Casual Connect Europe 2010 in Hamburg Content
 

CASUAL CONNECT EUROPE 2010
   
  General Interest Game Dev Production & Design Mobile & iP* Community, Social & MMO Games for Gamers Marketing, Advertising & Business Models
     

Day 1 - February 10th
Hall D ...
Hall E ...
9:00
Hall D
Welcome to Casual Connect

Jessica TAMS

Hall D
How to Monetize Social Games Globally

Rex NG, Six Waves
  General Interest Emcee:
Neal SINNO, Arkadium
Community, Social & MMO Session Emcee:
David NIXON, Oberon Media
10:00 New Paradigms for Casual Games – A Look Into How We’re Shaking Up the Industry

Kai BOLIK, GameDuell

Derrick MORTON, FlowPlay

Charles HUDSON, Serious Business

Moderated by Neal SINNO, Arkadium
The Future of Social Games: 2010 & Beyond

Justin SMITH, Inside Social Games
11:00 Staying In Touch – Methods for Successful Communication Within and Outside of Your Business

George DONOVAN, Gogii Games

Christopher NATSUUME, Boomzap

Jeremy SNOOK, RealGames

Moderated by Kane MINKUS, SomaTone
Social Games: No "lightning in a bottle"

Matt SHEA, WildTangent
12:00 Lunch Break Social Games: Design on the Fly

David ROHRL, Playdom
13:00 Confessions: Big Portals. Part 2

Terri HARDIE, Reflexive Entertainment

Rick MARAZZANI, Exent

Vincent CARRELLA, Nickelodeon

Jeremy SNOOK, RealGames

Paul HERRON, Oberon Media

Moderated by Sean ELLIOT, Playrix
Sustainable Competitive Advantage: Buzzwords for the Next Generation of Social Games

Charles HUDSON, Serious Business

Kevin XU, IGG

Bret TERRILL, Bret on Social Games

Moderated by Eric GOLDBERG
  Marketing & Advertising Emcee:
Craig HOLLAND, Freeze Tag
 
14:00 Hype or Real Deal

Rick MARAZZANI, Exent

Ron POWERS, PopCap

Stefan BETZOLD, Bild

Frederik HAMMES, Gamesmarkt

Moderated by Thorsten KOLISCH, INTENIUM
Quiet Profitability: Successful Social Games Developers You’ve Never Heard Of

Jens BEGEMANN, wooga

Toby BERESFORD, Nudge

Alexey KOSTAREV, I-jet Media

Moderated by Alexander MENDELEV, Backstage Games
15:00 Demystifying Advergaming: How to Use Gaming in the Digital Marketing Mix

Helen COPNALL, Microsoft
Innovations for "Real" Social Games

Randy BREEN, Social Gaming Network
16:00 Social Gaming: An Advertiser's Perspective

Henrik NILZEN, inkClub

Heber GONZALEZ, Fox Mobile Group

Tim BELL, Be2

Moderated by Jeff SULLIVAN, TrialPay
Games-as-Services: How to Avoid the Single Biggest Mistake Game Developers Make When "Going Social"

John VECHEY, PopCap Games

17:00 Social Mingle sponsored by Zong, emceed by John VECHEY

Join us for some drinks and snacks for everyone interested in social games!

Day 2 - February 11th
Hall D...
Hall E ...
9:00
Hall D

Welcome to Casual Connect

Jessica TAMS


Hall D

Are Computer Games Objects of Cultural Value?

Nils-Holger HENNING, Bigpoint

  Mobile & iPhone Emcee:
Chris JAMES, Pocket Gamer
Games for Gamers Emcee:
Juan GRIL, Joju Games
10:00 What's the Smart Choice in Smartphones?

Alex BUBB, Nokia

Joe NEALE, Symbian Foundation

Michael SCHADE, FishLabs

Moderated by Chris JAMES, Pocket Gamer
Games for Gamers Intro

Juan GRIL, Joju Games

Icycle's Crash Course

Reece MILLIDGE, Damp Gnat
11:00 Mobile Distribution Models, From Operators to D2C Portals – Which is Best For Your Game?

