
    Anatoly is CEO of Game Insight, a leading global game company that makes free-to-play mobile and social games with a combined audience of over 250 million players. He's been making games for more than 15 years and has over 100 products to his credit.
    [Email Anatoly]

    Over the past decade, the game industry made sweeping transitions from installed desktop gaming to digital desktop gaming to social games to mobile games and back again with the recent expansions into full cross-platform gaming encompassing the desktop, web and mobile platforms. Showcasing the difficulties of operating a portfolio of 10 cross- and multi- platform titles that span across Apple AppStore, Google Play, Facebook, Windows Store, Amazon AppStore, and other platforms, Anatoly Ropotov, CEO of Game Insight, will share his company's journey to this point on the industry timeline and where he thinks the next few years will lead us.

  • Breaking Labels: Core, Casual, and other Misconceptions
    Emily GREER, Co-Founder & CEO, Kongregate  
    Emily Greer is the executive leader and co-founder of Kongregate, a leading social gaming destination. In 2006, along with her brother, she launched Kongregate with the sole mission of creating an open platform for developers to distribute and monetize their games while providing gamers with a rich, engaging social community and achievement system. Greer led the initial product development of Kongregate, from the first wireframes to live site. Kongregate.com has since been recognized twice by Timemagazine as one of the Top 50 websites. In 2013 the company expanded into mobile gaming and has since launched numerous titles on iOS and Android.
    [Email Emily]

    As video games become more and more mainstream the industry labels of "core games" and "casual games" become less and less useful. I'll look at the forces that drove the categories, what's breaking them down, and how it changes how we should think about games.


  • 10:30 - 10:50


    • So Are Virtual Goods Sweets, Cigarettes or Something in Between?
      Paul GARDNER, Partner, Osborne Clark 
      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]

      In future years, we will probably look back on 2014 as a pivotal year in the history of casual games. It was the year in which consumer protection regulators and other organisations started to bring the full focus of their attention on the free-to-play model and, in particular, Monetization techniques used in games for children. But what are games for children and for that matter, what is a child? How great is the risk that stringent restrictions on children's games will be applied across all games? (Already, publishers are pre-emptively crippling certain Monetization techniques and pulling back from publishing certain types of games to reduce the risk of regulation and enforcement.) Learn what the next 12 months may hold and how to avoid the attention of regulators. This session will provide practical guidance to help you plot the boundary between marketing and Monetization techniques that are legitimate and those that are not. Mr. Gardner will be taking questions toward the end of the session, so please come prepared with questions on the virtual goods issues that matter to your games and your business!

    • This is Not a Horserace: How to Bet Money on Games
      Klaas KERSTING, Founder & CEO, flaregames 
      Klaas Kersting is the CEO and founder of flaregames and has been a gaming enthusiast for as long as he can remember. He is passionate about investing in gaming companies (e.g. Supercell, Spacetime Studios...) and building them himself. Before founding flaregames, he was CEO and founder of Gameforge, which he grew to more than 500 employees and more than 100M EUR in yearly revenue over the course of five years. Ernst & Young named him ‘Entrepreneur of the Year 2008, and he has received several other business awards for fast growth, excellent execution and technological innovation.
      [Email Klaas]

      Sometimes you win because of the jockey, sometimes because of the horse, but all the time it is mostly a gamble where you try to maximize your chances. Kersting will discuss how teams, games and time are key to having a success with a game as an entertainment product. The discussion will be illustrated with specific examples from his past and present as a games investor and gaming entrepreneur.

    • Building Celebrity Games: Insider Tips to Success
      Jonathan WISLER, General Manager EMEA, SoftLayer, an IBM Company  
      Jendrik PÖSCHE, Executive Producer, KUULUU Interactive Entertainment AG  
      Jonathan Wisler is a technology veteran who has been driving innovation, profitability and international expansion in technology companies for close to 15 years. Prior to SoftLayer, he was a Principal at Magnify Consulting where he helped technology startups with international expansion and developing scalable operations. Before this he spent 8 years at Kodak Gallery growing the business unit from an idea to an international market leader. At Kodak, he was responsible for hosting and developing a global web to print infrastructure on a limited capital budget. He graduated from the University of California at Santa Cruz with a major in economics.
      [Email Jonathan]

      Jendrik has been developing games for over 25 years and has released and produced more than 100 games on various platforms. He is the co-founder at several companies like Tagtoes, a publisher of smart gaming apps for kids. He is currently working as the executive producer on the Linkin Park Recharge game project at KUULUU interactive entertainment AG. For this project, Jendrik is responsibilities include overseeing and driving the team towards launching the project on the various gaming platforms.
      [Email Jendrik]

      Developing and launching a celebrity game is not an easy task. It takes a lot of time, a lot of people with little time, a lot of planning and a lot of assumptions. On top of these operational challenges, the social gaming market is a jungle where “survival of the fittest” is very real. An army of genius developers, the most stunning design, a super-engaging game idea and a striking strategy are not enough to maintain success. Find out how KUULUU, the name behind Linkin Park Recharge – Wastelands, makes games for celebrities and get insider tips on how to stay at the top. Jendrik will be joined by Jonathan Wisler, General Manager EMEA at SoftLayer, an IBM Company.

     

    11:00 - 11:20


  • Mobile Game Market Investments: A Look at the Current Landscape from Both Sides of the Table | 11:00 - 11:50
    Ninel GRYUNER, CMO & Co-Founder, Room8 Studio  
    David LAU-KEE, Partner, London Venture Partners  
    Henry LOWENFELS, BP Business Development, Scopely  
    Moderator: Marco DEMIROZ, Managing Director, Evolution Media Capital  

    Ninel Gryuner is CMO and BD director at game development company Room 8 Studio. She is engaged in preparation, launching and promotion of games and apps on different platforms. Her duties also include monetization, user acquisition and public relations with leading mass media of the IT industry. Ninel has on her professional account the successful promotion of critically acclaimed games including Cyto's Puzzle Adventure and Piano City. Along with acknowledgement of users and journalists, these products were noted by a number of prestigious awards

    [Email Ninel]


    Dr. David Lau-Kee is general partner at London Venture Partners, a games sector-specific VC firm. LVP and its general partners have advised and provided seed funding for many of the world’s leading mobile games companies, including Supercell, Unity Technologies, Natural Motion and Playfish, as well as emerging mobile games successes Peak, Boomlagoon, PlayRaven and Omnidrone. David has worked in the games industry for 20 years and previously founded, led and sold the games and games tech group Criterion Software. He is also a founder of the London-based, non-profit, games co-working & accelerator space “playhubs”.

    [Email David]

    Henry is the VP of Business Development at Scopely, a mobile games publisher based in Los Angeles. At Scopely, he spearheads partnerships with developers and IP holders to create free-to-play games including three that have have been #1 overall in the US. A graduate of Harvard University and the Peter Stark Program at USC, Henry began his career producing independent feature films (Rock the Bells, Visioneers) as well as branded digital content with companies such as Xbox and Gatorade. His past work includes heading story development at Unique Features, a Warner Bros-based production company, and leading business development at X-UP, a commercial production company focused on youth culture. Henry lives in Los Angeles with his wife and 1-year-old son, and when he's not gaming, he enjoys following the NY Yankees and long-distance running.

    [Email Henry]


    Mr. DeMiroz is an executive at Evolution Media Capital (EMC), an investment and advisory firm affiliated with Creative Artists Agency (CAA) and Texas Pacific Group (TPG) and currently serves on the board of EMP portfolio company, adaptive.io. Prior to joining EMC, Mr. DeMiroz was president and CEO of PlayFirst Inc., a leading mobile game developer. Mr. DeMiroz has over 20 years of experience in executive roles with leading technology companies and in global investments including EIR at Partech International, CEO of Racktivity, investor at Trinity Ventures and managing director at Selby Ventures. Mr. DeMiroz has worked at leading technology companies including Oracle, Sun, Silicon Graphics and General Magic, and his executive roles have encompassed CEO, President, CFO, SVP Business Development and VP Operations.

    [Email Marco]


    With the consolidation in the market, slowing down of investments and the lion’s share of discovery and profits going to a small number of players, raising funds is becoming increasingly difficult. Both VC and developer come together to discuss the challenges of today’s funding landscape, how you can break through the fray, and whether and when things are likely to change.

  • From Web to Mobile and Beyond: How to Leverage the Key Industry Trends and Get Millions of Users For Free
    Dmitry TEREKHIN, CEO, Founder, Nekki 
    Dmitry Terekhin is the CEO and founder of Nekki, a Russian mobile games developer with more than 12 years of experience. Nekki is a self-funded company with over 100 employees. Today Nekki’s games have more than 180 million players worldwide. The most successful titles are Vector and Shadow Fight 2.
    [Email Dmitry]

    The mobile gaming market is constantly changing and marketing costs become higher than the LTV. How to survive such turbulence? This lecture outlines the current trends in mobile gaming and describes our solution which helped us to reach more than 180 million users - without any acquisition expenses. We will also try a look into the future, to predict the „next big thing“ in gaming and how to prepare for it.

  • Kardashians, KPIs and Where Android is Headed Next:
    A Fireside Chat with Glu Mobile's Sourabh Ahuja | 11:00 - 11:50
    Sourabh AHUJA, VP Android & Cross-Platform Development, Glu Mobile 
    Interviewed by John GARGIULO, SVP Business Development, BlueStacks  
    Sourabh Ahuja is currently responsible for all Android games and revenue, along with Facebook, Amazon’s Kindle, and new initiatives/platforms. His diverse contributions and expertise are instrumental to Glu Mobile’s success as a premier partner of Google, Facebook, and Amazon. Sourabh holds a M.S in Computer Science and Engineering from Oregon Health & Science University and a B.Engg in Computer Engineering from Pune University.
    [Email Sourabh]

    John leads BlueStacks' business development and marketing teams. He joined them 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 indies.
    [Email John]

    The UK's Telegraph recently called Glu's game Kim Kardashian: Hollywood, "The New Candy Crush." How did the game come into being, and what tactics have they used to make it so successful? In a wide-ranging interview, Glu VP and Head of Android, Sourabh Ahuja, will discuss what's worked for the game and what developers can expect moving into a world being swamped by Android. Whether you're developing an Android game for the first time or have a major title already out that you want to optimize, this is a session you don't want to miss.


  • 11:30 - 11:50


    Panel continues...

    • Mobile MOBA's: Is There a Place for Mobile League of Legends?
      Stanisław FIEDOR, CEO, Fuero Games  

      Stanisław Fiedor is the CEO and founder of Fuero Games, a game development studio specialized in creating cross-platform multiplayer mobile and web games. Fuero Games was featured during the Apple iPhone 6 Keynote as one of the Top Developers among the biggest players in the industry and currently is developing in cooperation with CD PROJEKT - The Witcher Battle Arena a MOBA-like mobile AAA game.

      [Email Stanisław]


      Seeing the success of League of Legends and DotA2 many developers started trying to create Multiplayer Online Battlefield Arena games on PC's, but so far none of them achieved the success of LoL, but do the mobile MOBA's have a chance to achieve a breakthrough?
      Stanislaw Fiedor the CEO of Fuero Games will try to answer the question whether mobile MOBA's have the possibility to succeed and will analyse the currently available mobile MOBA's trying to foresee their future.

    Fireside chat continues...


    12:00 - 12:50


  • INDIE PRIZE AWARDS
  • The Global Village - Gamers Without Borders | 12:30 - 12:50
    Mike FLETCHER, Senior Director Publisher Relations, Flurry, Yahoo!   
    As Senior Director of Publisher Relations for EMEA Mike leads the publisher sales and partnerships team for Flurry’s analytics and advertising solutions. Prior to Flurry Mike co-founded and ran a mobile agency providing media planning and buying services as well as strategic and business development consultancy to many clients in the mobile space. Before that Mike worked at VC backed mobile advertising business, Rhythm New Media as Director, Business Development, launching ground breaking ad funded mobile video and music services. Mike first jumped in to the mobile industry in 2002 joining the new entrant mobile operator, 3 UK. A fter helping shape 3’s outsourced mobile content strategy he developed and launched the companies advertising business unit, running some of the first ever display and video ad campaigns for the likes of Apple iPod, Budweiser and Lions Gate Entertainment.
    [Email Mike]

    A few notable entertainers, like Michael Jackson or Madonna, become international phenomena, but far more only achieve national fame. With games, the same dynamic is true: there are a few standout worldwide stars, but most games only find success as far as their own nation's borders. Richard will delve into why. What appeals to a broader audience? What makes a game work in just one country, or spread to adjacent countries? Flurry from Yahoo captures analytics on more than 600,000 apps and tracked more than 2 trillion sessions in 2014 alone.

  • LUNCH BREAK

  • 1:00 - 1:20


  • Gaming M&A Hitting High Scores
    Alina SOLTYS, Associate,
    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, Alina 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]

    This session provides an overview of record-setting M&A activity within the gaming ecosystem, with a look at the top domestic and international buyers. Plus, an examination of the drivers and trends that are shaping today’s most interesting company profiles and courses of strategy.

  • The Making of Assassin’s Creed Identity: How to Bring a AAA Console IP as a F2P Game on Mobile Platforms
    Cyril VOIRON, Director of Portfolio and Strategy, Blue Byte 
    Cyril Voiron joined Ubisoft Blue Byte in 2012 to initiate the studio’s mobile strategy. Today, as director of portfolio and strategy, he is at Blue Byte in charge of the mobile games P&L. Cyril studied International Business at ESCP – Ecole Superieure de Commerce de Paris – and then worked 10 years at Infogrames and Atari as European marketing director and then vice president of brand management. In 2010, he created his own company dedicated to F2P cross-platform strategy games.
    [Email Cyril]

    Cyril explains how the team at Ubisoft Blue Byte developed Assassin’s Creed Identity and delivered a true brand experience on mobile devices with a free-to-play action RPG. He gives tips how to bring a brand like Assassin’s Creed to a free-to-play business model tailored for mobile, which constrains exist, which decisions had to be made by the team to captivate both core fans and newcomers. The game is in soft launch since September 2014 and targeting to be released broadly in 2015.

  • Create and Connect: How to Connect Your Games to a Micro-Audience | 1:00 - 1:45
    David HELGASON, Founder, Unity
    Interviewed by Matthew HANDRAHAN, Sr. Staff Writer, Gamesindustry.biz  
    David Helgason is a founder at Unity Technologies, where he has pushed to democratize game development through engineering the best technology, best tools, and best business practices. During his dozen years with Unity, David has led groundbreaking business innovations which have revolutionized the games industry and are now widely imitated and adopted. Every day he drives the global company’s mission to empower developers with tools and services designed to promote their success during and after production. An ex-engineer, technologist, and visionary, he speaks his mind about what he cares about most, and generally tries to make himself useful.
    [Email David]

    Matthew Handrahan started in games journalism a decade ago, reporting on the numerous changes and disruptions that have swept through the industry since then. Formerly the Features Editor for the award-winning gamesTM magazine, Matthew is now an integral part of the editorial team for GamesIndustry.biz, the leading developer-focused in the games press. In any downtime from reporting on gaming’s movers and shakers, Matthew waits impatiently for a sequel to Red Dead Redemption.
    [Email Matthew]

    As a founder of Unity Technologies, David Helgason has led Unity’s mission of democratizing game development. Having enabled developers to deliver their games (and other experiences) across a myriad of platforms including desktop, mobile and console platforms among other emerging platforms such as VR and AR glasses, studios are still in search for the vital ingredients to making their games successful, from understanding their players, to engaging with them, to optimizing engagement and revenue. The Fireside Chat will discuss how tools such as Everyplay, Unity Analytics and Unity Ads can help games connect with “micro audiences” of all sizes.


  • 1:30 - 1:50


  • Booming Gaming M&A in China
    Jim PERKINS, Vice President, 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]

    This session covers China’s rapid expansion across APAC and into North America and Europe. Get first-hand insight on how these investments and acquisitions originated plus informative takeaways on how to work with Chinese companies on transactions. How about the Hong Kong Stock Exchange with its significant funding availability? Plus, get the latest on how China is valuing IP to protect your assets. This is a quick primer on the most active and resource rich region for gaming companies.

  • The Journey From 0 to 32 Million Users
    Justin STOFLE, Director of Engineering, Scopely 
    With more than 7 years of development under his belt, Justin is a full stack game developer with extensive iOS experience, and has built all aspects of a game from front end UI using Unity, to back end server code in .NET Framework and C# with extensive knowledge and experience with Swift. Justin currently oversees Dice with Buddies’ and other chart-topping apps at the premier entertainment network Scopely. Justin manages a team of talented iOS developers worldwide and has worked on a wide variety of client and mobile applications. As the sole creator of Dice with Buddies, Justin built the server platform, iOS client, and initial art for the game.
    [Email Justin]

    The road to success in the mobile app ecosystem is a long and varied one. In this talk, Justin Stofle will recount his journey from as a developer/consultant for a medical management company to creating one of the most popular iOS games of all time, Dice with Buddies, and the game’s eventual acquisition by Scopely. Justin will highlight some of the high points and some of the low points along the way, including lessons learned when Dice with Buddies’ active users skyrocketed from 100K to 10M.

  • Fireside chat continues...


    2:00 - 2:20


  • Western View on Asian Market Changes & Dynamics
    Paha SCHULZ, Director of Business Development, Crytek 
    Paha is currently responsible for the business development side of international publishing of all Crytek’s games-as-a-service titles. Recently, he also took over the responsibility for the mobile game business efforts of Crytek. With over a decade of experience in the videogames industry, Paha has worked in both Asia and Europe with companies such as Electronic Arts and NCsoft. His focus throughout his career has always been based on cross-cultural businesses, including work around various disciplines such as business development, market analysis, monetization strategy building, and publishing. Paha was born and raised in South Korea but received a German international education. He is fluent in Korean, German and English.
    [Email Paha]

    For the game industry in Europe and North America, the Asian market is and was always a difficult market to understand. The dynamics of Japan, Korea, China, as well as Southeast Asian markets is something hard to really understand and follow. This was always the case from the days when Japan was leading the way during the earlier years of consoles, Korea was innovative with the PC online free to play games and business model, and when China finally began to play games. Even today, with segmentation in mobile game markets, there are interesting facts and key lessons to be learned for the Western game industry.

  • Leveraging Brands in Mobile Games
    Robby YUNG, CEO, Animoca Brands  
    Robby Yung is the CEO at Animoca Brands, a leading developer and publisher of mobile games for global audiences that trades on the ASX. At Animoca Brands, Robby focuses on both publishing as well as creating games from their library of licensed intellectual property. Previously, Robby was the co-founder of Redgate Media, which was sold to Inno-Tech Holdings, and Co-Founder of One Media Group, listed on the HKEx. He began his career in the wireless business at Metromedia, building fixed and mobile wireless networks in China and Indonesia in the early 90's.
    [Email Robby]

    Animoca Brands will provide insights on how to partner with global brands to create compelling games, including their work featuring Garfield, the world's laziest cat.

  • The State of Social Casino Q1 2015 | 1:50-2:20
    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? Elad Kushnir the VP of Business Development at Playtika, the worlds largest social casino company, will present a lecture titled "The State of Social Casino Q1 2015". Find out what's going on in social casino and why you should care.


  • 2:30 - 2:50


  • How to Launch Locally in Asia: Managing a Top-Grossing Mobile Game
    Stephen LEE, Executive Director - Publishing, 6waves  
    Stephen Lee is executive director and head of publishing at 6waves, where he leads all business development and publishing-related matters, including developer outreach, product management, and new initiatives. Prior to joining 6waves, Stephen gained over 10 years of experience with leading technology and infrastructure companies in both the US and across Asia.
    [Email Stephen]

    Asia is the world's largest mobile gaming market, but achieving success there remains very much a mystery to most overseas developers. Stephen will share firsthand examples of how 6waves was able to propel their latest mobile game, Age of Three Kingdoms, to the top of the charts in Hong Kong. Stephen will also share local insights and characteristics of mobile markets in Asia that any developer interested in the region should consider.

  • GAMEVIL Goes Global
    David MOHR, GM Europe, GAMEVIL USA    
    Based in Berlin, Germany, David is currently building business development and live operations for GAMEVIL in Europe. An industry veteran of 15 years, he has a solid background in gaming journalism and management. He reviewed games for Cybermedia and Heinrich Bauer Publishing, managed production and distribution for Nintendo and Playstation titles at ProSiebenSat.1, and has spent the last years in user acquisition as director of advertiser relations at GameGenetics, before moving on to a new role at GAMEVIL.
    [Email David]

    After successfully establishing branch offices in South East Asia and Europe, GAMEVIL has become a truly international force in mobile games publishing. In this presentation, David will share some of the challenges and knowledge gained from taking GAMEVIL's international publishing to the next level. He will also talk about why publishers are still – and maybe more so than ever – relevant in our global world.

