Posibillian Tech is the game development studio behind Fhacktions, a location-based MOBA mobile game set in a future world ruled by factions of hackers. The studio is based in Asunción, Paraguay, with 12 full time employees. It was founded in 2015 by two software engineers and lifetime gamers, Juan de Urraza and Gabriel Villalba, who previously developed some small games while studying at university, but never as professionals.
By Ori Meiry, Head of Social Acquisition, yellowHEAD
Earlier this month, yellowHEAD had the pleasure of discussing user acquisition and retention for mobile games at Casual Connect USA 2017 in Seattle. Together with three leading players in the social casino arena – DoubleDown Interactive, Zynga and Playtika – we shared the latest trends we foresee developing in 2018 when it comes to maximizing acquisition campaigns.
Loteria Latin Bingo started as a bargain between Jeff Jensen of Megafuzz in Denmark, and myself in El Paso, Texas. We met at PAX South 2015 in San Antonio, Texas, and exchanged contact information. A few months later we agreed that I would create art for Jeff’s game (not released yet), while Jeff would program for my game, Loteria Latin Bingo. I chose to make this game because it is a link to my Mexican roots and I wanted to bring the old game of Loteria to a new audience in a new light. I wanted to give it my own take on the art, as well as update the gameplay for a satisfying mobile experience. So, I created art for two games at at the same time. In two years, the project was complete and on July 20, 2017, Loteria Latin Bingo was published.
I had the idea of making a small game – just something to put up on the App Store – but it seemed ridiculous to just make a game and not go as big as possible. So, after thinking about it, I added all the features that I could think of to the design of the game. I added in-app purchases, helper characters, a map to encourage progression, and XP system to level up and unlock abilities, multipliers, different modes and in-game currency. Then, I talked to Jeff and showed him what I was thinking. It blew him away, I could hear him get nervous. He had agreed to a small game and then I came to him with a huge project. “Hang on”, I told him, “I don’t expect you to do the whole game”. I explained to him that this was the grand vision for the game. I wanted to see how much he was willing to tackle. At this point, I had already done a large portion of the art for his game, so, he knew I was not going to go back on my end of the deal. Being the awesome guy that he is, he agreed to add a map, helper, characters, multipliers, a leader board, a store, an XP system and star system. I was amazed by his generosity. In exchange, I did more artwork for him as well.
So we got right to work, sort of. We both have clients and other projects to do to pay the bills, so this was sort of a side project. Over the span of a few months he worked on the first playable build and I created the art he needed for both games. We communicated over Skype and shared files via Dropbox. Being on opposite sides of the globe, Jeff was up at crazy hours talking to me most times. There were changes I made to the game design that pushed Jeff’s buttons, but we worked it out and kept going. As we worked, we found that we had to reduce the scale of the game, We were using the Game Maker engine because that’s the platform Jeff knows. It happened that at that time support for in-app purchases and a leader board was lacking in Game Maker, and since we had to cut the store and leader board out, things like XP, levels, a map and star system made no sense. So, the game changed once more. We took all of it out and made it a points-based game. It hurt to do that because the programming for most of it was finished and so was the art. But, looking back, it makes the game easier to get into. Sometimes, games have too much going on and that takes away from the experience. Also, we wanted to finish this journey we had embarked on.
Finally, after many ups and downs, we finished the game! It is now up on the Apple App Store and Google Play Store. It’s my first game, outside of a studio, and I couldn’t be more proud. I’ve had the privilege to work on great games like Peggle, Bejeweled3, and Plants vs Zombies; but Loteria Latin Bingo is special – and not just because it’s mine. The collaboration between Jeff and I across opposite sides of the world, as well as the voice actor, Fernando Lamb, and musician from Venezuela, Lion3l, whom I found on Fiverr, made this an international collaboration. I’m blown away by what is possible not just with the technology available, but by trusting people and following through with promises. Trust is a difficult thing to give; I’ve been burnt many times. But, when mutual trust works out, the end product is much more valuable. I don’t just have a game that I can monetize and potentially expand, I also have a friend in Denmark. Now that I have to market this game with an “indie” budget, more friends are showing up, more connections are being made, and more opportunities are available.
By Jakub Kwinta, PR and Communication Specialist, Anshar Studios
This Polish studio knows how to exploit the potential of VR without forgetting other platforms. A group of 40 passionate individuals with experience in programming, design, and graphics, Anshar Studios, specializes not only in gameplay, but also in third-party projects, creating games and applications for other entities. Though Detached is their first VR game, it is a courageous project where the devs were not afraid of going against the norms, creating an extreme space survival game for the most demanding players.
But it’s true: even though the advertising industry has come incredibly far since the early days of the mobile banner, the way we deliver advertising experiences and messages to consumers in apps still has significant room for improvement. And the shift from fixed-budget, brand awareness advertising to highly measured, performance-based campaigns is only further expanding this gap. Advertisers are expecting more from mobile than ever before – and publishers must be able to support the ad experiences that drive these outcomes.
The ideal ad experience
What are these ad experiences, though? Is it full-screen video, leveraging the power of sight, sound and motion? Is it interactive and sensory experiences, using features like haptic effects and 360-degree video? The answer is yes, yes and yes – to all of the above. The best mobile ads are those that integrate multiple elements and formats, that are truly a hybrid of everything that is possible on mobile today.