Michael KRAUSE, Arvato Mobile, GmbH

Barry O'NEILL, Namco Bandai Networks Europe

Christopher KASSULKE, HandyGames

Moderated by Tim HARRISON, The Mobile Consultancy
Developing Swords & Soldiers

Jasper KONING, Ronimo Games
12:00

Lunch Break

13:00 Cross Platform Publisher Strategies – What Are Today’s Mobile Publishers Doing to Address the Market?

Eric HOBSON, Connect2Media



Mobile + Social, Show us the Money

Volker HIRSCH, Blue Beck

Connecting Casual and Hardcore Gamers: Case RedLynx Trials

Tero VIRTALA, RedLynx
14:00 The iPhone Overview – Facts, Figures and Trends

Chris JAMES, Pocket Gamer
Blowing Away Pixelated Friends: Rocket Riot

Peter de JONG, Codeglue
15:00 Case Study: Ad-Funded Games

Michael SCHADE, FishLabs



Business Models & Pricing – Making Money on the App Store

Christopher KASSULKE, HandyGames

Nicholas LOVELL, GAMESbrief

Michael SCHADE, FishLabs

Moderated by Tim HARRISON, The Mobile Consultancy
Machinarium Postmortem

Jakub DVORSKY, Amanita Design
16:00 iPhone Marketing - How to Do It, Why You Have To and What Works

Eric HOBSON, Connect2Media

Barry O'NEILL, Namco Bandai Networks Europe

Volker HIRSCH, Blue Beck

Moderated by Chris JAMES, Pocket Gamer
Everything I Need to Know I Learned at Games For Gamers

Juan GRIL, Joju Games

Tero VIRTALA, RedLynx

Jasper KONING, Ronimo Games

Jim GREER, Kongregate
17:00 Mobile Mingle

Join us for some drinks and snacks for everyone interested in mobile gaming!
Games for Gamers Mingle

Join us for some drinks and snacks for everyone interested in games for everyone!

Day 3 - February 12th
Hall D ...
Hall E ...
 

Game Development Emcee:
Jon JONES

Production and Design Emcee:
Jussi LAAKKONEN, Everyplay
10:00

Art Production: Working with International and Off-site Teams

Erik PETTERSSON

Tim APPLEBY, Splash Damage

Moderated by Jon JONES

Game Design Jam

Stephane BURA

Franz STRADAL, Twinity

Craig BRANNON, Legacy Interactive

David ROHRL, Playdom

Moderated by Jussi LAAKKONEN, Everyplay
11:00

Casual Game Developer Opportunities with Games for Windows and on Windows 7

Corey ROSEMOND, Microsoft Corporation

Upload the Download. Building Strong Character IP for Cross-platform Value

Aaron NORSTAD, PlayFirst
12:00

Games in the Cloud

Simone BRUNOZZI, Amazon Web Services

No Country For Old Games?

Magnus ALM, Muskedunder Interactive

Johan PEITZ, Muskedunder Interactive
13:00

Non-Casual Stories in Casual Games

Jeff SPOCK

How to Make Free-to-Play Pay! The Inner Workings of Virtual Goods and Game Economies

Josh LARSON, Mochi Media

Margaret WALLACE, Playmatics
14:00

Designing Virality Into Your Online Game

John VECHEY, PopCap Games

Henning KOSMACK, MegaZebra GmbH

David ROHRL, Playdom

Moderated by Derrick MORTON, Flowplay

It’s All Uphill From Here… Moving from 2D to 3D Browser Games

Alex SUAREZ, Like Dynamite

Carlos ULLOA, HelloEnjoy
15:00

Trends in Online Flash Games

Ada CHEN, Mochi Media

Alexander SHEN, Mochi Media

Do's and Don'ts for Designing Mini-games and Puzzles

Craig BRANNON, Legacy Interactive

GENERAL INTEREST
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Casual Connect Europe Design Sessions


Jessica TAMS
Founder & Managing Director Casual Games Association

Welcome to Casual Connect Europe. Even into 2010, the casual games industry continues to be a vibrant and exciting industry with a huge mass of continued growth potential. We welcome you to join us for three days of meetings, lectures and networking.