  • Inspirations for a New Design
    Peter MOLYNEUX, Founder & Creative Director, 22Cans  
    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]

    Peter is an obsessive designer and always has been. Join him as he shares the three big areas he is currently obsessing about as he inspires his team at 22Cans to create their next unique and amazing experience. Peter will examine where these inspirations came from and why they are important when thinking about creating an experience that has never existed before and how best to present these ideas to a team of creative and brilliant people.


  • 3:00 - 3:20


  • Messaging App Platforms: The Opportunity to Reach Millions of Gamers Around the World | 3:00 - 3:50
    Morten GRAUBALLE, CEO, Planeto  
    Stephen LEE, Executive Director - Publishing, 6waves  
    Kevin EGAN, Business Development, Kama Games  
    Jim YING, VP of Games Publishing, Tango  
    Moderator: Daan BEMELMANS, Partner, Clypper International  
    Morten Grauballe is the CEO of Planeto, a global gaming company that creates trivia games and knowledge platforms for its audience. Morten is an experienced executive in the global mobile and apps market and has a deep understanding of tech markets specifically in Japan, Korea, China, the US, and the EU. Prior to serving as CEO of Planeto, Morten was the SVP of Sales and Marketing, where he led the company through user acquisition and retention campaigns. Before Planeto, Morten was the EVP of Marketing, for Red Bend Software. He has also held management positions at Symbian and Ericsson.
    [Email Morten]

    Stephen Lee is executive director and head of publishing at 6waves, where he leads all business development and publishing-related matters, including developer outreach, product management, and new initiatives. Prior to joining 6waves, Stephen gained over 10 years of experience with leading technology and infrastructure companies in both the US and across Asia.
    [Email Stephen]

    Kevin Egan is the business development manager at Kama Games, an international game developer and publisher for mobile devices, PC and consoles. Kama Games is the developer behind chart-topping social games, Pokerist, Egg Punch & Roulettist to name a few. Kama Games is the official social casino games partner to Manchester United and have recently launched a suite of games to support the partnership. The Manchester United brand brings with it a global following of over 669m. A graduate of Dublin Institute of Technology and the Internet Growth Alliance Program, Kevin is based in Kama Games global HQ in Dublin.
    [Email Kevin]

    Jim Ying is VP of Games Publishing at Tango, where his team is responsible for signing and publishing games, managing relationships with developers, and building an overall great mobile game experience for users. Before joining Tango, Jim was VP of Publishing & Partnerships at GREE International, where he managed GREE’s Partners Fund, relationships with developers, and partnerships with mobile vendors. Prior to that, Jim was the SVP of Publishing at mobile games publisher 6waves and held positions at RealNetworks GameHouse, Microsoft Xbox, and Monitor Consulting.
    [Email Jim]

    Daan is an international entrepreneur. With his company Sqoony, he provides innovative mobile strategies and solutions. You can always approach Daan for international partnerships, networking and projects.
    [Email Daan]

    In the past few years, mobile messaging apps have opened up new opportunities for game developers to reach hundreds of millions of mobile gamers around the world. While messaging platforms are quite mature in Asia, there has also been significant growth in the West in the past year. This panel will provide insights from those with experience and perspectives on this ecosystem for developers who are interested in launching games on the various messaging platforms around the world.

    • Mobile Gaming Everywhere
      Hemant MADAN, Head of Europe, Amazon Appstore    
      The Amazon Appstore is engaged in building partnerships with developers in the EU region, to help them grow their business via the Amazon ecosystem. Prior to Amazon, Hemant was head of content partnerships at Vodafone Group for 3 years, and at Nokia for 12 years in multiple roles, including director at Forum Nokia EMEA. Hemant is a passionate believer in the immense value of mobile content and services to the consumer.
      [Email Hemant]

      Mobile device operating systems are rapidly expanding to run on every screen and device in the home, on the body, and in the car. The next truly breakthrough game won’t launch on one device; it will launch everywhere and run on everything. Join Amazon Appstore to learn how advanced cloud services help game developers build online games that can scale and promise connectivity and continuity between these experiences. Finally, he’ll share some thoughts about the future of gaming to help you create new compelling gaming experiences across many platforms.

    • Building the Next Generation of Games with Facebook
      Bob SLINN, Head of Gaming Partnerships, EMEA, Facebook    
      Bob Slinn is Head of Gaming Partnerships for EMEA at Facebook in London, United Kingdom. Bob and the Gaming Partnerships team work with game developers across EMEA to help them launch and grow their games on Facebook and across mobile platforms. Prior to Facebook, Bob held various roles at EA (Electronic Arts) in California, including senior director of publishing. 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]

      Players want to play. Wherever, whenever and from any device. Going cross-platform is essential in today’s competitive market, building a seamless experience for your customers to create a lasting and successful game. Join Bob Slinn, head of gaming partnerships at Facebook and learn how the platform can help game developers build engaging user experiences, scale to millions of players and become highly profitable businesses.


    3:30 - 3:50


    Panel continues...

    • 10 Ways to Make the Worst Social Casual Game
      Artur SHAKALIS, Head of Games Platform, Odnoklassniki    
      With Artur's direct participation in April 2010, one of the biggest Eastern European social networks of Odnoklassniki.ru entered the games market. Before joining Odnoklassniki, Artur worked for CTXM as senior producer of casual games and as head of social games publishing in Creara. His experience includes participation in more than 300 game projects, 20 of which were produced "turnkey" under Artur's direct supervision.
      [Email Artur]

      Odnoklassniki network will be used as an example for showing why social casual has become a very juicy subject. When was the break point and how games developers reacted. Ten ways to make the worst social casual game. Case study of the most common mistakes that developers make while creating games on Odnoklassniki.

    • Leveraging Google Cloud Platform to Build a Media Platform Supporting Over 51 Million Web Designers
      Barak REGEV, Head of EMEA Cloud Platform, Google    
      David ZUCKERMAN, Head of Developer Experience, Wix  

      As Enterprise Cloud Platform Lead – EMEA, Barak Regev is responsible for the sales and business relations for Google’s suite of Cloud Platform products in Europe, the Middle East and Africa. Prior to becoming Cloud Platform Lead, Barak was Head of Google Enterprise for Israel, South Africa, Sub Sahara and Greece. Prior to joining Google, Barak headed Microsoft’s sales organization dedicated to government, healthcare and educational customers in Israel, managing the team focused on accelerating growth and developing long term relationships with all enterprise accounts within these verticals. Earlier in his career, he spent a few years with Attunity Ltd where he was responsible for all direct sales of the company’s flagship product in Israel, Greece & Turkey and, before that, was employed as Manager of Sales & Marketing for a start up called ECU, leading enterprise sales of the company’s eCommerce platform. Barak holds a Bachelor’s degree in Science Business Administration from California State University in Northbridge.

      [Email Barak]


      David has spent his career focusing on developers, working on everything from SDKs and IDEs to programming languages and compilers. Currently at Wix, he helps shape developer experience on the Wix SDK, the Wix Media Platform and future developer products. Prior to Wix, David worked at Adobe as a core member of the Flex ecosystem. After years of working on Flash, David has fallen in love with JavaScript, even if he still occasionally feels guilty about it.
      [Email David]

      Barak will give a co-presentation with David Zuckerman, Head of Developer Experience, Wix, a Google Cloud Platform customer. In the session, they will provide an overview of the Wix Media Platform and showcase how they effectively use the Google Cloud Platform products.


    4:00 - 4:20


    • How to Dance With a Dragon: Insights From China
      Omri HALAMISH, VP Business Development, ironSource  

      With 8 years of digital media experience, Omri Halamish is a digital media expert with hands on experience in business development, sales and product development. He has helped clients increase audience and revenues by many multiples and drafted business plans and strategies that transformed product offerings. Omri currently manages the business development for all mobile solutions available at ironSource.

      [Email Omri]


      The internal Chinese mobile market will surpass the US this year as the biggest market for app developers. Come hear insights from ironSource's Beijing office about how international games succeeded and failed in their quest to penetrate this booming market. It’s all different in China - the users, the acquisition, monetization options and more. If your game is going to be an international success, you need to strategize right for China. Do you know the do's and don'ts of dancing with the Dragon?

    • Bringing a Chart-topping Social Casino Web Game to Mobile: The Challenges in Developing Bingo by GamePoint
      Amon ENDT, CEO, GamePoint  
      Bob CHRISTOF, Director of Game Development, 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]


      With over a decade of experience in the game industry, Bob has been overseeing the development of all GamePoint games for most of those years. In this role, Bob has launched over a dozen games, simultaneously managing teams in two different countries. His knowledge on the inner workings of synchronous multiplayer games is second to none and has brought the world smash hits like GamePoint’s WordTornado and GamePoint Bingo. His prior experience in the business ranges from community management to journalism, which he practiced as a writer for gamer.nl, The Netherlands’ biggest game-related online magazine.

      [Email Bob]


      GamePoint Bingo has been around for close to a decade and, during that time, grew to be one of the highest grossing social bingo games on Facebook, as well as finding an ever-expanding audience on GamePoints’ own websites worldwide. Building a mobile version seemed like a shoe-in, but still took close to three years, two outsourcing partners and a newly created internal mobile team to develop. Join Amon Endt and Bob Christof as they talk about the difficulties in bringing a synchronous multiplayer game to a mobile platform, as well as walk you through some of the unique challenges in going multiplatform with an established userbase.

    • Can the Relationship Between Paid and Organic Installs Reduce Acquisition Costs?
      Ilja GOOSSENS, Director of Market Development, TUNE  

      After finishing his Master of Arts as an interaction designer in the 90s of last century, Ilja discovered the power of the internet. Coming from an area without mobile phones, social media and being online 24/7, it was clear to him that a lot was going to change very quickly. He has been a new media entrepreneur for about 10 years. Amongst others he setup and ran a mobile development company, and founded the mobile- and browser games company Virtual Fairground. He recently joined TUNE as Director of Market Development to support the team with the development and rollout of Mobile AppTracking, MobileDev HQ and upcoming products.

      [Email Ilja]


      Most apps rely on a strategic mix of both paid and organic installs. You might recognize a general correlation between these two channels, but understanding precisely how this relationship works - and having the data to back it up - can help you optimize your ad spend and enable you to design balanced campaign strategies.


    4:30 - 4:50


     
    • Distribution Platforms that Drive Discovery and How to Get Some of The Attention
      Rob SIMISTER, Sr. Director Business Development, EMEA, Kabam  
      Michael CHANG, SVP Corporate Development, NCSoft West  
      Edward RUMLEY, GM, Chillingo (EA)
      Shazia MAKHDUMI, Head of Strategic Edu & Kids Partnerships, Google Play  
      Daniel CRAWLEY, GamesBeat, VentureBeat  

      Rob Simister is the Senior Director of Business Development – EMEA at Kabam, the leader in the Western world for free-to-play core games. Based in Kabam’s London office, Rob joined Kabam in June 2013 and is responsible for business development and managing relationships with Kabam’s key platform partners in the region. Rob is a games industry veteran with more than 14 years of experience in media, entertainment and telecommunications. Prior to Kabam, Rob worked at Microsoft for eight years where he managed global relationships for the Windows Phone and Windows 8. Prior to Microsoft, Rob worked in the Media and Entertainment industry and Mobile Operator sector where he worked with companies such as EMI, the BBC, Vodafone and the Daily Mail. He has sold the virtues of everything from Cloud based Video Digital Asset Management to Print Media Content Management and Artists Websites. Rob attended Bishop Perowne C of E in Worcester, England.

      [Email Rob]


      Michael Chang is SVP Corporate Development for NCSoft West. Michael previously led Electronic Arts’ acquisition / investment activity in F2P mobile and PC gaming, including the acquisitions of Bight Games (developer of The Simpsons: Tapped Out - EA’s most profitable F2P mobile game to date), KlickNation (developers of Heroes of Dragon Age), and ESN (developers of the Battlelog for Battlefield). Prior to EA, Michael worked in the venture capital and private equity industries. He began his career in investment banking at Jefferies Broadview. Michael is also an angel investor/advisor to several private companies in mobile gaming, including Revenue Sciences, Survios, Pixelberry Studios, Omniata and Playnomics (acquired by Unity Technologies).

      [Email Michael]


      Ed Rumley oversees operations for leading indie mobile games publisher, Chillingo. Prior to the position, Rumley spearheaded global business development and strategic partner relations for the company. Rumley and his team identifies the world’s most talented indie developers and champions their games to success. Rumley is a seasoned veteran in the gaming industry with lucrative expertise in both digital and boxed products. Previously, he served as EA Mobile’s EMEA Director of Product Strategy and Director of Business Development where he oversaw third-party distribution deals and managed strategic partnerships with key mobile partners.

      [Email Edward]


      Shazia Makhdumi oversees global business development for educational apps and games on Google Play. Her team is responsible for bringing the best apps to kids, in class or at home, and works with mobile developers worldwide to help them grow their businesses on Android. They also work closely with product teams to influence development within key areas including business models, discovery and distribution.
      Shazia has spent over 15 years in the tech industry, from Netscape in the early days of the Internet to her own venture ColorStories, focused on helping kids learn. She holds a BS and MS in Electrical Engineering and Computer Science from MIT, and an MBA from Stanford.

      [Email Shazia]








      [Email Daniel]


      The two most important mobile distribution platforms in US/EU are Apple and Google. In Asia, WeChat, KakaoTalk, Line, China’s many Android stores serve to drive discovery. What does it take to get their attention of these platforms that are inundated with high volumes of content and requests for featuring and profiling?

    • With Ads, Build Better Games
      Dan SACK, Lead Account Executive, MoPub Platform Sales, Twitter  
      Henrik WILLSTEDT, COO, FEO Media AB  
      John GAUDIOSI, Editorial Director, Shacknews  

      As a lead account executive on the MoPub platform sales team, Dan helps game developers improve their ad monetization with the MoPub platform. Dan joined MoPub as the second business development hire. MoPub was acquired by Twitter in September, 2013. Prior to joining MoPub, Dan was an economics major at Harvard University.

      [Email Dan]


      Henrik is one of four founders of FEO Media AB. The Stockholm based company have released their quiz game under many names in many countries and has reached more than 40 million users world wide. Henrik has mainly focused on user acquisition and how to increase revenue from ads. He's now leading a small team of 5 witht two missions: to increase eCPM as a publisher and decrease the eCPM when being an advertiser.

      [Email Henrik]


      John Gaudiosi has spent the past 25 years covering the $100 billion videogame industry for top international print, online and television outlets like The Washington Post, Wired, AOL, IGN, Yahoo!, Entertainment Weekly, USA Today Weekend, Fortune, Variety, The Hollywood Reporter, Playboy, CBS and NBC. In addition to covering the video game industry, he focuses on the convergence of Hollywood and games, as well as the intersections of technology, sports and the games business. He’s also an expert on the burgeoning eSports industry. John is a co-founder and editorial director of GamerHub Content Network, which syndicates editorial content through Tribune Media Services and video through outlets like AT&T U-Verse, AOL, Newegg Gamecrate and Shacknews.com. He is also co-owner and editorial director of gaming site Shacknews.com.

      [Email John]


      John Gaudiosi interviews MoPub and FEO Media, one of their premier partners.

     


    Verweykamer Workshops

    Wednesday Feb. 4 | Google AdMob Workshop


  • 13:00 | The Power of a Platform: Analyze, Promote and Monetize your games effectively
    Daniel Rosen JACOBSON, Apps Monetization Specialist, Google  

    Daniel works with app and web partners in order to help them make the most of Google's monetization solutions. He has a passion for innovation and finding new ways to grow businesses to reach their full potential, and works closely with product teams in order to achieve a better fit to the market, partner and user. Daniel graduated from RSM Erasmus University, and prior to Google he worked in management consulting in China, and subsequently for a large advertising agency in the Netherlands.

    [Email Daniel]


  • 11:00 | Analytics It's A Game Changer: The Importance of Analytics
    Ciaran O'HERLIHY, Industry Manager - Gaming, Google  

    Ciaran O'Herlihy is our Industry Manager for Games in EMEA. As a proud member if the University College Cork (UCC) Commerce Alumni, Ciaran has spent his career on the sales and marketing arm of emerging technology and also for a time as a Director of a digital agency that he cofounded. With an extensive background in both user acquisition and monetisation for game developers, he is charged with developing Googles' cross platform gaming footprint in EMEA. Having worked as a customer of Google on two separate enterprises, Ciaran is very much mindful of the challenges facing developers today. At Google, when he's not testing games he's talking to the people that create them, where work and play divide we really aren't sure...

    [Email Ciaran]


  • 10:00 | Helping Developers Grow: The Google Suite of Products
    Bruce BROADBENT, Strategic Partnerships Manager, Google  

    Bruce Broadbent Gaming Lead EMEA. Bruce Broadbent manages strategic gaming partnerships for Google in EMEA. Bruce joined Google in January 2014 to focus on developing strategic partnerships in gaming as a result of Google's innovation in the gaming space, across hardware, software, and platforms. Prior to Google, Bruce worked for a number of leading online advertising technology providers, enabling premium game publishers to unlock the value of their users.

    [Email Bruce]


  •  



  • 16:00 - 18:00 | GOOGLE APPS OFFICE HOURS FOR QUESTIONS
    GOOGLE APPS TEAM Google
  • 15:00 | App Promotion: Sustainable App Promotion Strategies
    Bruce KERR-PETERSON, EMEA Lead - App Promotion, Google  

    Based in Dublin, Bruce leads a team focused on helping developers promote their apps through Google AdWords.

    [Email Bruce]


  • 14:00 | The Evolution of Ad Formats: Skippable Advertising
    Maarten TOL, Strategic Partnerships Manager, Google  

    Maarten helps a number of Gaming and Video publishers in the Benelux optimizing their monetization strategies. Prior to working for Google, he worked for Spil Games for more then 5 years in different advertising related roles.

    [Email Maarten]



  • Thursday Feb. 5 | Google Cloud Platform Workshops


  • 13:00 | Introduction to Codeless Backend with Firebase
    Matthew FEIGAL, Cloud Platform Solution Architect, Google    

    Matt worked in mobile development and clinical research at Medtronic, then innovation projects at IKEA before realizing he needed an even faster rate of exploration and change! Now, as a Cloud Platform Solution Architect at Google, he helps companies discover how to do cool things that matter and rapidly build systems that scale. He loves to jump on any chance to go into scary unknown territory and find a good route through it. He is a Startup Weekend veteran, a StartupBootcamp mentor and a founding member of the developer community Appsterdam. Since 2011 one of his contributions to Appsterdam is organizing Guru Sessions in which experts share their tech passion with peers.

    [Email Matthew]

  • 10:30 - 12:00 | Daring to Change: How We Use BigQuery to Improve the Hit Game Ruzzle
    Kaj NYGREN, CTO & Co-Founder, MAG Interactive  

    Kaj is the CTO and Co-Founder of the Swedish game studio MAG Interactive. He 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]


  • 10:00 | Nothing Else Matters: Building Your Game on Google Cloud Platform
    Nir CHINSKY, Head of Cloud Platform MEA, Google for Work    

    Nir is Head of MEA Google Cloud Platform, responsible for business strategy and growth across Greece, Cyprus, Turkey, Israel & South Africa. With a rich and diverse background across cloud services, mobile applications and information security, from sales, marketing and product management, Nir has a vast experience in delivering results through strategic planning, understanding market trends and leveraging partnerships with customers. Prior to Google, Nir was an Online Services Lead at Microsoft leading the MEA subsidiaries' efforts getting customers into Microsoft Online Services, driving international collaboration with business and product groups to adjust the services required for the region needs and building & developing Cloud Services Programs for partners.

    [Email Nir]





  • 16:15 | Smart Home and Casual Games: Dealing with Similar Architectural Challenges
    Taco EKKEL, Strategic Lead on the Philips Hue Project, Q42  

    Taco Ekkel is strategic technology partner at Q42, makers of smart devices, apps, and games. He’s involved in strategy and design for internet of things, wearables, mobile and virtual reality.

    [Email Taco]


  • 15:45 | Managing Game Assets with the Wix Media Platform
    David ZUCKERMAN, Head of Developer Experience, Wix  

    David has spent his career focusing on developers, working on everything from SDKs and IDEs to programming languages and compilers. Currently at Wix, he helps shape developer experience on the Wix SDK, the Wix Media Platform and future developer products. Prior to Wix, David worked at Adobe as a core member of the Flex ecosystem. After years of working on Flash, David has fallen in love with JavaScript, even if he still occasionally feels guilty about it.