However, there is one component that, whether it’s the foundation of the experience or simply an added component, consistently improves the quality – and hence performance – of every mobile advertisement. “Gamification,” or introducing elements of fun and competition (e.g., points, rewards, scoreboards, levels, rules) has long been proven to deepen engagement and satisfaction with ads. It makes an ad participatory and draws in the user (pull tactic) versus simply illustrating or explaining (push).
That’s why playables ads are here to stay. They attract and engage mobile users not just because they are new and different, but because they are truly opt-in. Rather than interrupt the content experience, they give the user the option of seamlessly moving into a different one – and when they’re done, moving right back, almost like an interlude.
Poised for massive growth
So it’s of little surprise that in an app developer survey we ran earlier this year, we found that playable ads were, by far, the mobile ad experience that gaming advertisers were most excited about in 2017 – much more so than full-screen video or social video. Already, more than half (64 percent) of app install marketers are using playable ads, and 7 out of 10 of them find playables to be effective.
On our platform, we’ve found that they can drive 100 percent higher install rates for mobile apps – more than double the rates of full-screen HD video ads. The demand is so high that many ad companies cannot build playables fast enough to keep up with it.
Not just for gaming advertisers
While app install marketers were the first to fully harness the power of playables, creating mini-games that drive downloads of their game, we’ve seen other verticals quickly catch on. Entertainment companies have started to “gamify” their movie trailers: For Pirates of the Caribbean: Dead Men Tell No Tales, Disney’s campaign let players go on a treasure hunt for specific items hidden inside a video, and they were rewarded with additional video content from the film for everything they found.
For Transformers: The Last Knight, users had to “wipe away” the dust that was accumulating on the screen in order to keep watching trailer content. Brands in other verticals, like QSR (Buffalo Wild Wings), are also integrating game elements into their mobile ad experiences and seeing stellar results. Users are not only fully engaging with the ad (versus multi-tasking or passively viewing) but they are choosing to replay it over and over again – which multiplies the awareness impact and is a clear indicator of developing real brand loyalty.
3 reasons publishers should embrace playables
With so much positive advertiser sentiment and user engagement, you would think that publishers and app developers would be excited about playables, right? But the most common complaint is that they are almost “too good.” That is, the mini-game competes with their own, and users could be drawn away from their app.
I’m here to tell you that is no reason to eschew playables in your app – playables can have many positive impacts to your monetization. Here’s why:
Playables enhance user experience. Playables can add to the positive experience that users have in your app, not detract from it. And, just as mobile users became accustomed to value exchange (rewarded video) ads and started looking forward to using them in certain apps to build virtual currency or unlock gated content, they will also return to app environments that offer enjoyable mini-game ad experiences (versus annoying banner ads).
They pay a lot more. Playables have extremely high conversion rates, and users that do convert are less likely to uninstall the app, since they’ve already tried and enjoyed the game. Free trials work! They are also more likely to spend money and engage in high-value activities within the app later. This all means high value for advertisers, and therefore much higher eCPMs for publishers.
Incremental revenue stream. Playables can immediately run inside an existing video or interstitial display zone, but as they grow in popularity with users and advertisers, savvy publishers will begin to build a specific home for them as a “demo center” for discovering new apps. Since this essentially compartmentalizes the playable ads, giving them their own section, it’s a great way to address concerns from publishers that they distract the user from the game experience. With higher payouts for publishers, users could try new apps to get more points and even larger rewards than exist today with video.
As mobile users ourselves, we all get excited when we discover a new app. We tell our friends, family and everyone about it. But what if ads actually become games themselves and allow us to “play” instead of just see and hear? All of our lives could become a tad bit more exciting with some much-needed play.
Sure, when you think Apple, you think hype. iOS 11, the latest update to come down the pipeline, is heralded by Apple as setting a “new standard for the world’s most advanced mobile operating system.” So what makes iOS 11 any different from previous updates, and are the headlines we’ve seen to date praising the operating system on point? That’s still to be determined, but Apple’s latest does promise to arm developers with a bevy of new tools and customizing options. For developers looking to take advantage of iOS 11’s strongest features, here are three ways to power up.
By Hernan Lopez, Casual Connect Goodwill Ambassador of LATAM
If you are planning to explore LATAM and you like the good weather, friendly people and business opportunities, I heavily recommend you check out the BIG Festival in Sao Paulo, Brazil. BIG Festival is one of the (if not THE) biggest video game conference in Latin America, with a lot of business-oriented lectures, exclusive showcase, important prizes, a good matchmaking tool, plenty of meeting tables, a lovely mingle area –
but the most importantly, a well balanced cocktail of people from the video gamse industry looking to do business.
In terms of online gaming, social gaming has been present in our lives for quite some time. Due to the popularity of social games, certain people may even have the feeling the term social gaming has been around for as long as the Internet itself. However, that’s not quite true. This article will cover the differences and similarities between social gaming and online gambling, as well as some of their advantages and disadvantages from a developer standpoint.
Ever since 2008 and the release of Braid and Spelunky, indie games have been gaining in popularity fast. Really fast! And with how accessible it has become to create and sell an indie game, the space is more than a little crowded. To have your game get noticed nowadays requires a strong marketing effort, and at the heart of that effort should be your games website.
Imperia Online Ltd. is one of the biggest game production companies in Southeastern Europe with 20 released games. The studio has over 40 million users worldwide and a team of 185 professionals. The company originally focused primarily on browser-based games with main title being Imperia Online – a MMORTS, but later started developing mobile games as well. Their R&D department has recently decided they should tackle a new project in an area they’ve never explored before – VR games.