How to Monetize Social Games Globally


Rex NG
CEO & Chairman Six Waves Inc.


For many game developers, social networks are a new and exciting medium for monetizing and distributing games. While many envision social networks as a plug & play marketing solution, given the increased competition and a lack of a centralized consumer ranking system, game penetration rarely grows organically without additional marketing and promotional support. How should developers conduct marketing and promotions on social networks to get the most bang for their buck? And even if a game is able to beat the odds and grows organically, how are developers able to compete with large marketing and promotional budgets to make their game top in its genre?

Social networks offer a great opportunity for game professionals as the basic skills for creating fun and addictive game play are timeless. But there are additional game design challenges inherent in creating persistent experiences. How should developers make the transition to persistent gameplay and what are the most important game design elements needed for social games?

The power of global distribution is undeniable and if done right results in significant revenue gains with minimal additional investment. As Facebook and other social networks expand internationally, what should a developer consider in their localization and distribution strategy to take advantage of this opportunity?

Please join us as we explore the opportunities social networks provide developers and help developers better monetize their games.

Questions for Rex can be sent to a-rex.ng@casualconnect.org.





Are computer games objects of cultural value?


Nils-Holger HENNING
CCO Bigpoint


Literature, music, dance, film or architecture – all of them are clearly known as arts. But what about games? Can they be counted as objects of cultural value? We think they definitely can. Computer games are the result of artistic activities. They feature their own esthetics, colors, music and content. Artists like designers and composers are part of the gaming industry. Virtual games have become part of our culture and are not a fringe group phenomenon anymore. For that reason the German Cultural Council accepted the German Association of Computer Game developers as an official member in August 2009.

This session examines the meaning of games as new objects of cultural value and how casual games contributed to this development. After all games are more than just games.






Kai BOLIK
CEO & Co-Founder GameDuell
Derrick MORTON CEO FlowPlay
Charles HUDSON VP, Business Development Serious Business
moderated by Neal SINNO VP, Business Development Arkadium

Many of the assumptions people in the casual games industry take for granted are no longer valid. In this session industry veterans will give you their “best of” insights on the recent changes. The game designer of the future needs to think different - about monetization, games as a service, and social interaction as the new content.

Viral marketing is much different from what it used to be. Traditional organizational structures are no longer the most effective. New technologies enable scientific management, continuous improvement, and global scaling of our games. This session is highly recommended for game designers, strategists and everybody that wants to be a part of the next wave in the games space.




Staying In Touch – Methods for Successful Communication Within and Outside of Your Business


George DONOVAN
CEO Gogii Games
Christopher NATSUUME Creative Director Boomzap
Jeremy SNOOK Director of GameHouse Partners RealGames
moderated by Kane MINKUS Managing Partner SomaTone

You work in Berlin. Your team works in the U.S. Your business partners are spread out all over the world. Although this may sound like a Mobile Phone commercial, it has become the reality of our everyday lives. What does it take to keep the communication moving smoothly in today’s Global economy? How much is too much contact with your business partners? The goal of this session is to explore some best practices in business with a focus on communication. From the ideal way to keep your global work force engaged, to ideas and suggestions on how to deliver tough messages to your partner, this interactive session will explore the successes and failures we’ve all experienced within this world we call Casual Games.



Confessions: Big Portals. Part 2


Vincent CARRELLA
Director of Licensing at Shockwave.com Shockwave / MTV Networks
Terri HARDIE Arcade Producer Reflexive Entertainment (Amazon.com)
Rick MARAZZANI Director of Content Exent Technologies, Inc.
Jeremy SNOOK Director of GameHouse Partners RealGames
Paul HERRON Head of European Business Partnerships Oberon Media
moderated by Sean ELLIOT VP of Business Development Playrix


Come hear representatives from some of the biggest distribution portals in the casual games space as they openly share their thoughts and ideas on its current state and future and ask them the trickiest, most burning questions you can think of again this year.

A lot has changed in the course of these 12 months. Let's hear this year's revelations and discuss the current trends in the casual games industry including life-cycle Management, exclusivity, pricing as well as social games as a potential threat to the downloadable space and a lot more.