    [Email David]


  • 13:30 | Hands-on Mobile Development with Firebase
    Mandy WAITE, Developer Advocate, Google Cloud Platform    

    Mandy works at Google as a developer advocate for Google Cloud Platform and is working to make the world a better place for developers building applications for the Cloud. She came to Google from Sun Microsystems where she worked with partners on performance and optimisation of large scale applications and services before moving on to building an ecosystem of Open Source applications for OpenSolaris. In her spare time she is learning Japanese and plays the guitar.

    [Email Mandy]



  • Friday Feb. 6 | Google Cloud Platform Workshops


  • 11:45 - 12:00 | Wearables Done Right...and Left!
    Maarten WITTEVEEN, CTO, Manus Machina  

    Maarten Witteveen studied Art & Technology in Eindhoven (NL) and graduated at design studio HeyHeyHey where he created a fully autonomous interactive desk lamp (LUMO). After his studies he joined Accenture Technology Solutions to enhance his coding skills. When a high school friend approached him with an intriguing new form for user input he immediately requested a leave of absence to enter the start-up life. Manus is now participating in the Startupbootcamp HighTechXL which will hold it's Demo Day on the 6th of February.

    [Email Maarten]


  • 10:30 | How to Increase Retention? Behavioral Cohorts for Game Analytics
    Amit LEVI, VP of Product, CoolaData  

    With a massive background in product, project management, Business intelligence (BI) and Psychology, Amit Levi knows what is takes to turn data into insights. He focuses on leveraging the power of data (and big data) to improve business performance and decision making process. He is the guy behind CoolaData's product, leading the behavioural analysis revolution.

    [Email Amit]


  • 10:00 | Nothing Else Matters: Building Your Game on Google Cloud Platform
    Nir CHINSKY, Head of Cloud Platform MEA, Google for Work    

    Nir is Head of MEA Google Cloud Platform, responsible for business strategy and growth across Greece, Cyprus, Turkey, Israel & South Africa. With a rich and diverse background across cloud services, mobile applications and information security, from sales, marketing and product management, Nir has a vast experience in delivering results through strategic planning, understanding market trends and leveraging partnerships with customers. Prior to Google, Nir was an Online Services Lead at Microsoft leading the MEA subsidiaries' efforts getting customers into Microsoft Online Services, driving international collaboration with business and product groups to adjust the services required for the region needs and building & developing Cloud Services Programs for partners.

    [Email Nir]





  • 15:45 | Managing Game Assets with the Wix Media Platform
    David ZUCKERMAN, Head of Developer Experience, Wix  

    David has spent his career focusing on developers, working on everything from SDKs and IDEs to programming languages and compilers. Currently at Wix, he helps shape developer experience on the Wix SDK, the Wix Media Platform and future developer products. Prior to Wix, David worked at Adobe as a core member of the Flex ecosystem. After years of working on Flash, David has fallen in love with JavaScript, even if he still occasionally feels guilty about it.

    [Email David]


  • 13:30 | Hands-on Mobile Development with Firebase
    Mandy WAITE, Developer Advocate, Google Cloud Platform    

    Mandy works at Google as a developer advocate for Google Cloud Platform and is working to make the world a better place for developers building applications for the Cloud. She came to Google from Sun Microsystems where she worked with partners on performance and optimisation of large scale applications and services before moving on to building an ecosystem of Open Source applications for OpenSolaris. In her spare time she is learning Japanese and plays the guitar.

    [Email Mandy]


  • 13:00 | Introduction to Codeless Backend with Firebase
    Matthew FEIGAL, Cloud Platform Solution Architect, Google    

    Matt worked in mobile development and clinical research at Medtronic, then innovation projects at IKEA before realizing he needed an even faster rate of exploration and change! Now, as a Cloud Platform Solution Architect at Google, he helps companies discover how to do cool things that matter and rapidly build systems that scale. He loves to jump on any chance to go into scary unknown territory and find a good route through it. He is a Startup Weekend veteran, a StartupBootcamp mentor and a founding member of the developer community Appsterdam. Since 2011 one of his contributions to Appsterdam is organizing Guru Sessions in which experts share their tech passion with peers.

    [Email Matthew]





  •  
     
  • 16:15 | Smart Home and Casual Games: Dealing with Similar Architectural Challenges
    Taco EKKEL, Strategic Lead on the Philips Hue Project, Q42  

    Taco Ekkel is strategic technology partner at Q42, makers of smart devices, apps, and games. He’s involved in strategy and design for internet of things, wearables, mobile and virtual reality.

    [Email Taco]



  • Berlagezaal Lectures: Next-Gen Design & Research, Game & Studio Management, Game Development & Design: Using Technology

  • Feb. 6:
    Game Development & Design: Using Technology

    Emcees:
    Nick THOMAS, Head of Mobile Gaming, Content and Media Immersion  
    Oscar CLARK, Everyplay Evangelist, Unity Everyplay  
    In September of 2014 Nick Thomas joined Immersion as the Head of Gaming to the further adoption of Haptics as a premium feature in the mobile gaming industry. A top-rated video game industry veteran and thought leader with an excellent track record and more than 1,000 game titles to his credit spanning all genres of gaming, Nick has over 10 years of proven executive leadership with a focus on developing strategic industry partnerships, innovating creative technology solutions, and managing talented teams. Nick brings a broad, deep perspective, with global resources and expertise in creative leadership and technology to Immersion.
    [Email Nick]

    Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home Architect for PlayStation®Home. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as being an outspoken speaker at countless games conferences including GDC, Casual Connect, Game Connection and Develop on Games Design, Discovery and Monetisation. He is a Mentor for accelerator GameFounders and has guest lectured on Social Freemium Games Design for several Universities. His first book, "Games As A Service - How Free To Play Design Can Make Better Games" was published by Focal Press and is available on Amazon, Kindle, Kobo and iBooks.
    [Email Oscar]

  • Feb. 5:
    Game & Studio Management

    Emcees:
    Neal SINNO, SVP, Strategy and Business Development, Optimatic Media, Inc.  
    William HEATHERSHAW, International Marketing, Developer Relations, SkyMobi
     
    Neal Sinno is a digital media executive with over 15+ years of online, mobile and market opportunity experience. Neal is currently the SVP of business development and strategy for Optimatic Media, a leading RTB video advertising platform. Prior to joining Optimatic, Neal was the SVP of business development at Arkadium. As a member of Arkadium’s executive team, Neal was responsible for leadership and oversight of the new web and mobile application product development, business development, account management and production. Before joining Arkadium, Neal was the vice president of business development at Game Trust. There he developed and managed key new content syndication and advertising opportunities and was a member of the executive team responsible for the company’s acquisition by RealNetworks. Neal has also held key roles at Mellon Financial, The New York Times and Lucent Technologies. Neal also serves as an advisor for the Casual Games Association, Nickelfish IDM and Playbuzz Media.
    [Email Neal]

    Heathershaw works closely with mobile game developers around the globe to better prepare their China market and publishing strategy. SkyMobi (NASDAQ: MOBI), has helped developers distribute their apps in China with more than 15 billion downloads since 2005, and has paid out more than $300 million to its partners. In 2014, SkyMobi signed Major Mayhem, Dungeon Quest, Pele: King of Football, Battle Towers, and Beach Buggy Racing for publishing in China.
    [Email William]

  • Feb. 4:
    Next-Gen Design & Research

    Emcee: Scott FOE, Chief Product Officer, Ignited Artists  
    Mobile Gaming Hall of Fame-inducted game designer/producer Scott Foe is a 16-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. Foe's Reset Generation was the first free-to-play game nominated for an Interactive Achievement Award and was listed by Pocket Gamer beside Angry Birds as "one of the most-important handheld games of all time." While at Nokia, Foe designed the world's first social/mobile games network.
    [Email Scott]


  • 10:00 - 10:20


  • UNITY FOCUS: Unity 5: Easier, Better, Faster, Stronger
    Mathieu MÜLLER, Field Engineer, Unity  

    Born between Atari2600 and Commodore64, I studied in France, Switzerland and Canada and worked the last 13 years as a software engineer on professional flight simulators graphics engine and games middleware (Kynapse and Autodesk Navigation). I am now a field engineer for Unity, based in France, helping users over EMEA and making the link between users, devs, marketing and sales. I love music, photography, sketching, reading, and video games that make people enjoy life.

    [Email Mathieu]


    The talk will cover the new GUI system and the upcoming global illumination, standard shader, audio mixer 2D physics effectors, multithreaded physics, cloud services and all the freshest news. After this talk you should have a rich and complete snapshot to know what you can do and expect using Unity 5.

  • The Merits of Multiplayer – A Discussion | 10:00 - 10:50
    Zohar COHEN, Executive Producer, Mytopia  
    Leonard FRANKEL, Head of Business Development, Plarium  
    Jan-Michel SAAKSMEIER, Director of Game Conception, Bigpoint GmbH  
    Erdem INAN, Director of BI & Marketing, Peak Games  
    Alfonso VILLAR, Co-Founder & CEO, PlaceSpace  
    Rik HAANDRIKMAN, Director of Business Development, GamePoint  

    Zohar Cohen is an entrepreneur with strong management capabilities and experience in managing and controlling large and complex systems. He is currently an executive producer at Mytopia, the largest game studio in Israel, producing original social games. Zohar is also a group manager at 888, one of the world's most popular online gaming entertainment companies.

    [Email Zohar]


    Leonard Frankel oversees all biz dev activities in Plarium, the largest hard-core games developer on Facebook. The company’s strategy series includes titles such as Stormfall, Sparta and Total Domination. Leonard is richly experienced in both business and technology; he is responsible for locating investment opportunities in various markets for Plarium. He is also leading Plarium into mobile and browser platforms, establishing collaborations, and locating new technologies and services.
    [Email Leonard]

    With Bigpoint since 2009, Jan-Michel Saaksmeier is the actual head of publishing and responsible for all publishing projects. He started as the producer of Farmerama, one of the most successful farm simulations in the world. In 2012, he stepped up to the management of the entire live game department. He was responsible for challenging and improving the production, game design and virtual economies of all live games. Jan-Michel Saaksmeier holds a Master of Business and Computer Science at the University of Paderborn and collaborated as freelancer on diverse indie games development.

    [Email Jan-Michel]


    Erdem Inan is currently working at Peak Games as the director of marketing & business intelligence. His three years of experience at Peak Games include global marketing campaigns of many titles both on social networks and on mobile platforms. He & his team established a connected data infrastructure of marketing & business intelligence activities at Peak Games for all the portfolio titles which allows them to take quick action during these marketing campaigns & game launches as well as to implement timely & effective CRM activities.

    [Email Erdem]


    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]

    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]

    With multiplayer mobile and social games storming the charts, the upside of real people playing with or against real people is becoming crystal clear. Join some of the most successful casual/social/mobile multiplayer game developers for a panel discussions on the merits and the pitfalls of this difficult, but rewarding genre.

  • Thorsten RAUSER, Owner, the binary family gmbh 
    Thorsten has created over 50 casual games since 1989. Over the years, he has worked with a kaleidoscope of business models that include paid, freemium, ad-financed, skill gaming, and subscriptions (his favorite). He currently spends his time creating intelligent trivia games, crossword puzzles, and other brainy entertainment. While he waits for the current dominance of virtual currency-based F2P monotony to fade again, his team is focusing on an entertaining weather app that has created its own niche in the market.
    [Email Thorsten]

    Our industry is at a crossroads. Within a few years, the business models that kickstarted the casual games market have widely collapsed. Currently, those of us who are financially successful usually wear ties, have gambling industry backgrounds, and mostly think about maximizing revenue, while chasing whales through optimal A/B testing. We don’t create games to please human beings anymore – we try to rip them off as smoothly as possible. We have become evil.

    Are we forever doomed to make our living by milking a fraction of our audience into exorbitant amounts of IAPs with perfected manipulation while we penetrate the rest with heaps of ad banners and interstitials, or is there light at the end of the tunnel? Thorsten will give his best shot at predicting our future, make reference to what happened in other industries in similar situations, and share his opinion on how we might get the good karma back into the job we love. He will also share some ideas on how we can bring quality and diversity back to an audience that continues to happily pay for premium content on their Kindles or on Netflix.


  • 10:30 - 10:50


    • UNITY FOCUS: The Quest for New IP: Generating Ideas with Internal Game Jams
      Derk de GEUS, Knight of the Round Table, Paladin Studios  

      Derk de Geus is owner and Knight of the Round Table at Paladin, a Dutch game developer. Founded in 2005, and located in The Hague, the team consists of 21 passionate and experienced developers. Paladin's mission is to make people smile - be it a sweet twinkle, loud laugh, or evil grin. Their recently developed titles include Momonga Pinball Adventures (iOS, Android) and Wonder Golf (iOS) - and there's plenty more brewing in the kitchen.

      [Email Derk]


      Showcasing five internal game jam games, Derk will give you a sneak peek at how the Paladin team creates new ideas and prototypes. The talk focuses on the most important principles of game jamming and highlights several advanced techniques you can use to make something great in two days. The five games are widely different: from a puzzler to a local multiplayer party game, there is lots to explore and learn from each of them. At the end of the talk, you will have a clear idea of why prototyping is important, how you can use it for R&D, how you can start jamming with your own team and how to avoid the pitfalls that come with it.

    Panel continues...

  • Matt HALL, Founder/Director, KlickTock 
    Andy SUM, Lead Developer & Director, Jigxor 

    Matt Hall runs a one-man-band studio in regional Victoria called KlickTock and has four App Store #1 games: Doodle Find, Little Things, Little Things Forever and Crossy Road.

    [Email Matt]


    Andy Sum runs a Melbourne based studio called Jigxor, where he created the PC title Dungeon Dashers. He also regularly participates in game jams, creating experimental games such as GAME OF THE YEAR: 420BLAZEIT.

    [Email Andy]


    Crossy Road started out as throwaway free-to-play experiment by a tiny Australian team. Instead, the app went viral, reaching #1 around the world without a dollar spent on user acquisition. The developers Andy Sum and Matt Hall will reveal their processes, influences and key decisions made during the three month development cycle.


  • 11:00 - 11:20


    • The (Virtual) Reality of VR

      Irakli KOKRASHVILI, Founder & CEO, StormBringer  

      Irakli Kokrashvili is the CEO and co-founder of StormBringer Studios, a game development studios registered in Tallinn, Estonia and based in Tbilisi, Georgia. StormBringer Studios started with the Police game series, which has several million downloads worldwide. In 2014, they entered the mobile market and released about 14 titles in 4 months on IOS and then ported them to Windows and Android platforms. They partnered with Cashplay and integrated skilled based gameplay in our 6 mobile titles.

      [Email Irakli]


      Irakli Kokrashvili will discuss his experiences with VR, how the current technology has changed since the first time he tried Oculus and his team's experiences while trying to integrate VR, comparing different engine implementations. He will discuss Steameria and how he and his team plan to support it, and elaborate on Magicraft, how the idea was born, the project’s core gameplay and vision for the future.

    • Bumpy Road From Paid to Free-2-Play
      Jan CHICHLOWSKI, Manger, Vivid Games  

      Jan is brand manager for Vivid Games, a Polish developer with a long history in mobile games. The company has developed more than 150 titles, and in June 2012 managed to successfully enter the NewConnect alternative share market. The company has recently positioned itself as a AAA mobile/tablet developers with impressive titles such as GodFire: Rise Of Prometheus and Real Boxing.

      [Email Jan]


      An epic tale of transforming Vivid Games’ flagship premium title Real Boxing, supported for nearly two years with numerous updates, into a F2P game. Jan will talk about the reorganizing the studio’s work and methodology in order to fit the F2P model, what features have been added and what needed to be cut in order to make the whole thing work. During the lecture, a matrix will be presented, showing the critical aspects of each of the three stages of this transition – during the time as a paid title, the actual transition, and after.

    • My TRAN, Game Designer, Storm8  
      Anwar DALATI, Game Designer, Innogames 
      Tomo MORIWAKI, Chief Creative Officer, Hyperkinetic Studios 
      Moderator: Scott FOE, Chief Product Officer, Ignited Artists 

      My N. Tran is a San Francisco Bay Area-based game designer who currently works for Storm8 following stints at Red Robot Labs and Kiwi Games. Called “one of the brightest young stars shining in our industry today” by free-to-play game design legend Scott Foe, My also conceived and launched the24bit.com, a site which celebrates the game developer lifestyle.

      [Email My]


      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]


      Tomo has 17 years of game development experience and has been a primary driver of award-winning AAA game development for 14 years, most notably in the role of creative director on Spider-Man 2: The Game. Throughout his career, he has led large and small teams to produce a wealth of successful products. Recently, Tomo started Hyperkinetic Studios with a couple other veteran game developers. Leading up to that he was working as a design consultant working towards a mastery of mobile and free-to-play game development which he has applied to games published for PC, iOS, and consoles.

      [Email Tomo]


      Mobile Gaming Hall of Fame-inducted game designer/producer Scott Foe is a sixteen-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. Foe's Reset Generation was the first free-to-play game nominated for an Interactive Achievement Award and was listed by Pocket Gamer beside Angry Birds as "one of the most-important handheld games of all time." While at Nokia, Foe designed the world's first social/mobile games network.

      [Email Scott]


      The most-popular talk in Casual Connect history returns! You think monetization design is evil? Well, we'll give you evil! Watch as three free-to-play luminaries battle on-stage for hearts and wallets! You, the audience, will decide: Who is the most-evil game designer?


    11:30 - 11:50


  • 5 Real Points About Gear VR Development
    Guy BENDOV, CEO, Sidekick Games 
    Guy is a co-founder and CEO at Sidekick games, an Israeli game developer for mobile, VR and seamless interfaces. Since 2010, Sidekick has been lucky to be working with game-changing technologies from Leapmotion, PrimeSense, Realsense and Oculus. Prior to Sidekick, Guy co-founded and headed the business of Double Fusion, a leader in the ingame advertising space and founder of Cellular Magic, a multi-user mobile game platform provider.
    [Email Guy]

    In December 2014, Gear VR by Samsung was brought to market and became an important step in bringing professional VR to the hands of everyone. Sidekick was privileged to work with Oculus and Samsung and bring "Romans from Mars", its mobile game, to the Gear VR. Romans360 became a Gear VR launch title but it did not happen in a day. Learn important lessons from the adaptation of "Romans from Mars" from its mobile roots to a VR experience.

  • Incorporating User Feedback in the Game Development Map
    Bojan MARIĆ, Customer Support Agent, Nordeus 
    Bojan has 5 years of experience in customer relations, of which 3 years have been dedicated to Top Eleven managers and their problems, thoughts, bugs and feedback. He's also a former talented goalkeeper, football and a heavy-metal fan.
    [Email Bojan]

    Player experience specialist, Bojan Marić, will talk about their approach with users’ feedback and how they assure that those voices are being heard by the main development stakeholders. In his lecture, Bojan will share how the Nordeus PX team collects, processes and escalates feedback to the development team, giving real examples of turning negative experiences into positive ones through working features or in-game items, all the while maintaining or increasing retention in the game through product integrity, improved user support and minimized technical issues. All of this requires top notch teamwork, and Bojan will describe how the game designers, testers and marketing team work together to improve the gameplay of their product.

  • Panel continues...


    12:00 - 12:50


  • LUNCH SESSION: Adapting to a Mobile-First World | 12:30 - 12:50
    Jens BUSSMAN, Cloud Platform Lead, DACH & CEE, Google    

    Jens Bussmann started his career at Google in 2011 as Sales Manager MidMarket for the DACH region with Google Enterprise in Munich. Since 2013 he is in charge of sales for Google Cloud Platform in Germany, Austria, Switzerland and Central & Eastern Europe, being responsible for Google’s offerings in the area of Infrastructure-, Platform-, Database- as well as Data-Analytics-as-a-Service.
    Before joining Google Jens Bussmann worked in different roles in Enterprise Sales at Cisco, covering Networking, Security, Data Center and Unified Communications solutions, with his last role being the sales lead of Cisco's Collaboration portfolio for Southern Germany.

    [Email Jens]


    Jens Bussmann will share some of the lessons Google and its partners have learned about how to adapt to a gaming world that is mobile-first, and moving towards mobile-only. This talk will discuss how to meet the overwhelming demand for social and personalized gaming experiences and satisfy a user's need for rich, diverse content within a game. Jens will explain how even casual game developers have risen to this complex and overwhelming task by taking advantage of modern cloud-based technologies so that they can focus on their user experience.