COMMUNITY, SOCIAL & MMO

Social Games: No "lightning in a bottle"


Matt SHEA Senior Vice President, Product Development and Technology WildTangent

Casual Game developers are increasingly betting the farm (or Farmville) by moving into Social Games. Eye-popping stats like “350 MILLION USERS” and “$500,000+ PER DAY” tempt even the most even-minded game developers. As with iPhone and PC downloads before, “rags to riches” success eludes the overwhelming majority of participants. We’ll take a peek behind the curtain, examine what is going on with Social Games, and what skills it takes to succeed. Social Games are a tremendous opportunity…but unless you have the right plan, leverage the right partnerships, and execute properly, you may be disappointed in the results.



Quiet Profitability: Successful Social Games Developers You’ve Never Heard Of


Jens BEGEMANN Founder & CEO wooga
Toby BERESFORD Commercial Director Nudge
Alexey KOSTAREV Co-Founder and Head of Production I-jet Media
moderated by Alexander MENDELEV VP, Business Development Backstage Games

Everyone knows about Zynga, Playdom, and Playfish – but what about Backstage, Viral, Offbeat, and Crowdstar?  Small companies are making good money in the shadows of the big players – and while this isn’t the fabled “$500,000” per day – it IS a ton of money per-capita.   A  group of smaller successful social game developer/publishers talk about how they compete effectively against the big guys and get quietly rich – and whether doing so will be possible in the future. 



Social Games: Design on the Fly


David ROHRL Executive Producer Playdom

Social game design must not only result in a fun product, but must also bend to the whims of the business environment. How does the production and game design process work in this environment? What do you need to do inside of your production process to ensure success?




Sustainable Competitive Advantage: Buzzwords for the Next Generation of Social Games


Bret TERRILL Writer Bret on Social Games
Charles HUDSON VP, Business Development Serious Business
Kevin XU COO IGG (I Got Games)
moderated by Eric GOLDBERG Managing Director Crossover Technologies

How does one create “sustainable competitive advantage” in a market with low barriers to entry, short development cycles, bug-tolerant consumers, and large, well-funded, experienced publishers blatantly willing to rip off any idea that appears to work well?  Is the answer customer loyalty?  Design innovation?  Proprietary technology?  Analytics? Or some combination of all of these things?




Innovations for "Real" Social Games


Randy BREEN COO Social Gaming Network (SGN)

Real innovation in social games comes from creating rich, exciting virtual worlds and then giving players the opportunity to cooperate and compete together. This is the lesson of the two-player arcade game design, 4-player XBLA games, Wii Sports, and many of the most successful MMOs. Players want to interact with each other, even creating content for each other. This is what makes social gaming more akin to a party than simply an excuse to raid your contact list for more users. Take Away: Practical examples of including social components into existing game designs are shown, along with design methodologies that encourage multiple players to work together or compete with their friends.


The Future of Social Games: 2010 & Beyond


Justin SMITH Founder Inside Network

2009 will be remembered as the year that casual gaming stormed social platforms and changed the way millions of people socialized with friends online. With an up-to-$400 million acquisition of Playfish by Electronic Arts, hundreds of millions of dollars in venture investments, and some of the highest engagement numbers that online entertainment has ever seen, social games are now impacting businesses across the media landscape. There are new and substantial opportunities for social game developers with virtual goods revenue models, but the market is still evolving rapidly.

What are the keys to social gaming's growth in 2010? How will existing players fare as Facebook shifts the social gaming landscape, and many larger players with extraordinary assets enter the market? Will another platform other than Facebook emerge? As the barriers to entry to the Top 25 games ramp up sharply, what are the game-changers that will pave the way for success for new entrants? This presentation will supply a practical snapshot of social games in rapid transition over the next 12-18 months.


Games-as-Services: How to Avoid the Single Biggest Mistake Game Developers Make When "Going Social"


John VECHEY Founder PopCap Games

Why is it that intelligent, experienced, accomplished managers in the game business walk into a "games-as-service" project with eyes wide open and research-in-hand, and STILL manage to radically underestimate the difficulty of running a live online service? Is it really that hard? The answer is "yes"! But there is hope - come find out how to avoid the horrors of embarrassingly overshot launch dates, catastrophic infrastructure failures, update paralysis, plummeting team morale, and disturbingly dissatisfied communities. Find out the real deal on running a "service" rather than launching a "product".



MOBILE & IP*
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Casual Connect Europe Mobile & IP* Sessions

What's the Smart Choice in Smartphones?


Alex BUBB
Senior Partner Manager, Media and Games Nokia
Joe NEALE Head of End User Programs Symbian Foundation
Michael SCHADE CEO FishLabs
moderated by Chris JAMES Founder Pocket Gamer

Smartphones are the new black in the mobile content world, but who are the main players and which of the many new platforms and accompanying app stores should you be supporting? Our expert panel of platform representatives and publishers offer an invaluable guide from Android to Windows Mobile.





Mobile Distribution Models, From Operators to D2C Portals – Which is Best For Your Game?


Michael KRAUSE Global Head of Content and Managed Services Arvato Mobile, GmbH
Barry O'NEILL President Namco Bandai Networks Europe
Christopher KASSULKE CEO HandyGames GmbH
moderated by Tim HARRISON Founder The Mobile Consultancy

The traditional operator model still accounts for the majority of game sales, but it’s not the only model. Our operator and publisher experts offer an insight into the different channels and how to make the most of them.




Mobile + Social, Show us the Money


Volker HIRSCH Sr. Digital Media Executive Blue Beck






Cross Platform Publisher Strategies – What Are Today’s Mobile Publishers Doing to Address the Market?


Eric HOBSON
CEO Connect2Media

Eric Hobson discusses the changing mobile games market and the strategies publishers are adopting to make the most of the opportunities available today.





The iPhone Overview – Facts, Figures and Trends


Chris JAMES
Founder Pocket Gamer


The last 18 months have really been all about the iPhone, but as the dust settles after the initial gold rush it’s becoming clear that Apple’s platform isn’t necessarily the panacea to all problems. Pocket Gamer founder Chris James hacks away the hyperbole and provides the key trends, facts and figures that you need to know if you’re prospecting on Apple’s platform.





Case Study: Ad-Funded Games


Michael SCHADE CEO FishLabs






Business Models & Pricing – Making Money on the App Store


Nicholas LOVELL Director GAMESbrief
Michael SCHADE CEO FishLabs
Christopher KASSULKE CEO HandyGames GmbH
moderated by Tim HARRISON Founder The Mobile Consultancy

The iPhone has well and truly shaken up mobile games pricing, enabling a wide variety of new business models. This session examines these models and key pricing trends from the initial rush to the bottom to the emerging premium bracket along with micro-payments, lite and free versions, subscriptions and asks the simple question…which models are making money?





iPhone Marketing - How to Do It, Why You Have To and What Works


Eric HOBSON
CEO Connect2Media
Barry O'NEILL President Namco Bandai Networks Europe
Volker HIRSCH Sr. Digital Media Executive Blue Beck
moderated by Chris JAMES Founder Pocket Gamer


Marketing mobile content has always been something of a black art, but this panel attempts to shed some light by discussing the full gamut of techniques for building buzz and promoting your product and sharing their experiences.




GAMES FOR GAMERS
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Games for Gamers Intro


Juan GRIL
Director and Founder Joju Games

Welcome to Casual Connect's 2nd Games for Gamers Forum. As the casual games space continues to evolve, the chasm between the "core" and "casual" markets increasingly narrows. Juan Gril, Director and Founder of Joju Games will review the year's most interesting trends in bridging the gap between core and casual.


Icycle's Crash Course


Reece MILLIDGE
CEO Damp Gnat

The up hills, blind summits and leaps of faith, to the tremors, trips and falls of one naked survivor and a new developer.  Reece Millidge strips Damp Gnat's first Flash game 'Icycle' and bares all.