  • LUNCH SESSION: Indie Games in Tax Havens | 12:30 - 12:50
    Tanya VASILYEVA, Managing Partner, AVA Legal    

    Tanya Vasilyeva has an extensive experience in international tax and corporate planning for software industry and works successfully with software developers and venture investors from different countries: the Netherlands, United Kingdom, USA, Russia, Ukraine, Belarus, Taiwan, Israel, Austria and others.

    [Email Tanya]


    - Tax aspects of indie game development in high tax countries (and countries with average tax burden);
    - Good and bad tax and corporate recipes;
    - Relations with the publisher - taxes, commercial law, etc.;
    - When offshore games are legal and when they are not

  • James GIBSON, Acquisition & Monetization Manager, Gamesys  
    Noam KAGAN, UA & Monetization Manager, Deemedya  
    Rustam BEKMURADOV, Head of Monetization, Ximad  
    Moderator: Mark ROSNER, Chief Publishing Officer, AppLovin  
    James has worked at Gamesys for over 7 years in various guises within the marketing department. For the last 2 years he has focused on the user acquisition side of Gamesys’ social casino applications – Bingo Lane and Jackpotjoy Slots. He now heads up a team of 5 who run all mobile and desktop paid acquisition and retention activity for these products. He has also more recently taken the lead on monetizing Gamesys’ freemium applications through in-app advertising.
    [Email James]

    Working in the mobile game industry for the last 7 years with a rich experience in the process of creating games and the implementation of monetization techniques, Noam Kagan is working as Deemedya’s monetization and user acquisition manager, producing high quality and extremely monetized games, while navigating the company user acquisition activity in today’s crazy CPI rates.
    [Email Noam]

    Since the time Rustam first died hundreds of times in Prince of Persia in 1989 at a ripe gaming age of 7, he understood that a session length of 60 minutes is probably “not the best.” He is currently working as an Executive Producer at Ximad, making sure that in his games no one dies and session lengths continue to grow. Rustam is also heavily involved in User Acquisition, Retention and Monetization strategies for his company.
    [Email Rustam]

    Mark leads growth of all supply channels including publisher and exchange relationships. He ensures AppLovin has the supply to execute its mission of pairing advertisers with people. Mark’s career started on Wall Street, but mobile’s appeal brought him to Zedge. He was CRO and CEO and steered the company to 50M monthly uniques and a dominant position within the mobile customization category. At AppLovin, Mark believes the power of ad tech personalization trumps all and informs what he does everyday.
    [Email Mark]

    People are spending more and more time on their smartphones, which means more monetization opportunities on mobile. As the landscape evolves and more apps hit the market, it’s important to stay focused on user experience and ensure that you are balancing monetization while creating an exciting experience for your players. Top developers know how to create a stellar game and still monetise it. This panel will highlight how top developers create a diverse monetization strategy and maintain a business model that works for their players and their revenue goals.


  • 1:00 - 1:20


  • The Future of Physics in (Mobile) Games – a Look into the Crystal Ball
    Felix ROEKEN, VP Corporate Development, Havok  
    Felix is responsible for overseeing and managing Havok's global corporate development activities. A veteran and serial entrepreneur in the gaming industry, Felix brings more than 15 years of games industry experience as well as business and corporate development experience to Havok. Prior to Havok, Felix was one of the founders of game engine provider Trinigy which was acquired by Havok in 2011.Subsequently, Felix rejoined Havok as a member of the senior management team. He holds a degree in banking and finance from Deutsche Bank AG.
    [Email Felix]

    Real-time physics in video games has been a key game changer, not only since the massive success of Half Life 2 back in 2004. Today’s video games can’t be imagined anymore without life-like behaving characters, physical interaction of the player and destructible environments. In view of increasingly powerful mobile devices and the seemingly unlimited power of cloud-based computing, what does this mean for tomorrow’s mobile, tablet and online games? This talk will take the audience on a history tour of physics in gaming and will dare a look into the crystal ball on what might glow at the horizon.

  • The Whole Nine Yards: Launching Games with a Bam!
    Philipp STELZER, Growth & Business Development Manager, Wooga  
    Philipp works as growth and business development manager at Wooga, one of the most popular mobile games developers in the world. His responsibilities range from TV advertising, to media deals, user research and behavioural marketing but his main focus is on developing and executing multi-channel marketing campaigns. During a launch campaign, he links all related departments to make sure new games launch successfully across platforms. Philipp holds a Master of Economics from Zeppelin University.
    [Email Philipp]

    The mobile games industry is a cut-throat place. Each week thousands of apps are competing for promotion from the major distribution platforms, yearning for the attention of more than a billion smartphone users around the world. Simply releasing your game and hoping for results won’t do any more. With increasing costs in performance marketing, even multi-million dollar budgets are no guarantee for a sustainable top grossing hit game. New mobile games need a different approach, one that reflects the ever changing nature of the app store. With Wooga’s next game, Agent Alice, we’re combining performance marketing, branding and PR to create buzz and awareness for Agent Alice before it’s launch at the end of February. In this session Philipp, part of our growth team, will go into more details about the strategy and share what we’ve learnt so far. P erhaps this talk will be about failure, perhaps about a great success. We simply don’t know yet. That’s the beauty of the app store.

  • My TRAN, Game Designer, Storm8  
    My N. Tran is a San Francisco Bay Area-based game designer who currently works for Storm8 following stints at Red Robot Labs and Kiwi Games. Called “one of the brightest young stars shining in our industry today” by free-to-play game design legend Scott Foe, My also conceived and launched the24bit.com, a site which celebrates the game developer lifestyle.
    [Email My]

    We have all been there: “To kill or not to kill?” What do you do with a title that is not hitting metrics? In this session, Storm8 free-to-play design phenom My N. Tran shows you how Storm8 brought Castle Story back from the dead and into the iTunes’ Top 100 Grossing charts.


  • 1:30 - 1:50


    • Blitz Session. How We Squeezed Tanks Into Tablets
      Alexey ALEXEEV, Project Manager, World of Tanks Blitz, Wargaming.net  
      Alexey has more than 8 years of experience in mobile development, starting with J2ME games and BREW platform. After the DAVA team he joined Wargaming.net, Alexey moved from development into management positions. He is now responsible for the development of World of Tanks Blitz, which is the first mobile cross platform MMO shooter developed and published by Wargaming.net.
      [Email Alexey]

      This session will cover such subjects as:
      - How we come up with the idea of bringing the award-winning MMO title World of Tanks to mobile platforms.
      - What it takes to make great controls for a mobile 3D shooter.
      - What kinds of simplifications we introduced to make it easier for mobile users to play World of Tanks.
      - What is the difference between iOS and Android platforms for a 3D MMO title?

    • How to Lose Your Business in Five Easy Steps – A Legal Survival Guide
      Dmitri I. DUBOGRAEV, Founder & CEO, femida.us  
      Dmitri I. Dubograev is the Founder and CEO of the law firm femida.us based in Alexandria, VA, USA representing numerous gaming, IT, hi-tech and security companies. Mr. Dubograev has over 20 years of hands-on experience in corporate and IP law with an emphasis on start-up ventures, M&A, investments, corporate structuring and technology licensing.
      [Email Dmitri]

      How businesses fail and why - avoiding typical legal mistakes and internal flaws of gaming:
      1. A friend in business is the guy that stabs you in the chest (and not your back). Cornerstones and key elements of structuring the relationship among partners in a gaming company and how to make it amenable to corporate growth.
      2. "Don't touch my stuff" – major legal steps in creating and protecting your IP.
      3. Financing – how to finance the company without selling your soul; even if you take the money, you don't have to give up control.
      4. Consultants and distributors – while taking a cut is fine, taking you out of the market is not.
      5. Consumers – "the client is always right, so make sure it's your client"; how to "own" a client and privacy concerns.

    • Wilhelm TAHT, Head of External Products, Rovio  
      Adam WELLS, Production Director, Exient  

      Wilhelm Taht is an experienced business executive within online, mobile and social media. He has worked in the games industry for over 10 years and is currently leading Rovio’s publishing and development of externally developed games. Wilhelm also advises several startups in the games, media and music spaces. You can find Wilhelm on Twitter: @wilhelm_taht

      [Email Wilhelm]


      Adam is a founding member and Production Director at Exient’s Leamington Spa studio. Opening its doors in July 2013, Exient Leamington ideated, developed and released two radically different mobile F2P titles during 2014, from the 3D run and gun game, Angry Birds: Transformers, to the 2D sliding match-3 title Bake Escape. Responsible for promoting an agile production philosophy throughout the studio, Adam is passionate about utilising an iterative product and consumer-led approach to video game design and development.

      [Email Adam]


      It’s 2015; the battle is on for the attention of players in an increasingly competitive market. With user acquisition costs on the rise and market growth continuing at over 20% yearly, how should developers and publishers best work together? What makes a fruitful, successful relationship between a developer and a publisher? What is the role of a publisher in this day and age?


    2:00 - 2:20


    • Multiplayer Made Easy with Photon
      Christof WEGMANN, Founder & CTO, Exit Games  

      Christof Wegmann is Founder and CTO of Exit Games and develops the realtime, multiplayer, cross-platform product Photon. Photon is used by more than 82,000 game developers - including companies like Square Enix, 22cans, Codemasters, Warner Bros., FOX, Glu, Nival, Microsoft Game Studios, Namco or World Golf Tour. The high performance of Photon Server and Photon Cloud allows cross-platform gaming between PC, MAC, Browser, iPhone/iPad, Android, Windows Phone and other popular devices.

      [Email Christof]


      Photon is the #1 networking engine for Unity that allows to build connected games like first person shooters, racing games, turn based games or MMOs. It is used by more than 82,000+ indie developers as well as by top studios such as Square Enix, 22cans, Warner Bro. Games, Codemasters, CMUNE, Muse Games, Glu or Nival. In this session Christof will:
      1) Give an overview how Photon Cloud & Server compare and show best practices how some top studios use Photon.
      2) Announce what we've been cooking in the past months.

    • From AAA to Casual: How We Learned to Stop Worrying and Love Going Solo
      Dave PADILLA, CEO, Hyperkinetic Studios LLC 
      An award-winning producer with over 12 years of experience in the entertainment industry, Dave has played a critical role in leading the development of numerous successful projects for AAA game studios and Fortune 500 companies. By channeling his drive and ambition, Dave is helping to build Hyperkinetic Studios into a world-class studio of experienced artists, designers, and programmers with a fresh take on the industry.
      [Email Dave]

      Some game developers have a dream of going independent but how do you get past one of the biggest hurdles of all: the stress. A veteran game producer shares his insight into how timing, perseverance, and the right type of planning helped eliminate a large amount of worrying when starting up a studio.

    • Tomo MORIWAKI, Chief Creative Officer, Hyperkinetic Studios LLC 
      Tomo has 17 years of game development experience and has been a primary driver of award-winning AAA game development for 14 years, most notably in the role of creative director on Spider-Man 2: The Game. Throughout his career, he has led large and small teams to produce a wealth of successful products. Recently, Tomo started Hyperkinetic Studios with a couple other veteran game developers. Leading up to that he was working as a design consultant working towards a mastery of mobile and free-to-play game development which he has applied to games published for PC, iOS, and consoles.
      [Email Tomo]

      The basics of game design have always been about taking a user and guiding him through a process of change. It seeks through positive and negative feedback to shape a pattern of responses. The lecture has two goals.
      One: to describe, with clarity, some of the most essential features of game design through the lens of building behaviour patterns and how this is a direct analogy to how we build biases via automatic responses.
      And two: to use that description as a tool for understanding why we find ourselves in such a controversial place regarding prejudice and bias between groups of people who see the world from differing perspectives.


    2:30 - 2:50


    • Surprise and Delight: Customer Acquisition via Production Excellence
      Andy HESS, Evangelist, Epic Games 
      Directing evangelism for Unreal Engine at Epic Games, Andy is responsible for helping independent developers push the envelope with Unreal Engine 4. He has 20 years experience bridging technology and game content to create successful products and business. Former endeavors include Apple, where Andy was responsible for ensuring great games on the App Store, NVIDIA where he helped game developers to transition to hardware accelerated graphics, and also Ageia where he lead a team helping game developers transition to asynchronous processing of physics with PhysX.
      [Email Andy]

      Epic Games stunned the game industry at GDC by releasing Unreal Engine 4 with full source code for $19/month + 5%. For the first time in history, casual and mobile game developers had access to the same tools used to create AAA blockbusters - at a price that makes sense for the business model of today's digital marketplaces. In today's session you will be provided an overview of this comprehensive toolkit and learn how Unreal Engine can help you differentiate from the masses of generic games.

    • 10 Things I Wish I Knew 10 Years Ago
      Sebastian BARABANOW, CEO, Game Factory 
      Sebastian Barabanow is CEO and owner of Game Factory, an outsource game development studio based in Szczecin, Poland. Sebastian started the company as a natural evolution of his prior work as freelance artist and designer. Initially, the company focused on Flash games, working for companies like Wooga or Playdom, but then moved on to work on mobile games. Sebastian is 37 years old, with Master of Arts degree from Academy of Fine Arts in Krakow, Poland.
      [Email Sebastian]

      CEO Sebastian Barabanow will share some of the most important lessons he has learned in a decade of running a business through the ups and downs of the gaming industry. Some of the lessons will focus strictly on starting and running a company and being a leader, some will give perspective on processes in the industry and challenges that all developers - big and small - face in their daily work. If you want to avoid some of the pitfalls when starting your own studio, learn why business is always about people, or find out why so many of Kickstarters fail - this talk might be just for you.

    • Vladimir FUNTIKOV, CEO, Creative Mobile 
      Vladimir Funtikov is the CEO and Co-Founder of Creative Mobile, where he is dividing his time between business development and design of key products. Vladimir has been involved in the gaming industry since the early 2000's, taking on a number of roles from freelance level design to game programming. In 2011 he co-created Drag Racing, which became one of the most downloaded Android games of all time. In his role as CEO and Co-Founder of CM Vladimir has helped the Estonia-based start-up become a capable publisher with over 200 million installs across its portfolio of 1st and 3rd-party titles.
      [Email Vladimir]

      There is no doubt in anyone's mind that the future will be different than today. Everything from music, population, political issues, and of course, technology, is EXPECTED to change. The games industry is no exception and is proving to outpace many of these other areas, especially when it comes to the startup scene. Join Vladimir Funtikov, CEO of Creative Mobile, as he takes a look back at his startup days and examines what it would be like to do it all again in 2015! Don't miss this candid look at the challenges and opportunities of starting a game studio in the here and now!


    3:00 - 3:20


    • There's An App for That: Apps for Hardcore PC Gamers
      Fabian AHMADI, VP Business Development, Overwolf  
      Fabian lives in Seattle, America's fastest growing city, where he represents Overwolf as vice president of business development. Before joining Overwolf's management team, he served as an advisor to the company. Since joining the games industry in 2004, he has held multiple business development roles at Big Fish Games, UBM, Outspark and Social Growth Technologies. Fabian is passionate about our industry, and is grateful to work alongside so many interesting, smart, and for the most part, nice and friendly people.
      [Email Fabian]

      In this session, Fabian will explore the opportunities for app developers in the core PC market, review case studies and success stories. Furthermore, he will take a look at apps as a form of user-generated content in the core gaming market. Lastly, Fabian will take a look at the obstacles and challenges in this market and ways to overcome them from the perspective of game publishers and app developers. This session will be interesting to a broad audience, from gamers to game publishers, from app developers to community managers.

    • Building Organizational Structure In A Growing Game Development Company
      Damian FIJALKOWSKI, Co-Founder & CEO, ThunderBull Entertainment 

      I've always been fascinated by technologies and started from simple websites. At 15 I took up PHP programming. In 2005 I graduated from the Wroclaw University of Technology with a degree in Computer Science and Management. In 2010 together with my friend Grzegorz I founded the game-making company of ThunderBull.

      [Email Damian]


      In a fast-growing game development company, it's essential to have a proper organizational structure which allows you to maximize human potential and improve workflow. In the structure-building process you can define three major phases: recruitation, adaptation and stabilization. I would like to provide insights into these issues based on my experience and the story of ThunderBull Entertainment.

    • Teut WEIDEMANN, Online Games Consulting 

      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]


      The fourth installment of Teut's dissection of successful free to play games turns this time to King.com's casual mobile games. The session will evaluate several games from King.com, in order to find the formulae of success. The talk will use the Candy Crush (and Soda), Pyramid Solitaire and Bubble Witch saga (1&2) to show the audience the design patterns King.com uses in all their games. The session will also shed light on the reason why their conversion rate is so low.


    3:30 - 3:50


    • UNITY FOCUS: How Did Hipster Whale Make $1m Without Making Players Cross?
      Oscar CLARK, Everyplay Evangelist, Unity Everyplay  

      Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home Architect for PlayStation®Home. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as being an outspoken speaker at countless games conferences including GDC, Casual Connect, Game Connection and Develop on Games Design, Discovery and Monetisation. He is a Mentor for accelerator GameFounders and has guest lectured on Social Freemium Games Design for several Universities. His first book, "Games As A Service - How Free To Play Design Can Make Better Games" was published by Focal Press and is available on Amazon, Kindle, Kobo and iBooks.

      [Email Oscar]


      Getting your game discovered and making money are two massive hurdles even for great developers. Video is rapidly becoming a vital aspect of the mix and in this session Oscar will look at the how and why this moving media has helped Crossy Road make $1m in their first month alone without annoying their users with ads.

    • From Core to Casual – Hard Lessons Applied Casually
      Ian J. BOWDEN, Art Director Social and Mobile Games, GameDuell 

      Ian J. Bowden founded Mobius Entertainment where he was Art Director on over a dozen handheld and console games. In 2005 Mobius became Rockstar Leeds and Bowden left his mark on outstanding AAA productions such as L.A. Noire, Red Dead Redemption, Max Payne 3 and the GTA series. After two decades in the field of core games Ian is now Art Director at GameDuell to boost the visual style for their social and mobile titles.

      [Email Ian]


      How can the ideas and concepts of core games be integrated into the production of casual games? Ian J. Bowden will present lessons learned from two decades of creating big budget AAA titles and how those insights can be applied to the social and mobile space. The former Art Director of Rockstar Leeds will explore how to create a striking brand experience with attention to detail, how to utilize the skill of your team effectively to achieve high production values and which factors to keep in mind for the cross-platform asset creation.

    Teut's session continues...


    4:00 - 4:20


    • UNITY FOCUS: Building Your Unity Games in the Cloud
      Josh NAYLOR, Developer Relations Engineer, Unity  

      Josh is a developer relations engineer working in the support team based in sunny Brighton, UK. His role at Unity is to evangelise, consult and support the amazing developer community that uses Unity everyday professionally, educationally and in hobbyist projects. Born in the year of the SNES and recent comp sci gradate, he is always tinkering and playing with new mechanics for his own games, all made in Unity, of course. Game-Jams, football and travelling are his things. Oh and cat pictures.

      [Email Josh]


      Long build times to multiple platforms and testing your built project on a variety of different devices is a real pain when you are making a cross-platform game! In this talk, Josh will live demonstrate one of Unity's new services that will aim to take the pain out of these parts of development. Unity Cloud Build!

    • Raids for Old Ladies: Doubling ARPDAU with Events in a Hidden Object Game
      Aaron ST. JOHN, Co-Founder & CEO, HitPoint 

      Aaron St. John is the co-founder and CEO of HitPoint, developers and publishers of hidden object social and puzzle adventure games. Prior to HitPoint, Aaron was a game designer and engineer for Monolith and WildTangent. Through HitPoint, Aaron has been strategic, technical and creative lead for their internal products and those of key partners including: Microsoft, Disney, WB, EA and more.

      [Email Aaron]


      Limited time events have been a powerful revenue driver in games like Puzzles and Dragons and Rise of Bahamut . With good design, unique content and regular release cadence these event systems can keep retention high and increase overall ARPDAU over time. HitPoint built such a system for an audience of women 50 years or older in their hidden object game Seaside Hideaway. We will discuss the challenges and results HitPoint experienced in bringing this foreign mechanic to their audience.

    • Leonard FRANKEL, Head of Business Development, Plarium 

      "Leonard Frankel oversees all biz dev activities in Plarium, the largest hard-core games developer on Facebook. The company’s strategy series includes titles such as Stormfall, Sparta and Total Domination. Leonard is richly experienced in both business and technology; he is responsible for locating investment opportunities in various markets for Plarium. He is also leading Plarium into mobile and browser platforms, establishing collaborations, and locating new technologies and services.