Developing Swords & Soldiers


Jasper KONING
Game Designer Ronimo Games

In this session Jasper Koning will discuss the development of the studios' first WiiWare game, Swords & Soldiers. The game was the first commercial project of Ronimo Games, a studio formed by graduates who, during their student days, were responsible for the PC version of de Blob. Swords & Soldiers started out as a flash prototype, and transforming it to a complete WiiWare title was a relatively smooth ride. Still, its development presented plenty of challenges. A quirky toolchain, extensive internal delays, and balancing depth with accessibility are some of the challenges which will be discussed.



Connecting Casual and Hardcore Gamers: Case RedLynx Trials


Tero VIRTALA
CEO RedLynx

During the past couple of years, RedLynx has developed a number of successful, digitally-distributed games. This presentation focuses on RedLynx’s most recent success, Trials, and sheds light on how RedLynx creates game ideas that have potential to expand to multiple platforms, and how those ideas are developed into great games, step by step, starting from selected platforms, expanding into new games and other platforms, and how that also builds overall awareness of the games among both casual and hardcore gamers.



Blowing Away Pixelated Friends: Rocket Riot


Peter de JONG
CEO Codeglue

Rocket Riot is Codeglue's first XBLA game. Developed using Microsoft's XNA technology, the game won a Dutch Game Award for best Visual Design. This session will delve into the production process of the game, what went right, what went wrong and the lessons we learned from this project.



Machinarium Postmortem


Jakub DVORSKY
Founder Amanita Design

In this talk the studio founder and project leader Jakub Dvorsky will show how their last game was built - from initial concept artwork to final product. He will also explain the importance of very tight collaboration between designer, artist, animator, musician and other team members to achieve the desired hand-made feeling and atmosphere. Jakub will also share their experiences with digital distribution and explain why small developers shouldn't work with big casual games portals.



Everything I Need to Know I Learned at Games For Gamers


Juan GRIL
Director and Founder Joju Games
Jasper KONING
Game Designer Ronimo Games
Tero VIRTALA
CEO RedLynx
Jim GREER
Founder/CEO Kongregate

After attending the day's sessions and seeing the great games that have been released, you have more questions right? Participate in our closing session for the forum - a panel of the day's presenters, where they will discuss the future of games for gamers and answer all your questions in an informal, open-mic setting. So go ahead, ask your questions. These guys will answer!



GAME DEVELOPMENT
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Art Production: Working with International and Off-site Teams


Erik PETTERSSON
Art Manager www.erikmpettersson.com
Tim APPLEBY Lead Character Artist Splash Damage
moderated by Jon JONES Art Outsourcing Manager www.thejonjones.com

As development costs skyrocket, outsourcing your art production to offsite and international teams becomes an increasingly attractive option. The cost savings can be tremendous when managed effectively, but outsourcing can also offer significant drawbacks that can make it turn from dream come true into a nightmare.

This panel features a medley of art production directors and managers from all across the game industry. These veterans delve into their personal experiences with outsourcing art to off-site and international teams. They will share their wisdom, detail their best practices and answer questions such as when you should and shouldn't outsource art, what to look for when selecting an art studio, how best to manage artists from a foreign country, and much more.

The attendees that would benefit the most from this type of talk would be art directors, art managers, producers, contract artists, and anyone involved in art development.



Casual Game Developer Opportunities with Games for Windows and on Windows 7


Corey ROSEMOND
Group Manager - Windows Gaming Microsoft Corporation

Games for Windows is Microsoft’s dedicated PC Game Developer program. With the launch of Windows 7 we have expanded the program to include casual titles from independent developers with a goal being to enable you to best exploit new features for games in Windows 7 as well as promote your titles in partnership with Microsoft. This session will provide an overview to the new Games for Windows program including key features in Windows 7, the new self-certification process and promotional opportunities.



Games In The Cloud


Simone BRUNOZZI
Technology Evangelist Amazon Web Services

Simone Brunozzi, Technology Evangelist for Amazon Web Services for Europe and APAC, will explain how Cloud Computing can be used to build better platforms for games. This session will cover some general as well as technical aspects of AWS, and how it can help game professionals build businesses without worrying about the infrastructure. For more details, please visit: http://aws.amazon.com. Ask Simone questions in advance via Twitter: http://twitter.com/simon.



Trends in Online Flash Games


Ada CHEN
Director of Product Marketing Mochi Media
Alexander SHEN Business Development Manager Mochi Media

Despite its rapid growth in recent years, there has been little comprehensive data available about the Flash gaming market despite the massive online audiences that it attracts. In the past, many game developers and market players largely operated on assumptions and interpretations of their own data to inform their decisions. This presentation will provide insight into this rapidly evolving market through the results of a survey comprised of over 1,100 Flash game developers and website owners over the course of 3 months. You will learn about the demographics, location, and economics of the Flash games developers market, and will find out how players are transacting out there today.




Designing Virality Into Your Online Game


John VECHEY Founder PopCap Games
Henning KOSMACK
CEO MegaZebra GmbH
David ROHRL Executive Producer Playdom
moderated by Derrick MORTON CEO Flowplay


Ever wondered how to implement word-of-mouth marketing into your games? Come listen to the representatives of game industry, who will share their experience in game development and suggest various tools for making your game viral.





Non-Casual Stories in Casual Games


Jeff SPOCK
Writing Director Freelance


While gameplay in a casual game is and must remain king, that does not mean that accompanying stories need to be thin or non-existent. During this session we will discuss a few key points on the topic of stories and casual games:
- Why are stories often ignored in casual games?
- When stories are added to the gameplay, how does it improve or detract from the experience? What are some good examples?
- What are some things to think about when developing stories for casual games?


PRODUCTION & DESIGN
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Casual Connect Europe Production Sessions
Game Design Jam


Stephane BURA Industry Consultant www.stephanebura.com
Franz STRADAL Game Designer Twinity
Craig BRANNON VP of Development Legacy Interactive
David ROHRL Executive Producer Playdom
Moderated by Jussi LAAKKONEN CEO Everyplay Ltd.

It's time to wake up! Friday morning is a great time to come up with innovative designs for social games. Join this live, interactive game design jam led by veteran game designers, get your ideas rolling and learn new game design methods! Members of the audience will join teams led by experienced game designers. Each team has 30 minutes to work on their idea and turn that diamond in the rough into a game pitch for a new social game. The Jam culminates with one minute pitches for each game that will be judged. You'll have fun and learn valuable methods for collaborative game design and applying social mechanics in casual games. Join us for the Game Design Jam!



Upload the Download. Building Strong Character IP for Cross-platform Value


Aaron NORSTAD
Director of Production PlayFirst

In this day of depressed price points and exponential production costs how does a game maker take advantage of the explosion of casual gameplay and commerce that lives on after the download? In this talk, Aaron Norstad, Director of Production for PlayFirst will talk about best practices for creating long-lasting, world-class character IP and how best to manage and leverage that IP in the ever-expanding world of casual game play. Using Flo from Diner Dash as a test case this talk will offer a kind of dissection of Flo, Diner Dash and the Dinerverse as it is making its migration from downloads into iPhone, connected console, Xbox, PSN, DS and (soon) social networks.



No Country For Old Games?


Magnus ALM
Co-Founder & CEO Muskedunder Interactive
Johan PEITZ Technical Director Muskedunder Interactive


Few casual games have made a successful transition to social networks. Simply porting a game won´t do the trick. Casual games developer Johan Peitz and Magnus Alm, CEO of the advergame studio Muskedunder Interactive, recently took a downloadable casual game to Facebook. The simple but elegant arcade style game Icy Tower was released in 2001 by Johan´s company Free Lunch Design. It has to this day been downloaded over 20 million times.

Free Lunch Design had the downloadable game and a large fanbase. Muskedunder added world class Flash development and the experience of how to reach many users in a short time frame. The result was an overnight success. Icy Tower gained over 500,000 users in the first five weeks alone.

The presentation will deliver insights on how to redesign a game for social networks without losing and even enhancing key success factors. Attendants will learn the key elements of social game design to consider when entering this market by redesigning an existing game. What features to keep and which to avoid. How to cross promote and gain momentum for both the downloadable title and the social version of the game. Johan and Magnus will also deliver insights about the workflow associated with a service rather than a product.