      [Email Leonard]


      Some of Plarium’s finest game designers gathered together to dissect existing games and tune them up, specifically a few of the games presented at the Indie Prize Showcase here at Casual Connect! We looked into them and found some changes that might improve their monetization, engagement or retention. We also took a shot at some popular games such as Candy Crush Saga, Plants vs Zombies and others which perform great, but we felt might have some room for improvement as well. In this session, Plarium's Head of BD, Leonard Frankel, invites the Indie Prize Showcase developers on stage to share the designers' suggestions for their games as well as share their findings on some of the most popular games in the market today.


    4:30 - 4:50


    • UNITY FOCUS: How and Why You Should Use Unity Everyplay
      Oscar CLARK, Everyplay Evangelist, Unity Everyplay  

      Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home Architect for PlayStation®Home. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as being an outspoken speaker at countless games conferences including GDC, Casual Connect, Game Connection and Develop on Games Design, Discovery and Monetisation. He is a Mentor for accelerator GameFounders and has guest lectured on Social Freemium Games Design for several Universities. His first book, "Games As A Service - How Free To Play Design Can Make Better Games" was published by Focal Press and is available on Amazon, Kindle, Kobo and iBooks.

      [Email Oscar]


      Building a great playing experience is only part of the business of making games. Discovery and Retention are also vital for success; especially on the mobile app stores. Unity's Everyplay lets players record their favourite moments in your game and share that on Facebook, YouTube and Twitter as well as our own social space. But what do you need to do to make the most of this free service? What tricks that help players share their magical moments of joy? In this session Oscar Clark, Everyplay Evangelist and Author of Games As A Service will share insights designed to give you the best chance for success. This will be a fantastic opportunity to not only hear about how to use Everyplay; but also to see how the technology works and how to implement it into your game.

     

    Leonard's session continues...


    Administratiezaal Lectures: Kids & Family, Educational;
    Advertising, Monetization & Retention; Casino

    • Feb. 6:
      Casino

      Emcee: Melissa BLAU, Director, iGaming Capital  
      Melissa Blau has been in the Internet Gaming sector for the past nine years as both an operator and advisor. She is currently the Founder & Director of iGaming Capital, the leading iGaming consulting and advisory company in the US. Clients include state regulators, US and Native American casino operators, payment processors, game suppliers, and social gaming companies. Prior to launching iGaming Capital, her experience in the Internet Gaming sector included senior roles at a number of Internet Gaming operators and marketing companies as well as in a banking advisory capacity. Since 2006, Melissa has worked as the appointed Finance Editor and regular columnist(iGaming Global Index) for iGaming Business Magazine. She is also part of several leading expert financial networks within the Internet Gaming sector and sits on the advisory committee of G2E for the Internet sector. Prior to her Internet Gaming experience, Melissa was a General Partner and founding member of Constellation Ventures, a $450m media & technology venture capital. Melissa has a BA from the Wharton School, University of Pennsylvania and an MBA from Harvard University.
      [Email Melissa]

    • Feb. 5:
      Advertising, Monetization & Retention

      Emcee: Oliver KERN, Founder, TinyLoot  
      As a games industry veteran, Oliver has marketed hundreds of casual, core and MMO games in the online and mobile space. He has advised many successful mobile game companies on marketing, monetization and user acquisition. Oliver is a board member of a few mobile game start-ups. In 2014 he founded fast-growing start-up TinyLoot to disrupt the mobile advertising and user acquisition space in favour of the game developers. So that the industry will continue to see great games on mobile in 2015 and beyond. Previously he was in leadership marketing positions at iQU (the performance marketing specialist for F2P online games), JAGEX (developer of Runescape and regarded as one of the leading MMO games companies) and IPlay/Oberon Media.
      [Email Oliver]

    • Feb. 4:
      Kids & Family, Educational

      Emcee: D'vorah GRAESER, Founder, KISSPatent  
      Dr. D'vorah Graeser is an experienced US patent agent, operative in the field since 1996, with a specialty in software, including business methods, image processing, web and mobile apps, software for cellular telephones and gaming technologies. She opened her first company, Dr. D. Graeser Ltd (a patent firm) in Israel in 2000 and her second company, Graeser Associates International Inc (also a patent firm) in the US in 2011. She has now started KISSPatent (www.KISSPatent.com), which helps entrepreneurs and start-ups with patents, trademark, copyright and patent strategy, with a more affordable business model.
      [Email D'vorah]


    9:30 - 9:50


     
    • The Secrets of Game Success: Design, Analytics & Marketing
      Simon USISKIN, Co-Founder, iQU.com 

      Simon Usiskin is an industry veteran having worked at Spil Games before founding iQU in 2009, he is a popular face on the event circuit as a regular attendee, speaker and panelist at events such as Game Connection, GDC, Games Com and Casual Connect. His position at iQU has brought him into regular contact with over 1000 game developers and publishers where he has listened, analysed information and ultimately advised them in multiple areas so they succeeded in building and marketing their games. Simon has previously advised EA, Kabam, Ubisoft, Wargaming, Supercell, R2 Games and many more.

      [Email Simon]


      Do you have the right mix of a. Designing a great game b. Analysing and optimising player data and c. Marketing your game? Many game developers excel in one and make do in the other two but the question is which is the most important to focus on? iQU’s Simon Usiskin will take you through market research and case study results from those who have succeeded plus best practices for each area. His presentation is based on extensive interviews with leading game developing experts who have brought games to market.

     

    10:00 - 10:20


    • Putting the Game in Gambling: Opportunities for Game Developers in the Real Money Gambling World | 10:00 - 10:50
      Matt CULLEN, CEO, San Manuel Digital  
      Robert SMITH, Legal, Business Affairs & Compliance Manager, Odobo  
      William VOLK, CCO, Playscreen  
      Karl JEFFERY, CEO, Arooga  
      Moderator: Jamison SELBY, VP Games, bspot  

      With more than 20 years of entertainment and online gaming experience in the United States and internationally, Matt Cullen has focused on business development while laying out company strategy and execution plans across gaming, digital media and television companies including RocketPlay, Betfair, Sony Pictures Television and Excite@Home. Currently, he serves as CEO of San Manuel Digital (SMD), the interactive arm of the San Manuel Band of Mission Indians.

      [Email Matt]


      Rob Smith has held prominent positions in IT Security, Information Systems and as a CTO in the UK. He is also a qualified commercial lawyer working within real-money gaming. As the Legal, Business Affairs and Compliance Manager for Odobo, Rob has been integral to the build and success of this multi-million pound platform, and his role covers a wide range of activities all focused on partner outreach including, new game and customer acquisition, commercial and contractual policies, and oversight of game and platform compliance as required by the relevant regulatory authorities.

      [Email Robert]


      William'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]


      Karl started in games as a software engineer working on the early console systems and then went on to found Climax Studios. In 2012 he founded Arooga, a social game developer/publisher and started developing "Zynga style" Facebook browser games. He later pivoted the business focus on social casino games and mobile/tablet first and became profitable in 2014 with their first social casino game: Pure Slots. Other game ventures Karl is involved in include Robocraft, a fast growing PVP robot building & battling game and Sail-X, the world's leading sailing esport.



      Rob Smith has held prominent positions in IT Security, Information Systems and as a CTO in the UK. He is also a qualified commercial lawyer working within real-money gaming. As the Legal, Business Affairs and Compliance Manager for Odobo, Rob has been integral to the build and success of this multi-million pound platform, and his role covers a wide range of activities all focused on partner outreach including, new game and customer acquisition, commercial and contractual policies, and oversight of game and platform compliance as required by the relevant regulatory authorities.

      [Email Jamison]


      Once upon a time, the gaming world was divided into video games and gambling. Candy Crush and Baccarat lived separate lives, each travelling their own merry, moneymaking way. But now, worlds are colliding. League of Legends and the World Series of Poker compete for eyeballs. Gamblers play games. Gamers gamble. Casual game developers are teaming up with real money operators. The barriers between casino and “social” casino are being pushed and prodded in licensed jurisdictions worldwide. So what now? What new business opportunities are being driven by this collision? How can game developers work with the casinos and other entities in this space? What does the video game industry have to offer the traditional gambling world and vice versa? This panel will explore the potential business possibilities presented by the intersection of these two worlds.

    • Advertising strategies and trends for 2015
      Itay ROKNI, CMO, StartApp  

      Itay is the CMO at StartApp, in charge of the company’s marketing, PR, sales and business development activities. Itay's past positions include: Director of online marketing at SweetIM, founder and CEO of Rosh Creative Ltd., private investor and manager of an entrepreneurs club G10. Itay holds an MBA Entrepreneurship & Finance from Tel Aviv University and BSc., Industrial Engineering & Management from Ben Gurion University.

      [Email Itay]


      The mobile industry is moving faster than ever. The industry is expanding, changing and evolving into a new era. Building a long lasting business is a challenge and monetization is the main issue. During this session, I'll share with you our team’s insights on a variety of subjects, including:
      · Utilizing and maximizing value while keeping user experience intact
      · Building and maintaining sustainable mobile business in 2015
      · App performance optimization
      · Combining different business models

    • The Kids Industry: An Exercise in Changing Everything at Once
      Dylan COLLINS, CEO, SuperAwesome  

      Dylan Collins is CEO of SuperAwesome, the largest kids ad platform in the world used by hundreds of the top kids brands to safely reach kids across mobile and web. He is also a board member of Brown Bag Films, the top kids animation studio responsible for hits such as Octonauts and Henry Hugglemonster. Previously, he founded Jolt Online (acq by GameStop) and DemonWare (acq by Activision).

      [Email Dylan]


      The kids industry is a huge contradiction: a key market for the creation of new global brands (Angry Birds, Talking Tom, Cut The Rope) yet where many developers struggle to generate sustainable revenue. And let's not forget the fact that, despite rapid digital content growth, kids TV remains a significant force too. What does the future look like (also includes: what does the present look like?)? An opening review of the key developments across the industry covering content, monetization, technology, legal and audience behaviour.


    10:30 - 10:50


    Panel continues...

    • Follow the Yellow Brick Road: How the Gaming Industry is Paving the Way for Big Brand Advertisers on Mobile
      Damon MARSHALL, Vice President of Business Development, Supersonic  

      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]


      It has become clear that traditional desktop advertising products don't directly translate to smartphone devices and that "mobile web" is not the answer. Big brand media buyers are eager to spend in mobile, but are apprehensive as they look for a better way to measure mobile ROI. Luckily, mobile game publishers have embraced more thoughtful advertising products and advanced app-analytics technologies that are paving the way for advertisers to effectively target, track and measure their mobile ad spend in a way that will shape the future of in-app advertising.

    • Play Wild: Bringing a Hit Web Game to Mobile
      Clark STACEY, CEO, WildWorks 

      Clark Stacey is the co-founder and CEO of WildWorks, a leading developer of online worlds and F2P games for kids (formerly called Smart Bomb Interactive). In 2010, the company launched Animal Jam, an online playground for kids who love animals. Incorporating educational content in association with National Geographic, Animal Jam connects tens of millions of children worldwide and is the largest online social network for kids in North America. From their studio locations in Salt Lake City and Amsterdam, the WildWorks team of 125 developers is now extending the Animal Jam experience into mobile games and other media.

      [Email Clark]


      After four years of steady growth, Animal Jam has become the largest web-based social game for kids in North America. In mid-2013, WildWorks began work on a mobile virtual world that would bring Animal Jam's unique combination of education and creative social play to tablets. Now they are launching this world on iOS and Android devices. WildWorks CEO Clark Stacey will unveil the game and discuss the design challenges of bringing a world familiar to tens of millions of kids worldwide to the mobile ecosystem, including the unique monetization strategy they developed to integrate in-app purchases ethically and sustainably for a young audience.


    11:00 - 11:20


    • Betting on Games | 11:00 - 11:50
      Martin MACMILLAN, CEO & Co-Founder, Pollen VC  
      Evan HOFF, Director, Velo Partners Limited  
      Andrew READER, Director, Velo Partners Limited  
      Moderated by: George ZALOOM, Co-Founder, LVWC  

      Martin has 20 years' experience in launching and building technology businesses in FinTech, music and media sectors, and a prior career in Investment banking as a bond trader. Having experienced first hand the growth challenges facing tech start-ups and the lack of financing options open to developers, he saw the opportunity to marry his traditional financial markets and technology experience to create a disruptive new business model for the digital industry. Prior to Pollen, Martin was CEO at Soniqplay, CEO at Level Four (acquired by clear2pay) and a director of UBS in London, where he ran the short term credit trading group and conceived and delivered UBS’ first client-facing electronic debt trading platform.

      [Email Martin]

      Mr. Evan Hoff is the Founder and Director at Velo Partners. Evan qualified as a chartered accountant with PWC and has been both founder and executive of several businesses in the gaming industry. runs Velo Partners which is a venture capital and private equity investor focused on the gaming sector.

      [Email Evan]


      Andrew Reader comes from an investment banking background having spent the last 7 years covering technology and consumer businesses, with a core focus on gaming and gambling companies. He is a Director at Velo Partners where he focusses on portfolio strategy and development as well as new business investment.

      [Email Andrew]


      George Zaloom is the CEO of the Las Vegas Whaling Company, a real-world geo-gaming developer creating a pay-to-play mobile content. Previous to that he co-founded and launched NHN Entertainment Labs, the Korean internet giant Navier’s USA game studio. Prior to that he ran the GoPlay game distribution service, which created software to enable land-based casino operators to embed popular social games directly into their own websites. Before Goplay, Zaloom founded FaceChipz.com and giantHello.com – two safe social networks for tweens. He was also head of business development for X17online.com - the largest online paparazzi agency in the world. Preceding his tech career, Zaloom was an executive in the film and TV industry overseeing such projects as Kung Fun Panda and Encino Man.

      [Email George]


      David Lau-Kee (London Venture Partners), Evan Hoff and Andrew Reader (both of Velo Partners) collectively represent some of the top game investing talent in the EU. During this informative session they will share their perspective on potential growth opportunities within the games market (both free-to-play and real money). They will also explain for the benefit of conference-goers - how to raise capital and how to ultimately how to become part of their portfolios.

    • Unlocking the Asian App Economy
      Choy WAI CHEONG, Director & COO, Metaps  

      Choy has over 10 years of experience and a deep track record in business development, evangelism, marketing and sales. Choy is spearheading Metaps as the Director and COO of its regional headquarters in Singapore, and is responsible for overseeing operations in North America and Europe. He is also focused on building strategic alliances and leading Metaps to expand its data driven app monetization business in Southeast Asia and beyond.

      [Email Choy]


      Choy will present how to overcome the challenges facing game developers looking to expand into Asia and reveal opportunities for success across different Asian markets. He will also look at current trends in how the app market is shifting and give guidance on constructing successful marketing campaigns to target the global app market. Metaps provides app monetisation support to game developers, with consultants based in offices across Asia, the US and European headquarters in London.

    • Gamifying a Non-Gaming Brand to Gamifying a Non-Profit Brand
      Dimitri KIRIN, Director of Development, National Geographic Society 
      Matt OVINGTON, Director of Strategic Partnerships, National Geographic Brand Licensing
      Ben HUXTER, Founder, MiniMega

      Dimitri has been the director of development for NatGeoGames since 2011, overseeing the production of multiple NG Channel branded gaming licenses. Prior to joining National Geographic, Dimitri worked as director of international publishing at Playdom (part of the Disney Interactive Media Group) transforming a US-centric gaming company into a truly global entity which included devising localization methodologies and tools, building the infrastructure and processes to support global content development, forging international partnerships, recruiting and managing external developers in Eastern Europe, and managing the ad sales team.

      [Email Dmitri]


      Matt Ovington is director of licensing, strategic partnerships for National Geographic, one of the world’s largest nonprofit scientific and educational organizations. Matt's background is in program development, loyalty marketing and brand management. He is passionate about growing the National Geographic brand through licensing opportunities and reaching new audiences through mobile gaming and engaging digital experiences.

      [Email Matt]


      Ben Huxter is the creative director at MiniMega, an indie game development team from Australia. He is also the co-creator of Bonza Word Puzzle which was recognised by Apple in the App Store Best of 2014 list.

      [Email Ben]


      While transitioning from a game production business to a licensing business model, National Geographic has always tried to stay true to the values of its iconic brand. Today, National Geographic staffers share their insights on the challenges and benefits of creating games for big non-profit brands, from the perspectives of both developers and licensors.


    11:30 - 11:50


    Panel continues...

    • Monetizing Free-to-Play: How Developers Increase Revenue and Keep Games Free-to-Play
      Bruce BROADBENT, Strategic Partner Manager, Google    

      Bruce Broadbent manages key strategic gaming partnerships for Google in Northern Europe. Bruce joined Google in January 2014 to focus on developing strategic partnerships in gaming as a result of Google's innovation in the gaming space, across hardware, software, and platforms. Prior to Google, Bruce worked for a number of leading online advertising technology providers, enabling premium publishers and ad networks to unlock and maximise the value of data and inventory.

      [Email Bruce]


      In-app purchases (IAP) comprise a large share of in-game revenue today and are driven by paying power users (a.k.a ‘whales’), which typically make up less than five percent of the total user base. Ads can supplement monetization for the remaining ninety-five percent of non-paying users, and also reinforce your IAP revenue. How to show the right message to the right user at the right time? How to take advantage of the ads opportunity across platforms and screens? Come hear directly from Google on how game developers have been increasing their revenue and keeping their games free to play. Unlock new revenue streams and boost your business, while letting your users monetize at their own pace!

    • A License to Print Money? Are “Brands” a Substitute for Marketing in the Kids Category?
      Barry O'NEILL, CEO, 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]


      This session will discuss StoryToys’ motivation, experiences and results as the company transitioned from publishing “classic” IP to working with leading global kids IP owners such as Saban Brands, Eric Carle, and Sesame Workshop.


    12:00 - 12:50


  • LUNCH BREAK
  • Taking In-Game Ad Monetization to the Next Level
    Wilhelm TAHT, Head of External Products, Rovio  
    Baptiste CHARDON, Monetization Manager, Ubisoft  
    Martine SPAANS, Business Development, FGL  
    Saad CHOUDRI, Chief Commercial Officer, Miniclip  
    Moderator: Thorbjorn WARIN, Director Monetization & Business Development Europe, Adcolony    

    Wilhelm Taht is an experienced business executive within online, mobile and social media. He has worked in the games industry for over 10 years and is currently leading Rovio’s publishing and development of externally developed games. Wilhelm also advises several startups in the games, media and music spaces. You can find Wilhelm on Twitter: @wilhelm_taht

    [Email Wilhelm]


    Baptiste is monetization manager for the mobile division of Ubisoft. As such, he oversees monetization at large for all the Ubisoft mobile properties. Before that, he worked as a consultant in the media and telecom industries. He then joined Gameloft as a producer before moving in their monetization team.

    [Email Baptiste]


    Over the past 8 years Martine Spaans developed a good understanding of gamers needs in various roles at Spil Games and Ubisoft. She now has her own mobile publishing label Tamalaki.com in cooperation with FGL Mobile; helping indie developers to push their games to a diversity of app stores.

    [Email Martine]


    Saad joined Miniclip in 2011 after many years at SEGA. Saad leads all of Miniclip’s business output and has primarily developed Miniclip's mobile business as the head of the content review team and leading the negotiations on all publishing and licensing deals. When not working Saad spends his time designing and publishing board games. Saad sits on the board of trustees of Wikimedia UK (Wikipedia) and is a qualified solicitor.

    [Email Saad]


    Thorbjorn has a wealth of experience from all aspects of the online gaming and entertainment industry. Prior to joining AdColony he was the CMO of Grand Cru (2012-2014) and previous to that, head of marketing at Wooga (2009-2011). Since 2012 he has been a mentor at the GameFounders accelerator and advised over 50 gaming start-ups from around the world. He holds a BA in Organization and Management from Stockholm University.

    [Email Thorbjorn]


    Monetizing your userbase via in-game ads is nowadays common practice, even for deeply engaging games with high monetization rates. In this panel, some of the industry's leading experts will share their thoughts and views on how to best manage and optimize this source of revenue. The panel will not focus on "hands on" suggestions on how to integrate, but look at the topic from more of a business and managerial point of view.

  • LUNCH BREAK

    1:00 - 1:20


    • The eSports Economy: Audience and Revenue Growth Toward 2017
      Peter WARMAN, CEO, Newzoo

      Peter Warman 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]


      The year 2014 will be remembered as the year competitive gaming and eSports reached a tipping point. Having started off as niche, eSports are now spearheading trends that will shape the future of the games industry. The ability to stream game content and to watch other gamers play live offers opportunities for each game genre and platform. Spectator gaming attracts a broad crowd, including consumers who no longer have time to play the games. Newzoo will share key findings, as well as audience and revenue projections, toward 2017 from its Global Growth of eSports report. The presentation will also feature a quantitative comparison to traditional sports on multiple levels, shedding more light on what the future holds for eSports and gaming as a whole.

    • Developer Marketing Panel: Gaining and Retaining Users
      | 1:00 - 1:50
      Adam JAFFE, VP of Marketing, Social Point  
      Saikala SULTANOVA, User Acquisition Specialist, Miniclip  
      Noga HALPERIN SHER, Director of Marketing, Slotomania, Playtika  
      Moderator: Suf KLETTER, Head of Business Development, DAU-UP  

      Adam Jaffe leads Social Point’s marketing and community departments, who all work hard to ensure their main titles are successfully promoted. Adam comes to Social Point with over six years of online gaming experience. Prior to Social Point, Adam has held high-level positions at SGN and Playtika. Adam also currently sits on the advisory board of a number of gaming and technology companies and holds a BA in International Business and Philosophy from Linfield College. Adam is married and has two daughters, Maxi and Shai. When not at home or at work, which is more or less all the time, you can find him on the soccer pitch.

      [Email Adam]


      Saikala Sultanova has extensive digital marketing experience in creating successful initiatives for mobile and web gaming apps on Facebook, Twitter and major mobile advertising networks. She leads user acquisition efforts at Miniclip, a global leader in gaming that develops, publishes and distributes highly engaging games to an audience of 70M MAU, across mobile, social and web platforms. Saikala launched her career with Plumbee, a social casino gaming startup, pushing the game promotion boundaries within user acquisition, CRM and business growth.

      [Email Saikala]


      Noga Halperin is the director of marketing for Slotomania at Playtika. Playtika pioneered the social casino industry in 2010 and is the largest social casino company on earth. Playtika’s flagship title Slotomania, is one of the top 10 grossing apps on all app stores for the last 4 years consecutively. As director of marketing, Noga manages user acquisition and retargeting activities across all channels. Noga is an expert in mobile marketing with over 14 years of diversified marketing experience.

      [Email Noga]


      DAU-UP is a boutique agency specializing in user acquisition solutions for mobile & social games across various worldwide media. As the head of business development, Suf Kletter manages a cross-functional team of sales, client relationship, and marketing professionals who ensure the company’s profitable growth through excellent customer service.

      [Email Suf]


      In a perfect world, every great product would generate its own buzz and attain an enormous following of loyal users by virtue of the fact that it is simply an excellent product. However, the world is far from perfect; and in a world saturated with great products, reaching the best matched users for your app and keeping them loyal is a crucial part of every app developer's business and a key ingredient for business success. Join our discussion about how to gain and retain users and boost your app downloads. The panel will discuss all facets of building long-lasting user relations, including opportunities, dilemmas, and methods.

    • EU Data Protection Regulation Meets COPPA – Successfully Navigating Kids Privacy Regulations | 1:00 - 1:50
      Paul GARDNER, Partner, Osborne Clark  
      Max SØRENSEN, Legal Counsel and Data Privacy Officer, LEGO Group  
      Keith DENNIS, CEO, AssertID, Inc.  
      Dylan COLLINS, CEO, SuperAwesome  
      Moderator: Eleanor TREHARNE-JONES, Global Communications Director, TRUSTe  

      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]


      Max G. Sørensen has been with the LEGO Group since April 2012 and after being appointed to data privacy officer, he has worked to get the LEGO Group approved in regards to BCR and getting the LEGO Group COPPA certified. Max also works as a corporate counsel with the marketing groups. Max also has experience with private practice and has worked with marketing and IP-related matters for the last 12 years.Lately, Max has done a lot of work with digital child safety in relation to EU and American markets.

      [Email Max]


      A Silicon Valley veteran having co-founded and run four start-ups in the fields of IP services provisioning, digital-identity, and data & network security. Previous to his entrepreneurial endeavors, Keith led product marketing initiatives at Verifone, Inc., Security Domain, Ltd. and Touch Technology. Keith’s current venture (AssertID, Inc.) offers a first of its kind COPPA compliant parental consent cloud service designed to empower parents and simplify compliance for web services, App. publishers and schools.

      [Email Keith]


      Dylan Collins is CEO of SuperAwesome, the largest kids ad platform in the world used by hundreds of the top kids brands to safely reach kids across mobile and web. He is also a board member of Brown Bag Films, the top kids animation studio responsible for hits such as Octonauts and Henry Hugglemonster. Previously, he founded Jolt Online (acq by GameStop) and DemonWare (acq by Activision).

      [Email Dylan]


      As global communications director for TRUSTe Eleanor has pioneered successful thought leadership initiatives around key data privacy issues including a three-year research program, the Powering Trust Event Series and the first ever IoT Privacy Summit. She played a key role in supporting TRUSTe’s global expansion as they entered the European Market in 2012. Eleanor graduated from Cambridge University (UK) with a MA in Philosophy. She is a certified information privacy professional (CIPP/E).

      [Email Eleanor]


      In the U.S., recent revisions to COPPA, and legal action by the FTC have brought renewed attention to the issue of children’s online privacy. In the EU, changes proposed in the draft Data Protection Regulation addressing the protection of children’s online privacy mirror many of those included under COPPA. Given the phenomenal growth of mobile applications and games and the simple reality that pre-teens are among the most active users of this technology, what is a viable strategy for App publishers to navigate these laws while ensuring parents are informed and in control of their children’s privacy. This panel will discuss the implications for publishers targeting U.S. based pre-teens today and how to dovetail these plans with their EU privacy strategy in anticipation of the coming changes in the proposed EU Data Protection Regulation.


    1:30 - 1:50


    • What is All the Fuss About Fantasy Sports?
      Derrick MORTON, CEO, FlowPlay

      A 20-year veteran of the casual gaming industry, Derrick Morton has led the development of over 200 digital entertainment projects during his career. Before founding FlowPlay in 2006, he served as a key executive at several top online game companies, including iWin, Uproar, Virtual Vegas, GameHouse and most recently RealNetworks. FlowPlay is the developer behind the social casino MMO, Vegas World (VegasWorld.com) which has acquired more than 2 million registered users and 600 million active users since launching in 2013.

      [Email Derrick]


      You can’t watch a baseball, football or basketball game on television in the US without seeing a commercial from one of the Daily Fantasy Sports Betting companies that have raised over $100 million in 2014. What is it? Why is it legal when betting on Sports is not? Why is it relevant to casual game developers? You’ll find out in this session given by FlowPlay’s CEO as they prepare to enter the fray.

    Panel continues...

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    2:00 - 2:20


    • How I Built 3.5 Casino Game Studios, Kept My Marriage Together and Lived to Tell About It
      Dave BEZAHLER, Founder & CEO, FunBinge, Inc.  
      Interviewed by: George ZALOOM, Co-Founder, LVWC 






      [Email Dave]


      George Zaloom is the CEO of the Las Vegas Whaling Company, a real-world geo-gaming developer creating a pay-to-play mobile content. Previous to that he co-founded and launched NHN Entertainment Labs, the Korean internet giant Navier’s USA game studio. Prior to that he ran the GoPlay game distribution service, which created software to enable land-based casino operators to embed popular social games directly into their own websites. Before Goplay, Zaloom founded FaceChipz.com and giantHello.com – two safe social networks for tweens. He was also head of business development for X17online.com - the largest online paparazzi agency in the world. Preceding his tech career, Zaloom was an executive in the film and TV industry overseeing such projects as Kung Fun Panda and Encino Man.

      [Email George]


      George Zaloom interviews Dave Bezahler on the art of setting up and operating social game studios. Bezahler has co-founded 3+ high-profile game shops: Vancouver's Ayogo Games (creators of some of the first Facebook and iPhone games for EA, and now a developer of serious games), Blitzoo Games (makers of SlotSpot Casino, one of the highest rated and most popular social casinos on Facebook, iOS and Android), and in Los Angeles NHN/Monarc Gaming Labs as well as most recently: Nexon's Rushmo Games (based in LA and Seoul, Korea). Bezahler, who is an expert in startups, will share some the challenges of launching a studio, managing teams and marketing apps, as well as discuss where future opportunities exist.

    • Ad Monetization Roundtable: Finding the Sweet Spot in 2015 | 2:00 - 2:50
      Olivier LEMARIE, Marketing Manager, Wooga 
      Albert CUSTODIO, LiveOps Manager, Social Point 
      Pieter KOOYMAN, Director of Advertising, Miniclip 
      Moderator: Dan LAUGHLIN, VP Business Development, HyprMX  

      Olivier is a digital native able to assimilate key drivers of any business to come up with new and innovate approaches to grow revenue. He works at Wooga, where he leads the in-game advertising activities as part of the marketing team. His core responsibility is to keep advertising revenues growing without harming the user experience. Before joining Wooga in 2013, Olivier worked as a business analyst in the gambling industry as well as for Google, where he provided insights to tech leaders such as Orange, Samsung.

      [Email Olivier]


      Albert Custodio has worked for several multinational companies, focusing on finance, marketing and strategy. Currently, he is the LiveOps Manager at Social point. He is responsible for LiveOps events and monetization in Live games, which brings in a monthly contribution of 35% of the net revenue for the company. Social Point’s game, Dragon City, can boost being in the Top 10 grossing games in the US multiple times. Albert received his BA and MBA from ESADE Business School in Barcelona.

      [Email Albert]


      Pieter heads up ad-monetisation & user-acquisition at Miniclip, a web & mobile gaming developer with over 70m MAU. Before Miniclip, Pieter worked for UK’s biggest retailer, Tesco, where he managed the affiliate marketing and digital media buying. He launched his career through the Teach First programme, where he taught in a London inner-city secondary school for two years. He holds a first-class degree in International Business Management from Newcastle University, UK.

      [Email Pieter]


      Dan is vice president of business development at HyprMX, a multi-screen monetization platform delivering premium brand advertising. He is responsible for developing partnerships with major mobile publishers and ad tech providers. Prior to joining HyprMX, Dan managed games-related initiatives and partnerships for Flurry’s publishing services. Previously, he led the global business development team at 6waves. Dan joined 6waves from Microsoft Game Studios, where he was both a lead producer and a senior business development manager.

      [Email Dan]


      Meaningful ad revenue and a premium user experience don’t have to be mutually exclusive. Learn how to find the perfect balance that keeps users happy and adds big €£$¥ to your ARPU. Top developers will discuss how they are building capabilities and leveraging best-in-breed partners to engage users with the right ad at the right time. Mediation, Fortune 500 brands, rewarded video, placement strategy, eCPMs, native, frequency capping, interstitials, blacklisting you name it and we’ll discuss how to get it just right.

    • It’s Time to Get Educated! The New Generation of Digital Learning and Finding Success through Google Play for Education

      Shazia MAKHDUMI, Head of Strategic Edu & Kids Partnerships, Google Play  

      Shazia Makhdumi oversees global business development for educational apps and games on Google Play. Her team is responsible for bringing the best apps to kids, in class or at home, and works with mobile developers worldwide to help them grow their businesses on Android. They also work closely with product teams to influence development within key areas including business models, discovery and distribution.
      Shazia has spent over 15 years in the tech industry, from Netscape in the early days of the Internet to her own venture ColorStories, focused on helping kids learn. She holds a BS and MS in Electrical Engineering and Computer Science from MIT, and an MBA from Stanford.

      [Email Shazia]


      As digital learning tools continue to disrupt classrooms across the globe, developers are turning their attention to this market with several questions in their minds: What does it take to succeed in this market? How will I get my games into the hands of teachers? How do I monetize an educational app? In this presentation Shazia Makhdumi, Google Play’s Global Head of EDU and Kids Partnerships, will review the opportunity for educational apps in the classroom, share Google's vision for app discovery and distribution through Google Play for Education and identify the key components for achieving success with educational apps on Google Play. You might just want to go back to school after attending this session!


    2:30 - 2:50


    • Lil Wayne, The Bible, and Cinderella: Growing Horizontally to Compete with the Big Guys
      Nick TALARICO, Founder & CEO, Super Lucky Casino  

      Nick was an original member of the games incubator, YouWeb (OpenFeint, Crowdstar, Agawi, Spaceport, etc.). From YouWeb, Nick moved to Offerpal/Tapjoy and led early publisher development efforts, closing deals with Zynga, Playdom, EA, and more. Nick left Tapjoy to form Super Lucky Casino, a leader in the cross-platform mobile casino space.

      [Email Nick]


      How does an un-funded (or lightly-funded) company compete in a marketing environment in which much of the competition has budgets in the tens or even hundreds of millions of dollars? Nick Talarico, Founder & CEO of Super Lucky Casino shares some secrets about leveraging brands, public domain, and bringing forward the entry point to your casino by a step or two, thus increasing the size of the top of your funnel and decreasing your cost of user acquisition.

    Panel continues...

    • Tough Fun, Games and Education
      Guy VARDI, Co-Founder, Slate Science  

      Guy Is the co-founder of Slate Science the maker of Matific, a collection of hundreds of cross platform games that help kids develop Math skills and intuition. Before co-founding Slate Science, Guy was a founding member at Oberon Media. At Oberon he was in charge for developing casual games platforms that power some of the most trafficked sites worldwide. Before joining Oberon, he spent 7 years in developing innovative UX and interaction models. Among other activities, Guy was in charge for the first commercial 3D environment for e-commerce, developed one of the early prototypes for hyper video, co-produced a CD title that explored the relations between traditional poetry and interactive media, and conduct an experiment that prove that carriers pigeons are faster than ADSL.

      [Email Guy]


      Big data, affordable hardware and fast internet connection are about to reshape the way we educate our kids. In his lecture, Guy will discuss how games are a critical component in this upcoming revolution. Guy will show the transition from printed media to games. He will cover the role of games in motivating, assessing, teaching and learning.


    3:00 - 3:20


    • Betting the Farm on Creative UA Campaigns
      Peleg ISRAELI, General Manager, Bidalgo  

      Peleg Israeli is the general manager of Bidalgo, a Facebook PMD (Marketing Partner) specializing in UA for mobile apps. With Bidalgo’s proprietary technology & vast experience in the mobile space, they help a wide portfolio of esteemed clients such as Playtika, Zynga & Plarium scale their UA & win with unbeatable ROI results. Peleg leads the Bidalgo HQ, covering all of Europe & Asia.

      [Email Peleg]


      If there is one thing we can surely bet on, it's that the social casino gaming market is worth going all in, as one of the biggest growth engines on social networks today. However, in the casino, you can't only rely on beginners luck! Bidalgo, a leading Facebook PMD (Marketing Partner), is here to share industry secrets to cracking the creative language for the social casino gaming audience. We will present case studies, examples, tips and "how to's", derived from Bidalgo's vast experience in winning the jackpot for the biggest social casino gaming clients.

    • Fuel Your Monetization Strategy with HTML5 and Bring It To the Next Level
      Alexander KRUG, CEO, Softgames 

      Previously working at Yahoo!, Alexander is a serial games industry entrepreneur with more than 10 years of experience in making big things happen. Alexander possesses excellent corporate strategy skills and is a person of proven ability to act as results-oriented leader who collaboratively develops innovative solutions, spearheads change, and engages the team in creating successful outcomes. Furthermore Alexander is a well known ambassador and pioneer of HTML5 gaming through worldwide articles and speaking events such as Casual Connect, Pocket Gamer Connects, White Nights, Devgamm, Gamescom and many more.

      [Email Alexander]


      At any time, any place, on any device – today´s gamers certainly know how to challenge publishers and content providers. To face this a multi-platform strategy becomes indispensable. Discover in this session how big traffic (game) portals successfully transferred their business from desktop to mobile and how they are using HTML5 to build, grow and monetize their multi-platform audience successfully. Expert insights from the industry and current trends about HTML5 gaming will be presented to you by SOFTGAMES' CEO, Alexander Krug.

    • Game of Code: How the BBC’s New Doctor Who Game Combines Gameplay with Teaching Kids How to Code — And How It Almost Did Neither
      Paul BENNUN, Chief Creative Officer, Somethin' Else  

      Paul Bennun is Chief Creative Officer of Somethin' Else — the leading Content Design and Creation Company and a trustee of Artangel (the UK's leading art commissioner). A multiple BAFTA winner, Paul leads Somethin' Else's digital output and future product / business strategy. He holds over a dozen internationally recognised awards in games, radio, mobile technology and interactive broadcasting such as BAFTA Awards, Sony Radio Academy Awards and the GSM Association Awards. A long-running BAFTA video games juror he also co-authored a British Government report on digital music and is an artistic collaborator with several Artangel artists, writer John Berger, Theatre de Complicite and Rotozaza. Paul also presents science, technology and usability programmes for the BBC.

      [Email Paul]


      This session will explore best practice and potential pitfalls of making a game to teach coding skills to young audiences. Focussing on the case study of the BBC’s most recent game based on Doctor Who ­ one of the Anglosphere’s best-loved TV properties, it will also cover some of the unexpected issues of bringing linear media brands into the interactive world. Paul Bennun, CCO of Somethin’ Else, is a multiple BAFTA-winning creator, director and producer of games and interactive entertainment including the best reviewed iOS app ever to come from a UK studio according to Metacritic.


    3:30 - 3:50


    • How Branded Social Casino Can Benefit Your Business: Key Learnings from Media Companies
      John CAHILL, CEO, OpenWager

      John is a games industry veteran with over 25 years of industry experience. He’s been involved in the building of several large scale, massively multiplayer game platforms and selling them to industry giants. Prior to starting OpenWager, John started and ran Meez.com, a leading teen-focused social media community which today has over 8 million users. Throughout his career, John has held executive roles at companies such as Stadeon (CEO), Yahoo (GM, Mobile Games), Shockwave (SVP Operations), and SegaSoft, where John was VP of Technology.

      [Email John]


      Today brands are in an epic battle to acquire and retain customers. The social casino offering, known for its grandiose quarterly growth, has expanded media companies’ outreach and significantly augmented their relationship with the audience. This session will take a deep dive into how to engage and retain a broader generation of millennials and what “secret sauce” to add to turn their gaming experience into an unforgettable adventure. Come and explore with John as he tells us about successes and lessons learned from his partnership with the largest media companies in Europe and USA.

    • Player Centric Live Ops Monetization
      Elizabeth PRIESTMAN, EVP & Partner, Fuse Powered  

      As an industry leading mobile games executive, Elizabeth has marketed numerous top 10 free-to-play titles including Jaws Revenge, Scarface, and Retro Pinball. Elizabeth was bitten by the startup bug early. While still in high school, she started her first business, selling it three years later to attend university. After graduating from British Columbia Institute of Technology, she founded a digital marketing agency serving some of the world's leading brands such as Acura, AIG, Allstate, Bell, Cadbury, Heinz, Honda, Nissan, Rogers, Scotia and Universal Music. Elizabeth is a mentor of entrepreneurism with the American Marketing Association's Hall of Legend's Program.

      [Email Elizabeth]


      It’s now imperative that mobile publishers become experts at managing game economies. Games getting it right take a player centric approach where monetization strategy and player experience is customized to each individual player, continuously executed in a live ops environment. Examples with impact on conversions and revenue will be shown.

    • Games-Based Learning: One Company's Search for the Holy Grail
      Ian HOOK, Head of Education, Lipa Learning  

      As the head of education at Lipa Learning, Ian is fascinated by the way people learn. From a young age he followed in the family footsteps of teaching and he has extensive experience spans a wide range of teaching activities, from mainstream to special needs classrooms, from martial arts to outdoor education. He has spoken around the world on Lipa's approach and is dedicated to creating real and lasting change in how we educate our children.

      [Email Ian]


      Games-based learning has been toted as a powerful tool in new media, but it remains the unattained 'holy grail' of the gaming world. Lipa Learning is taking a unique approach to delivering structured games-based learning content to create learning environments for young children that are as applicable at home as they are in the classroom. Join Ian to find out how they accomplish this.


    4:00 - 4:20


    • An Iterative Approach to the Development and Distribution of Social Casino Games in a Highly Competitive Market
      Ulyana KRYSTASZEK, Product Manager, Ganymede Ltd.  

      Ulyana Krystaszek has been in casual gaming since 2007. During her career she has performed several different roles - from localization and marketing to game production. Ulyana currently serves as a product owner at Ganymede, a Poland-based game developer.

      [Email Ulyana]


      This session will take the audience behind the scenes of social casino game development from a project management perspective. There will be specific focus on agile and lean methods in the game development environment. Ulyana will also discuss: arranging a development environment which boosts creativity, bringing multiplayer mode and social features to classic single-player games, adjusting games to suit different cultures, languages, platforms and target audiences and last; the Golden Reels experiment – how to recycle your assets and make some money.