How to Make Free-to-Play Pay! The Inner Workings of Virtual Goods and Game Economies


Josh LARSON
President and COO Mochi Media
Margaret WALLACE CEO Playmatics

Looking for real, relevant and useful data as well as guiding principles and design philosophies for putting virtual goods in your game? Join Margaret Wallace of Playmatics and Josh Larson of Mochi Media for an advanced-level discussion on the how and why of using virtual goods in your game. Get concrete data on items that sell well and those that don't. Are there different spending patterns, items and mechanics for single player vs. multiplayer and social games? What about the underlying mechanics of a virtual economy (inflation, supply and demand etc.), player retention vs. monetization (some games milk players for all they've got within 3 months, then spit them out)? Successful implementation of virtual goods requires careful balancing and consideration of gameplay mechanics and strategies. This presentation covers winning strategies, game-play mechanics and other tips for developers to successfully integrate virtual goods into their games and how to avoid the pitfalls that others have encountered. Walk away with concrete examples on how to approach virtual economies in your game.




It’s All Uphill From Here… Moving from 2D to 3D Browser Games


Alex SUAREZ
CEO Like Dynamite
Carlos ULLOA Interactive Director HelloEnjoy

The age of 3D Browser games is upon us and with it the dominance of Flash as a development platform may be in question. This session will provide an overview and offer first hand experience of the different technologies out there. Which technology is suitable for which project size, what are the demands on performance and which workflows/tools are supported? Hands on experience from two commercially released 3D Browser games.



Do's and Don'ts for Designing Mini-games and Puzzles


Craig BRANNON
VP of Development Legacy Interactive


Mini-games and puzzles are integral to most casual games. Implementing well-designed mini-games and puzzles can significantly affect how a game is perceived and whether or not the customer decides to purchase the game. This talk will cover issues such as how to design a good puzzle or mini-game, common pitfalls to avoid, prototyping, difficulty levels, types of hints, conveying rules, player feedback, and implications for casual game genres. The talk will focus on effective and practical ways designers and developers can improve mini-games and puzzles within budgetary and time constraints.



MARKETING, ADVERTISING & BUSINESS MODELS
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Casual Connect Europe Advertising Sessions

Demystifying Advergaming: How to Use Gaming in the Digital Marketing Mix


Helen COPNALL
Senior Global Product Manager Microsoft


Advergames are one of the few examples where brands can successfully entice consumers to participate with their brands, play with advertising messages and spark the viral effect. However, advergames can be perceived as new or too risky by some marketers. In this session Helen Copnall from E&D, Microsoft, will provide insight into why advergaming should be a key component in the digital marketing mix, how to build an effective advergame as well as share case study examples of successful campaigns that have used advergames to effectively engage their target audience. The session is designed for marketers, creative agencies and developers.




Hype or Real Deal


Ron POWERS
Head of Global PC Products PopCap
Stefan BETZOLD Axel-Springer-Publishing Group , Channel Manager Games Bild
Rick MARAZZANI Director of Content Exent Technologies, Inc.
Frederik HAMMES Editor Gamesmarkt
moderated by Thorsten KOLISCH Managing Director INTENIUM


Listen, learn, and laugh as we explore the latest trends in casual games and ask industry pundits to voice their opinions. Is it “real” or is it “hype”? We’ll explore topics like pricing, consolidation of portals, audiences, development trends and emerging business models.



Social Gaming: An Advertiser's Perspective


Henrik NILZEN Director of Business Development inkClub
Tim BELL Country Manager UK, IE, US, CA be2
Heber GONZALEZ Director Online Marketing Fox Mobile Group
moderated by Jeff SULLIVAN Director, International Business TrialPay

Social game publishers connect millions of customers with blue-chip advertisers that fund a large part of the multi-billion dollar social gaming industry. This panel will examine how advertisers think about this channel, monitor customer quality and identify opportunities for growth. How does customer quality for advertisers affect the long-term revenue potential for game publishers? What are some of the potential negative consequences if game publishers don't develop a strong feedback loop with advertisers? How will advertisers adapt to the changing customer landscape as new players (Sony, EA, etc.) move into the space in 2010?