    • Stayin’ Alive: Breaking Out of the User-Decay Pattern For Mobile Games
      Glenn KILADIS, SVP New Media Solutions, Fiksu  

      As Senior Vice President of Media Solutions, Glenn works to uncover new ways to use the Fiksu Platform to go after addressable markets that represent further opportunity for the company. Additionally, in his role as Games Evangelist, Glenn works to understand the latest trends related to mobile games and make sure Fiksu is up to date on the latest gamer acquisition tools and techniques. Glenn can often been found speaking across the globe at mobile gaming events.

      [Email Glenn]


      Too often, the lifecycle of a casual game follows a predictable pattern: A burst of publicity and downloads on launch, a short time at the top of the charts and a long, slow slide into obscurity. How do you buck the trend - and make enough money while you’re at the top to justify your investment?
      We’ll cover:
      - The surprisingly consistent active user curve for games.
      - How paid UA supports organic, viral, and publicity-based growth.
      - How retargeting can offset natural user decay to keep your game in the black.

    • EdTech Games for the Consumer Market: Pitfalls and Best Practices for Capturing a Rapid Growth Opportunity
      Peter HOFSTEDE, Product Director, Squla  

      Peter Hofstede heads up the Product team at Squla. Before Squla, Peter was Game Development Director at Spil Games, Founder at Wungi and lecturer at the HKU University of the Arts, Game Design and Development. Peter is interested in game design for kids and has been a speaker on this topic at Casual Connect and GDC Europe.

      [Email Peter]


      The educational technology market is booming and borrowing heavily from the playbook of games. Peter Hofstede, an 18-year veteran of commercial games, describes the distribution and market roadblocks to navigate in capturing a profitable share of this growth market. This session offers a fact based introduction to the EdTech games landscape, reviewing the industry and product trends most relevant to game developers, marketing & distribution strategies and monetisation models for the K6 consumer market. The unique challenges of scaling up your EdTech products to reach multiple countries and educational systems will also be considered.


    4:30 - 4:50


    • PANEL: Lessons Learned from the First Forays into the RMG Space | 4:30 - 5:20
      William VOLK, CCO, Playscreen  
      Francois SANSREGRET, General Manager, 3oak Gaming  
      David SELLE, VP Business Development, CashBet  
      Rishi SACHDEVA, Product Lead, Platform, Betable  
      Moderator: David CHANG, CMO, Gamblit Gaming 

      William'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]


      After graduating in Finance in 1987, François went on to build a 25-year career at Loto-Quebec. This government agency dedicated to gaming operations in the province of Quebec, Canada, has generated $3,5 billion (CAD) in revenues in 2013-2014. François took part in all regulated gaming sectors (lottery, casino, vlt, bingo, e-gaming, responsible gaming). He was part of the bingo division’s founding team and of Ingenio, the R&D division. During his work at Ingenio, François was involved in world premieres such as the first CD and downloadable lottery game and new social gaming experiences for casinos in Quebec. In 2013, he was invited to act as General Manager of 3OAK Gaming, a gaming start-up backed by Frima Studio, one of Canada’s largest video game developers. 3OAK is dedicated to create a new family of real-money gambling products using social and video game features. Last December, Francois was appointed COO of Frima Studio and 3oak was integrated within the Frima family.

      [Email Francois]


      David Selle is the Vice President of Business Development for CashBet, a UK and Alderney-Licensed mobile-first iGaming operator and turnkey platform provider. Prior to CashBet, David held Executive level product and business development positions at Nukotoys, Hi5 Networks, Sierra Online and WildTangent where he founded their EMEA business unit. David has credits on more than 30 game titles, is a co-creator of the StarSiege Universe, and taught game design at Nintendo’s Digipen Institute. David also advises several game companies and one of the largest BitCoin startups on the gaming space.

      [Email David]


      Betable is the leading platform enabling developers to offer real-money play in their own games and apps. Rishi leads Betable’s developer platform initiatives with the goal of driving innovation in the real-money gaming industry and helping partners realize new revenue streams. Rishi joined Betable from Zynga, where he managed a variety of high value revenue programs.

      [Email Rishi]


      David Chang has been both counsel to, and CEO of games and technology companies. At Gamblit, David is responsible for marketing, partner engagement, and business development. Prior, David Chang was founder of Gamiker, Inc. a mobile game development company focused on bringing established entertainment franchises to the mobile space. In 2009, David founded OnNet Europe GmbH, a leading online games company that was acquired in 2012 by Daum Communications. David also served as IGN's Managing Director of International Business where he led Fox Interactive Media's international content strategy, corporate development and operational expansion into Europe and Asia.

      [Email David]


      Innovation in gaming is essential to drive the industry forward, particularly the diversification of revenue streams within mobile gaming. The addition of real money gambling mechanics to complement video games has attracted an audience of highly engaged players through compelling entertainment options and also operating within the laws. This session, moderated by David Chang, Chief Marketing Officer of Gamblit Gaming will take a look at the lessons learned from the industry’s first forays into real money gaming, where it’s headed and how it will change the market for the millennial generation.

    • Mobile App Retargeting: Maximizing the Lifetime Value of Each Player
      Andy KATZMAN, Head of Gaming Customer Success, TapCommerce  
      Adam JAFFE, VP of Marketing, Social Point  

      Andy Katzman leads the gaming team at TapCommerce, a Twitter company. He works closely with marketers of top mobile games across the globe to develop app retargeting strategies and optimize ROI of re-engagement campaigns. Andy joined TapCommerce with a strong background in strategic partnerships, product marketing and business development from previous senior roles at Facebook and Yahoo. Andy holds a BA from Yale University and MBA from the UCLA - Anderson School of Management. Follow him on Twitter at @andykatzman.

      [Email Andy]


      Adam Jaffe leads Social Point’s marketing and community departments, who all work hard to ensure their main titles are successfully promoted. Adam comes to Social Point with over six years of online gaming experience. Prior to Social Point, Adam has held high-level positions at SGN and Playtika. Adam also currently sits on the advisory board of a number of gaming and technology companies and holds a BA in International Business and Philosophy from Linfield College. Adam is married and has two daughters, Maxi and Shai. When not at home or at work, which is more or less all the time, you can find him on the soccer pitch.

      [Email Adam]


      It’s time to think beyond the install. How can games marketers keep existing users engaged, and encourage them to come back and play again? Mobile app retargeting has rapidly emerged as a major channel used to drive long-term user engagement. This session will cover exactly what app-to-app retargeted advertising is, how it works, and why it matters. We’ll share tips on how to use real-time data, segmentation, bidding to reach your users at each stage of the player lifecycle and ultimately strengthen lifetime value.

    • Boost Your Online Business by Selling Physical Goods like Activision Did with Skylanders
      Jacques KRUSE BRANDAO, Director Business Development, NXP Semiconductors, Security & Connectivity  

      Jacques is responsible for business development in emerging businesses with a focus on gaming and specialized in all kinds of NFC/RFID applications. Jacques was focusing on NFC mobile ticketing as well as mobile payments before. Additionally, he is responsible for security in connected devices and secure connections & transactions in the Internet of Things – currently focusing on securing online gaming accounts.

      [Email Jacques]


      Some major videogames publishers managed to increase their revenues drastically by introducing interactive toys, a field that was out of their core business. We will introduce the NFC technology, demonstrate use cases for different areas of gaming and show how physical goods can help increase your revenues. NFC connects the real and virtual worlds. Toys, cards and figurines get to live and be connected to your videogame or app. This lecture aims to help you start thinking about how to create new gaming concepts and start shaping the future of gaming!


    5:00 - 5:20


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    • The Power of Timing: Developing a Personal Connection with Customers
      Itay LEVY, VP of Mobile, Teradata Marketing Applications (formerly CEO, Appoxee)  






      [Email Itay]


      Reaching customers at just the right moment in time is essential - sending a message not too early, not too late and right on time will make all the difference in your brand not being a bother to a favorite pastime - even from your dormant users.

     

    Veilingzaal Lectures: Development & Production, Indie Experience

  • Feb. 6:
    Indie Experience

    Emcees:
    Orchidee STACHELIG, Editor, Gamesauce
    Valeriya MALLAYEVA, Founder & Managing Director, DevGAMM

    Orchid was brought to the games industry in 2010 (and since then started playing games) by Vlad Micu with whom they met online after he attended a cosplay convention in Kyiv. In 2014 Orchid quit her job of a foreign affairs journalist on Ukrainian TV to join the Casual Connect team as a full-time content manager and Gamesauce editor.

    [Email Orchidee]


    Valeriya "Lerika" Mallayeva is the Managing Director and Founder of DevGAMM - the biggest game development conference in Ukraine, Russia and Belarus. When she's not putting on industry events, she participates in game jams as an artist and creates artwork for indie games.

    [Email Valeriya]


  • Feb. 5:
    Development & Production

    Emcee: Sébastien BORGET, COO, Pixowl

    Sébastien co-founded Pixowl Games studio to fullfill his vision of mobile games reconnecting family & friends and turn his passion into his dream job. Sébastien manages the operations of Pixowl's 30 people international team. He has supervised the production and marketing of the studio's most popular titles: Doodle Grub and The Sandbox (10+ million players in total). His work was awarded by the double nomination of The Sandbox in App Store Best of 2012 & 2013!

    [Email Sebastien]

  • Feb. 4:
    Development & Production

    Emcee: Tobias EDL, Lead Business Development, InnoGames

    Tobias Edl leads business development at InnoGames, a leading Germany-based browser and mobile game developer and publisher since 2012. Previously, Tobias was the director of business development at Playa Games and a senior manager of business development at King. An over ten-year veteran of the gaming industry – and over fourteen years in online business – he is always on the look out to build up contacts, exchange knowledge and meet potential partners related to any aspect of browser and mobile gaming.

    [Email Tobias]


  • 10:00 - 10:20


    • Retention, and Systemic Gameplay
      Christoph SAFFERLING, Head of Game Analytics, Ubisoft Blue-Byte 

      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, Might& Magic Heroes Online, Settlers: Kingdoms of Anteria and Assassin’s Creed: Identity.

      [Email Christoph]


      We will present the newest theories on Retention in games, and ways to measure and calculate it. We will also show examples of systemic gameplay in Might&Magic Heroes Online (MMHO), and how this ties into retention. Trying to keep players coming back for more is the most important and difficult setup in a game. After this talk, the audience will be better equipped to see how to measure retention and distinguish a well-running game from a badly running one, as well as get an overview on different gameplay techniques to retain players.

    • Who Wants to Be a Social Millionaire?
      Ricardas JASCEMSKAS, Communications Manager, Nordcurrent  

      Ricardas is a former games journalist and editor, currently responsible for all Nordcurrent communications and social media activities. He overlooked a recent growth of company's Facebook fans to 1 million and manages continuous expansion and creative engagement of Nordcurrent social community.

      [Email Ricardas]


      Connecting and engaging users through social networking. What works best in the most popular social channels for users involvement and games promotion. Connecting to social networks through games. Company social channels vs game channels: benefits and drawbacks of each approach. Best cases of user involvement in Nordcurrent channels. Social activity tracking and useful tools.

    • Game Mechanics and Mathematics for Beginners
      Anwar DALATI, 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]


      Designing and balancing game systems can be a challenging task. Let me take you on a tour of practical and proven concepts and approaches to design, balance and maintain your game systems. Aimed at beginning game designers and game developers/product personnel with an interest in game design, the lecture will focus on providing an understanding of how to dissect game ideas, analyse them for flaws and some best practices to choose mathematical models that are easy to maintain and extend.


    10:30 - 10:50


    • Paint, Paper & Pixels
      Katherine BIDWELL, Co-Founder, Director, State of Play Games  

      Katherine Bidwell established the indie games company State of Play in 2008, and specialises in the design and animation of hand-crafted games, often using pencils, papercraft and laser cutting to create game art. At State of Play she developed the IGF-nominated puzzle adventure game Lume, as well as the hand-made sequel Lumino City, which involved the creation of a miniature city out of paper and cardboard, including working lights and electric motors.

      [Email Katherine]


      Often feeling more at ease with a paintbrush in my hand than a mouse, I'm here to discuss how the use of non-screen based 'things' have impacted my design career and have become part of my screen based products. Touching on my own experience of sketchbooks, model making, galleries, architecture, paintings, people etc, I'll look at how these things have made their way into my game design to date including the hand-made game Lumino City. I will also demonstrate how real world influences can be seen everywhere in other people's work and how important it is for us as creators.

    • Survival On The Open Market For Indies
      Dejan OMASTA, Co-Founder & CEO, TripleClaim  

      Dejan Omasta was born in Bihac, Bosnia and Herzegovina, and is currently living in Sarajevo. He has general big experience with IT technologies as a programmer and game developer. He went on from working as pipeline developer and R&D on 3D feature film production to indie game developer, co-founder and CEO of a fearsome indie game studio.

      [Email Dejan]


      Dejan will share the story of how they started their studio TripleClaim, the challenges they accepted and how they overcame them. The session will cover what you should know when starting an indie studio, including project management and client communication. Dejan will also tell about the games they make.

    • The Fun Run formula: topping the US charts organically with simplicity and timing - twice!
      Aurora Klæboe BERG, VP of Business & Marketing, Dirtybit  
      Fredrik HANSEN, 2D Artist, Dirtybit  

      Aurora Klæboe Berg is responsible for business development and marketing at Dirtybit - a gaming studio that successfully got it’s game Fun Run to top the US App Store with a $0 marketing budget. She holds an MSc in Comm. Tech Engineering and Entrepreneurship from the Norwegian University of Science and Technology. Her efforts in the Norwegian startup scene were recently awarded with her being included to the DigIT 2014 Women of the year.

      [Email Aurora]


      Fredrik Fors Hansen is the lead game designer at Dirtybit - a gaming studio that successfully got it’s game Fun Run to top the US App Store with a $0 marketing budget. He holds a BSc in Game Design and received several honors & awards for innovation and efforts within game development during his early years in the industry. He now holds a central role in Dirtybit's future and their impact on mobile games.

      [Email Fredrik]


      Fun Run was launched in 2012 and three months later it hit #1 on the US Top Free charts without paid UA. Fun Run 2 launched in 2014 and reached #2 within the first 24 hours without UA. Dirtybit has more than 60 M downloads across its games! Join Dirtybit for this two-part session. Part 1: Aurora breaks down how this was accomplished with a 7-step formula and a focus on the marketing aspects. Part 2: Fredrik will discuss and break down the game design decisions behind the hit and requirements for the successful sequel.


    11:00 - 11:20


    • Social Game Design: How Other People Designed Our Game
      Karel CROMBECQ, Lead Designer, Sileni Studios  

      When Karel first played Prince of Persia at 8 years old, he decided he wanted to make games, and has been doing it ever since. At age 16, he made a very popular text-based browser game called Castle Quest, which is still being played today. In 2012, he founded Sileni Studios to finally pursue his dream full-time. As a two man indie company, they have released a sequel to Castle Quest and a mobile game called Evo Dash. They are currently working on Mayan Death Robots, in which alien robots duke it out in the Mexican jungle during Mayan times.

      [Email Karel]


      We have showcased our game at lots of conventions, meetups and parties over the last year. Some of the remarks made by random strangers at those events had a profound impact on the design of our game. In this talk, I will try to convince you that game design should not take place in your basement, but out there in the wild, as a social interaction between your audience, your friends and your team!

    • Rising Above The Noise - A Basic Guide to PR & Marketing
      Audra MCIVER, Strategic Commander, Plan of Attack  

      An expat American living in The Netherlands, Audra has over 10 years of high-level video games communications experience. With a career spanning San Francisco, New York, Madrid and now Amsterdam, Audra has experience with multi-lingual, multi-cultural campaigns and has helped studios big and small obtain high quality corporate and product exposure.

      [Email Audra]


      With so much competition in a supersaturated gaming space a lot of great games don't get the attention they deserve. With it being more important than ever that developers get visibility for their release, most small studios have trouble navigating the murky waters of PR, marketing and social media. In this session, industry PR veteran Audra McIver provides a coherent explanation of what PR and marketing is and offers tips for developers to rise above the noise.

    • Experience Needs Attention – A Few Basics About The Center of Attention and How We Can Use It to Improve Our Game
      Bjöern BERGSTEIN, Product Manager, Tivola Publishing  

      Bjoern Bergstein is a product manager at Tivola Publishing – a company founded in 1995 with a great experience in developing entertaining and educational games for families. Bjoern joined Tivola after he founded his own individual development studio Bubo Games. Before Bjoern stepped into this business, he studied game design and game production. His game LabRATory won the Newcomer Award 2012 and was nominated as Best Casual Mobile Game 2013 in Germany. Now he is responsible for the casual game department at Tivola and supports the company with his background as a indie developer. With his experience in game design and producing, he manages new visions and the requirements of new productions.

      [Email Bjoern]


      We all know that the mobile market is full of apps and everybody fights for loyal customers. The task seems to be simple: giving the player a good time and he will come back and talk about his experience. But what happened if the player cannot enjoy the genius of our game, because he couldn’t understand it? In this lecture we will talk about a well known thing: Attention. We will take a look at the “Center of Attention” and how we could use it to get a feeling about it. To get an idea of it we will take a look at a few examples to understand how it works in different genres. As obvious as many points in my lecture seems to be, broken down into their details reveals how hard it can be, to achieve them.


    11:30 - 11:50


    • Streaming Interactions on Twitch: Lets Spectators Play With You
      Alexey MENSHIKOV, CEO, Beatshapers Ltd  

      Alexey Menshikov brings 16 years of experience in game industry to his position as CEO, where he is responsible for the day-to-day operations of the studio. Under his management, Beatshapers successfully published more than 20 games on PlayStation platforms including several launch titles: BreakQuest series, StarDrone Extreme, #killallzombies.

      [Email Alexey]


      Twitch streaming is no doubt a big trend nowadays as it allows you to connect with your game audience. But there is a possibility to engage spectators even more: they can play with you while you're streaming! This new feature provides the designer with endless possibilities. We will share practical advice from the experience we gained from releasing streaming interactions of the next-gen #killallzombies for PlayStation®4, as well as touch mobile streaming aspects.

    • Creating Social Games with Asymmetric Multiplayer Quests
      Elina ARPONEN, Founder, Tribe Studios  

      Elina Arponen is the CEO and co-founder of Tribe Studios. Based in Helsinki, Tribe Studios is the creator of the Dramagame technology, which enables chat-based games with asymmetric questlines. Earlier Elina worked at Digital Chocolate. Elina has M.Sc in Computer Science. She is the Chairman of the Board of Finnish Game Developers Association.

      [Email Elina]


      Creating multiplayer stories can be complex to design but give ultimately very rewarding and engaging experiences to the players. Tribe Studios has created story focused titles with asymmetric multiplayer questlines and Elina will discuss some of the feedback and insights they’ve gotten from the process. Giving more choice to the players with player-driven or emergent gameplay elements is a win-win strategy for both developers and gamers.

    • HTML5: So Where's the Money?
      Olga KHOMENKO, Co-Founder, PlayToMax 

      Olga is a co-founder of PlayToMax, a team of professionals with over 8-year experience in game development and one of the leading companies in the HTML5 gaming market. In the last 3 years PlayToMax has focused its core activities on the development of highly productive HTML5 browser games for mobile platforms, as a universal solution for the market, and yet achieved great results.

      [Email Olga]


      Mobile web is growing really fast. HTML5 as a part of it is becoming a significant part of the gaming market. But still some developers and publishers neglect this technology. But what if thanks to HTML5 they could get additional monetization of their users without any additional effort? Olga will share some tips and ideas on how to make money on HTML5 content.


    12:00 - 12:30


    LUNCH BREAK
    LUNCH BREAK
  • Building A Differentiated Casual Game (case Oddwings Escape)
    Timo SOININEN, CEO, Small Giant Games  

    Timo is the CEO and co-founder of Finnish mobile developer Small Giant Games. He has a long experience in the games and entertainment space and in various FMGC marketing roles. Previously Timo was the long-time CEO of Sulake, the maker of Habbo Hotel. He is also a curious start-up activist and enjoys skiing and tennis on his free time.

    [Email Timo]


    The only way to succeed and to stand out in the brutally competitive mobile games space is to differentiate rather than trying to do yet another match-three game, or trying to imitate Clash Of Clans with a new theme, it’s better to try something different. Hear thoughts and some learnings from the design and development process of our new type of flying game Oddwings Escape (coming soon!).


  • 12:30 - 12:50


    LUNCH BREAK
    • How to Innovate in a Crowded Free-to-Play Market
      Bogdan ILIESIU, CEO, Angry Mob Games  

      Bogdan Iliesiu is the founder and CEO of Angry Mob Games, developers of award-winning iOS and Android games: Guerrilla Bob, Muffin Knight, Predators and Alien vs Predator: Evolution. Plus the brand new free-to-play adventure game, Toysburg.

      [Email Bogdan]


      Learn how we started our game design by talking to people outside the gaming industry, and brainstorming together with our internal team… to come up with a truly original idea, Toysburg. It’s easy to look at a successful top grossing game, and tweak the theme. Going by the rules, it’s said that following a successful, proven formula yields best results. But this doesn’t apply in gaming, where creativity rules!

    • Going Casual with Hardcore: Age of Empires Online to Game of Thrones
      Mike SWANSON, Senior Producer, Bigpoint 

      Mike Swanson has over 20 years experience in developing games. Currently as a Senior Producer at Bigpoint Berlin working on a browser version of Game of Thrones. Mike has worked at Electronic Arts Canada, Lucasarts Entertainment, Gas Powered Games, Relic Entertainment and Bigpoint. Mike has held roles as an art lead, technical art manager, studio art manager, senior producer and executive producer.

      [Email Mike]


      What defines casual? How big an experience can you deliver before you are no longer a "casual" game? I will explore the definition of scale and complexity in casual games and how the traditional casual audience is changing as they move onto the next tier of gameplay. I will share my experiences in managing game production and designs and trying to appeal to different player types on Age of Empires Online and the upcoming Game of Thrones from Bigpoint Entertainment.


    1:00 - 1:20


    • Using the Art of Past Masters
      Oliver CLARKE, Director, Modern Dream  

      Oliver Clarke is a game developer who loves to make and play. As the leader of Modern Dream, he directed the successful production of the new edition of the cult classic The Typing of the Dead for SEGA. Within 12 years of game development he’s been credited with over 12 game titles released. He aims to be recognized for producing fun concepts that are financially successful, memorable, and deliver great experiences. Oliver was selected as a BAFTA Breakthrough Brit in September 2013 and is currently producing the new IP LA Cops to be published by Team17.

      [Email Oliver]


      With a multitude of titles released daily, one of the challenges a game developer faces is standing out. Obscurity is the enemy. However this is not a new problem. By looking back into the history of Art we can learn from the Past Masters' ideas and techniques that they used to get their art to stand out and be appreciated. This talk aims to share just a few of those ideas and explain how they can be used in practical ways to make a game that pops off the screen and demands a player's attention.

    • Bringing the Next Wave of Fun to Strategy Games on Mobile
      Jussi TAHTINEN, CEO, Nitro Games  

      Jussi is an experienced gaming executive with a decade of experience in strategy games. Having played games his whole life and 20 years of experience in making them he has worked in various roles inside the industry, giving him a broad understanding of both game development & publishing.

      [Email Jussi]


      In this session Jussi will talk about how Nitro Games approached the challenge of bringing something new to strategy games on mobile with their F2P strategy game Raids of Glory. The session will present how Nitro Games created new gameplay elements for strategy games; allowing players to directly control their units, unleashing the power of 3D in a way that it adds to the gameplay instead of being just a visual gimmick, and getting rid of matchmaking limitations in multiplayer.

    • Life after Kickstarter – Growth and Change With Unconventional Audiences from Shrug Island
      Alina CONSTANTIN, Game Director, Co-Founder, Tiny Red Camel  
      Michael G. ROSE, Composer, Co-Founder, Tiny Red Camel  

      Alina is game director and co-founder at Tiny Red Camel. With practical experience from teaching, design, team management to as far as straw bale building, she aspires to bridge art and nature activism in commercial media, and create rich playgrounds to engage imaginations of tomorrow’s visionaries.

      [Email Alina]


      Michael is the composer and co-founder at Tiny Red Camel. With wide experience in interactive media, his career spans from academic science, software startups to performing artist. Michael's recordings have won international acclaim for the lyrical performance and evocative imagery of his compositions.

      [Email Michael]


      This duo speaker session goes into the details of what happens after a successful Kickstarter. Project creator and backer turned business partners, Alina and Michael will share lessons learned, from remote teamwork, change management, and environmental inspirations. How unconventional target audiences, art and entrepreneurship merge, in producing the hand-drawn musical adventure game Shrug Island.


    1:30 - 1:50


    • Multiple Platforms From a Start-up to Scalable Approach
      Tanja EVDOKIMENKO, COO, Nika Entertainment  

      Tanja is a chief operating officer of a company that grew from 30 to more than 150 skilled enthusiasts and fans of games just in a year. Loves gamedev people and is a puzzle addict.

      [Email Tanja]


      While game development industry as a whole is more and more shifting to mobile, casual genres feel great on social platforms. Tanja will tell about life on major Japanese and European social networks and share different approbated approaches to development and porting on multiple platforms.

    • Start of Something Beautiful: Art Direction, A Beautiful but Difficult Role
      Sajjad GHOLIZADEH, Art Director, Bearded Bird 

      Sajjad Gholizadeh is the art director at Bearded Bird. He leads a team providing all aspects of art design, including character and environment design, textures and art style. He is a qualified self-taught artist. Sajjad has spent 10 years as an art director, director, concept artist, texture artist, storyboard artist, layout artist and a 2D animator, which taught him the importance of art design. Prior to starting his game & animation art, Sajjad has been a traditional painter for another 10 years. Before joining Bearded Bird in 2012, Sajjad worked for 8 years for a various organizations, including Didar Blue Sky, Arad animation studio and T20. Sajjad was mostly responsible for leading the art team, character concepts and 2D animations.

      [Email Sajjad]


      Before you start developing a video game, everything usually looks quite simple! It seems that we are suffering from a perspective type of view, because we only realize the details and difficulties when we start the project. It’s like looking at a tree from a far distance: just a trunk and a total bunch of leaves! But when you get closer and stand in the shadow of that tree, you see lots of leaves attached to lots of branches! Each one has its own individual style and color and now YOU are the Art Director, and you are the one who needs to find the way through all these leaves & branches...

    • Building a Community of 80M Players from Scratch
      Marek RABAS, CEO, MADFINGER Games  

      Marek is developing games since 2000, has worked on AAA titles for PC and consoles. In 2009 he set up MADFINGER Games with his friends. Today Marek is CEO of MADFINGER Games, company which has released titles like Shadowgun and Dead Trigger.

      [Email Marek]


      Four years ago we started from zero. I will share several tricks and tips related to how we reached more than 80M players without paying for user acquisition. I will also discuss why quality is important and what we do, both for and with, our community.


    2:00 - 2:20


    • Discovery and Communities - The Indie Point of View
      Jiri KUPIAINEN, CEO, Founder, SharkPunch  

      A 14-year veteran of the Finnish games industry, Jiri has worked on everything from mobile games on 160x80 pixel screens to AAA console titles. A former Disney VP, he is now the CEO and founder of Shark Punch, an independent game studio working on a game called The Masterplan and a discovery platform called Playfield.

      [Email Jiri]


      How to find an audience for your indie game, and nurture this audience into an active, engaged community. The story of how a group of former Disney employees took a game about bank robberies in the 70s from a few beer-fuelled sketches through Steam Greenlight to Early Access and beyond, and ended up building a platform for game discovery and communities in the process.

    • Game Feel: Why Your Death Animation Sucks
      Nicolae BERBECE, Founder, Designer, Producer, Those Awesome Guys  

      Nicolae Berbece (Xelu) is a game developer who used to have awesomely long hair that was soft to the touch. He is currently working on Move or Die, a fast-paced competitive multiplayer game scheduled to be released later this year on Steam. He also produced, designed and created the art for other titles such as Concerned Joe, Kawairun and a handful of older browser games created across 5+ years of game development. Growing up with a computer in the house, he got interested in game development by modding titles like Counter Strike 1.6 and Warcraft 3 back in the 2000's, developing a taste for games with innovative mechanics in the process. He worked online with many programmers, artists and musicians from around the world, developing games in both online and local game jams.

      [Email Nicolae]


      Game feel, the thing that makes you say "This game feels awesome but I don't know why!". A death animation walk through, from the first lines of code, to asset, animations and sound effects creation up to screen shake, particles, displacement maps, composition and polish. See the creation of an awesome interactive experience and the importance of game feel and responsiveness, how to make your game feel and look awesome from scratch. If you hate it when you press a button and it's not clear what happened in-game, this is for you!

    • A Step-by-Step Guide to Successful Self-publishing
      Brjann SIGURGEIRSSON, CEO, Image & Form  

      Brjann Sigurgeirsson is the CEO of Image & Form, a game studio operating out of rainy, windy Gothenburg, Sweden. A rock'n'roll singer and avid chess player. Image & Form has been successful with their games Anthill for mobiles & tablets, and SteamWorld Dig for all other platforms. Currently working on a new game in the SteamWorld series called SteamWorld Heist, slated for release in the first half of 2015, which will be available for all platforms, tablets included.

      [Email Brjann]


      This session will discuss some of the PR tricks Image & Form applied in order to make SteamWorld Dig a multi-platform success - without any marketing budget to speak of. From that experience, Brjann Sigurgeirsson distilled the necessary steps and will discuss them. Based on this, Image & Form has a self-publishing model that anyone can use.


    2:30 - 2:50


    • Bertram Fiddle: Workflow Optimizations for Content Driven Games
      Alexander BIRKE, Programmer/ Game Designer, Rumpus  

      As programmer and game designer at Rumpus, Alexander has a passion for coming up with new game mechanics and improve the ways games are made. He loves game jams and have attended and organized quite a few over the years. Besides working on Bertram, He also organises the Unity Meetup Group in Bristol.

      [Email Alexander]


      At Rumpus we are currently creating The Adventurers of Bertram Fiddle, a point and click adventure game series with tons of characters, animation and dialogue. Since we are a small studio, a big focus has been to reduce the workload, and in this talk I'll share the solutions we have come up with. The topics covered include automation, good workflow methodologies and custom juicy workflows can accelerate your development.

    • Making Small Games With Simple Mechanics for Success
      Pavel CARPOV, Game Designer & Co-Founder, Spooky House Studios
       

      Pavel Carpov is one of the co-founders of Spooky House Studios - a self-publishing game development studio that brought to the AppStore's Top 1 the free games of Bubble Explode and Rail Maze. For the past 5 years actively participated in game design and development of most of its products.

      [Email Pavel]


      Building a big title with lots of characters, scenarios and art sounds like having a big success, but is not something that any gamedev studio can do. How about making a small game in a tiny developers team without any VC investments? Pavel will share their studio's experience in designing and developing small games and then bringing them to the AppStore top charts.

    • A Student Project Brought to Life!

      Danial KARIMIMANJILI, Game Designer, Project Manager, Neko Entertainment  
      Florian ANTHIERENS, Pixel Artist, Neko Entertainment  

      Danial Karimimanjili is a young game designer and project manager. After several professional experiences in the video game industry, he decided to start his own game project with four of his classmates.

      [Email Danial]


      Florian is the graphist on the video game Replay: VHS is not Dead. He studied at IIM, a school that forms Project Manager. This is where he started the project with 4 other students.

      [Email Florian]


      The story of Replay – VHS Is Not Dead, a game made by students of IIM, a French school, and supported by Neko Entertainment, due to release early 2015. Learn how we made it from a student project to the game release, step by step.


    3:00 - 3:20


    • Legal Сhecklist for Developers: 10 Critical Things to Verify Before Signing New Contract
      Sergei KLIMOV, Founder/Managing Director, Charlie Oscar  
      Tobias SCHELINSKI, Lawyer, Taylor Wessing  

      For many years, Sergei used to run his own publishing label in Eastern Europe, releasing games for PC, PlayStation, Wii/DS and other platforms. Then he sold his studio and went on a new adventure, creating Charlie Oscar that is focused on developing multi-platform original IPs. In parallel to this, Sergei is continuously involved in consulting independent studios on legal and business matters, helping Asian and European developers improve their deals, structure their studios, and collect royalties due (sometimes through courts, when it comes to that). Sergei is based in Vilnius, Lithuania.

      [Email Sergei]


      Tobias is partner of the international law firm Taylor Wessing. Tobias is based in Hamburg, Germany, and has been advising many national and international companies from the games industry since 2005. He has a strong expertise in games industry related law such as games license and distribution law, data protection law, and e- and m-commerce law. He also teaches Games law at the University for Applied Sciences in Hamburg.

      [Email Tobias]


      In this short presentation, a team made of experienced games industry lawyer (Tobias) and games industry bizdev (Sergei) will present their simple but critical legal checklist that any studio or developer signing new contract must go through, before putting the signature into the document. No matter what the deal is about, there are core questions that must be answered, such as where will the dispute be resolved (if there will be a dispute), how the payments and reporting may be enforced (if they will be missing at some point in the future), how the real intent of the parties will compare to the technical agreement that the parties sign, and so on. We will present 10 points of this checklist and give comments on every point as we go.

    • Old Friends' Reunion, or Kickstarting Pathologic
      Ivan SLOVTSOV, Game Designer, Ice Pick Lodge  

      Game designer and executive producer at Ice-Pick Lodge — one of the oldest and most bizarre Russian game development studios. Eats waffles, but doesn’t particularly enjoy them.

      [Email Ivan]


      A story about a successful Kickstarter campaign to remake a 10 year old game.

    • 7 Principles of a Good Service Company
      Ivan TKACHENKO, Co-Founder & CEO, Signus Labs 

      Ivan has over 11 years of experience in the gaming industry. In 1999, Mr. Tkachenko joined The Web Production and served as CTO. In 2002, Ivan co-founded and served as CEO of Kenjitsu and VP of Nikitova. Oberon Media acquired Kenjitsu in 2007 where Ivan served as studio director at Oberon/I-play. Since May, 2011 Ivan has been CEO of Signus Labs.

      [Email Ivan]


      Some companies already have a positive or negative experience with external studios. Someone else just thinks about it. My company Signus Labs is in different situations as a contractor and as a customer. With over 15 years of leadership, I want to share my experiences with those who want to work effectively with an offshore company.


    3:30 - 3:50


    • Challenges of Making a Graphic Adventure
      Hernan LOPEZ, Founder, Epic Llama Games  

      Hernan Lopez is the Warchief and founder of Epic Llama Games, a game company focused on the casual game market founded back on 2008, He and his company has developed more than 30 titles in the past years and have a lot of experience on the field to share.

      [Email Hernan]


      From narrative to puzzle design, building a fun graphic adventure it’s not an easy task. We will be discussing what challenges you can face while developing this kind of games and what solutions we found for those problems. So if you like graphic adventures come here and don’t forget to bring your “talk” command with you for the QA session.

    • The Games worth Making
      Pavel PARATOV, CEO, SUPER SILA  

      Pavel Paratov, CEO of SUPER SILA, has a great digital media background. For 5 years he has been creating award-winning interactive shows and installations developing the biggest in Europe 3D projection mapping company — silasveta.com. Now Pavel is immersed into the best part of entertainment industry — games.

      [Email Pavel]


      Among many ideas, how to determine the one you will spend precious months or years of development? How to choose the idea that will inspire your team, gain a large audience of players and achieve success? In this report, you will find answers to these questions, and learn the way of SUPER SILA company from the idea to make games, to development of the game that is capable of creating a new genre.

    • Building an MMO RPG Game - The Wrong Way
      Vitalik ZASADNYY, Senior Unity3D Developer, GetSocial 
      Sergii GRYNETS, Unity3D Developer, Nravo Inc. 

      Vitaliy is game developer passionate about his work. For the last 2 years he has been working at Nravo on various projects, starting from native iOS games and finishing mobile RPG game, which will be the subject of his talk. He believes that the gaming industry could evolve much more quickly if everyone would share their experiences.

      [Email Vitalik]


      Sergii is a Unity3D developer at Nravo Inc. with over 7 years of programming experience. He is interested in computer graphics, GameDev and teaching other people not to make mistakes. Used to work for both large enterprise and small product companies and as trainer in EPAM training center for students.

      [Email Sergii]


      Building an MMO RPG game is a complex and long-lasting project, especially for an inexperienced team. This talk is about mistakes we've made, problems we've faced and how we solved them. We'll also discuss how and why an MMO RPG game can transform to Action RPG in year and a half.


    4:00 - 4:20


    • Game On or Game Over: Why Indies Should Care for Localization | 4:00 - 4:50
      Josué MONCHAN, Game Writer and Translator  
      Angela PAOLETTI, Managing Director Local Transit  
      Sergei KLIMOV, Founder & Managing Director, CHARLIE OSCAR  

      Josué Monchan (Game Writer and Translator): Josué learnt the ropes of game writing at adventure game developer Pendulo Studios, where he has been working since 2005. Besides freelancing as a writer and narrative designer, he also works as an independent EN->ES translator and teaches about his areas of expertise at 3 Spanish universities.

      [Email Josué]


      In 1992 Angela started her career as a game translator at PolyLang, the first EU Multilanguage Localization agency. In 1998 she founded Local Transit offering translations and voice-over into Italian and many other languages. Angela is Professor of Multimedia Localization at Link Campus University in Rome

      [Email Angela]


      For many years, Sergei used to run his own publishing label in Eastern Europe, releasing games for PC, PlayStation, Wii/DS and other platforms. Then he sold his studio and went on a new adventure, creating Charlie Oscar that is focused on developing multi-platform original IPs. In parallel to this, Sergei is continuously involved in consulting independent studios on legal and business matters, helping Asian and European developers improve their deals, structure their studios, and collect royalties due (sometimes through courts, when it comes to that). Sergei is based in Vilnius, Lithuania.

      [Email Sergei]


      Still fear that localization is a cost rather than a profit centre for you? Let us show you on three hand-on examples (Papers, Please, Shovel Knight and Tengami) that localization may very well decide whether your game pays off in the end.

    • Designing Games Around Repetitive Mechanics
      Danilo RADOJCIN, Junior Game Designer, Eipix  

      Born in Dubrovnik, Croatia in 1988, raised in Herceg-Novi, Montenegro, where I graduated from High School. Moved to Novi Sad, Serbia, the birthplace of my parents, to finish college. Studied at the Faculty of Technical Sciences, Novi Sad, at the Graphical Engineering Department. Left studies and started working as a freelance graphic designer and web designer, and soon started writing articles and columns about games, gaming industry and gaming way of life. I also worked as an assistant at School for Physically and Mentally Disabled - Milan Petrovic, Novi Sad, where I've worked with communication, storytelling and computer software skill development. Started working at Eipix at 2014 as a junior game designer and have worked on various top selling, #1 Big Fish Games Top List games.

      [Email Danilo]


      Evolution of games developed with linear mechanics, point and click adventures and how to make them lovable Discussing challenges repetitive mechanics represent to developers and the ways to avoid its obstacles Pros and cons of game designing in linear mechanics environment Changing perception of simple game mechanics using gameplay Future of games with simple and repetitive mechanics

    • Adventures on Steam Early Access | 4:00 - 4:50
      Alex NICHIPORCHIK, CEO, tinyBuild  

      Alex Nichiporchik is the CEO of tinyBuild. Before co-founding the company, he spent years writing about video games, being a professional gamer, and most recently creating A10.com (a leading web game site) while working at Spil Games.

      [Email Alex]


      Learn about how a series of fortunate (and unfortunate) events can transform an indie game developer into a game publishing company, with the help of Steam Early Access. A deep-dive into behind the scenes of hit games like SpeedRunners.


    4:30 - 4:50


    Panel continues...

    • Monetization and Optimization Based on Data Analysis
      | 4:30 - 5:20
      Ivan KRECHŇÁK, CEO, PowerPlay Manager  
      Andrej GOLOVKOV, Lead Game Designer, PowerPlay Manager  

      Ivan Krechňák is the CEO and co-founder of the indie game studio PowerPlay Manager. The studio was founded in 2007 and originally Ivan started out as a game designer. Under his leadership the studio has already released 11 successful games on browser and Facebook platforms.

      [Email Ivan]


      Andrej Golovkov is the lead game designer of the indie game studio PowerPlay Manager based in Bratislava, Slovakia. He has been supervising 5 projects in this position, and they have been released as browser games or on Facebook. He has been working as a game designer since 2005.

      [Email Andrej]


      Monetization of players is the key to success for any indie game. In order to be able to get the most out of your players, you need to track and analyze a lot of data. PowerPlay Manager has several years of experience in this field and this case study presents their take on the matter. The case study will show what kind of data they track and how they use it to optimize the game and monetization strategies.

    Alex's session continues...



    5:00 - 5:20



    • Eva GASPAR, Business Manager, Abylight  

    Panel continues...

     



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