main

Tel Aviv 2016Video Coverage

Ron Rejwan: Mastering Prototyping | Casual Connect Video

February 6, 2017 — by Orchid

Jelly-Button_025-960x640.jpg
If it's ugly and people enjoy it, it will be much more enjoyable once it looks good. - Ron RejwanClick To Tweet

Jelly Button Games co-founder and CTO Ron Rejwan started learning to code at the age of 12 aiming to build games, and has been interested in it since they remember themself. At the age of 18 they were drafted to the ISR army as elite army programmer.

In 2011 Ron founded Jelly Button together with 4 co-founders, and since then has been the company’s CTO. While The Jelly Button team agrees game creation is based on feelings and instincts, they prefer playtesting at early stages to validate it. In their Casual Connect Tel Aviv Ron Rejwan explains their approach to playtesting and prototyping, and shares the tips and tricks one needs to know to follow their footsteps.


Casual Connect Europe 2017Exclusive InterviewsGame Development

Immortal Planet represents Game Industry Conference at Indie Prize Berlin 2017

February 3, 2017 — by Orchid

Screenshot-2017-02-01-15-24-31-1-960x540.jpg

The contestant to represent Game Industry Conference from Poland at Indie Prize Berlin 2017 is Immortal Planet, an isometric action RPG for PC and consoles, created by Tomasz Wacławek, a developer already known for publishing RONIN in 2015. He was chosen by Game Industry Conference, whose chairman Jakub Marszałkowski also shares an overview of Polish gamedev industry.


Exclusive InterviewsGame DevelopmentIndie

Drunk or Dead: All People Open Mouth Drinking VR Alcohol

January 9, 2017 — by Orchid

5bf30-clip-220kb-960x569.jpg

“We’ve wanted to do our own gamejam for a while”, says Alexander Misilevich, the community manager for 4ILab dev team from Belarus. Gamesauce readers might remember them as creators of Time of Dragons, the online multiplayer 3D shooter where you fly a dragon and battle, now also in VR.

Exploring more of the VR space, the team decided to organize a hackathon before the New Year holidays so that they could celebrate afterwards. They set up a goal: make a game in 48 hours, it must be fun to play with friends, and you need to be able to go naughty. The devs also aimed on making it within the set timeframe with minimal use of 3rd party assets.


Tel Aviv 2016Video Coverage

Darion Lowenstein: Casinos, The New Gold Rush For Developers? | Casual Connect Video

January 4, 2017 — by Orchid

15002276_10154127560477099_4036601241134529831_o-960x640.jpg

Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble, admits Darion Lowenstein, CMO of Gamblit Gaming. They currently oversee marketing and publishing efforts for the company’s arcade style real money games for mobile and its upcoming hardware launch in casinos. A 20-year industry veteran, Darion has produced/directed some of the biggest video games in the industry at companies like Electronic Arts, Activision, Rockstar Games and Scopely.

Darion presenting at Casual Connect Tel Aviv 2016

Now, with Gamblit, Darion is leading the charge to bring mobile and arcade style games onto the floor with products that appeal to those 21-45 year olds. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, at Casual Connect Tel Aviv Darion Lowenstein discussed the benefits and difficulties of taking hit mobile games into the casino world. “I think that partner content is a better offering for customers on the floor than licensed content, when you take a movie franchise, James Bond, Brides Maids, and slap it on the slot machine”, Darion explains.

DOWNLOAD SLIDES

Read more about Darion and their approaches here.

BusinessExclusive InterviewsIndustryNewsNews BusinessServices

Juhani Honkala: Hatch-ing New Mobile Gaming Experience

December 27, 2016 — by Orchid

HATCH-UI-Live-still-960x540.jpg

Netflix for movies, Spotify for music, but nothing like that for games… so Rovio, who many just know as creators of Angry Birds, have corrected it by coming up with Hatch: a free-to-play mobile game streaming service that will first come to the Android platform. Instead of downloading a game on your phone, you stream it through an app, whose backend cloud infrastructure makes it possible to play without lag. What is more, you can hand the controls to a friend, therefore turning a single-player game into a multiplayer experience. Hatch founder and CEO Juhani Honkala told Gamesauce more about Hatch-ing the new project.


Exclusive InterviewsGame DevelopmentPostmortem

Madness Road: Showcase (in Life), Destroy (in Game)

December 3, 2016 — by Orchid

6-New-копіювати-960x540.jpg

Cells Games is a small indie team of professionals that got together a few years ago. But it was just in the beginning of this year that they found time to focus on a project. The team got even more tight-knit when they started preparing for the Game Jam Kanobu 2016 contest where they eventually won the  Unity Special Award there.

“We work remotely, everyone being in different parts of the world: I’m in Kyiv, our programmer Sasha is in Krasnoyarsk, another programmer Misha and artist Andriy are in Dnipro, and sound designer Anton is in St. Petersburg. So yes, it’s all remote, but this doesn’t get in our way to communicate and have good workflow”, says the studio’s CEO Eugene Lavrinenko as he shares the story of Madness Road, a mobile racing game inspired by post-apocalyptic movies about total destruction.


Tel Aviv 2016Video Coverage

Nick Gawne and Communicating with Young Users | Casual Connect Video

November 20, 2016 — by Orchid

ABD001-11-960x540.jpg
We want parents to be reassured kids are having the right kind of fun! - Nick GawneClick To Tweet

Nick Gawne is Chief Operating Officer for eOne Family, with responsibility for digital biz dev, app publishing, finance, business affairs and brand protection. eOne owns, distributes and brand manages leading pre-school brands like Peppa Pig, PJ Masks and Ben & Holly’s Little Kingdom. Tune in to Nick’s session from Casual Connect Tel Aviv to hear of the lessons learned by the eOne Family team when they took the leap and decided to do their own publishing strategy. “If you have good IP that is resonating in the store, you need to look beyond the store to support your business model”, Nick pointed out. To learn more, see the full session below.


DevelopmentExclusive InterviewsIndie

NAIRI: Cute Graphic Adventure in a Troubled World

October 20, 2016 — by Orchid

feature-960x489.jpg

HomeBearStudio is an indie team based in Breda, Netherlands. “Just two! You Miichi, the artist, does all the art. I’m in charge of everything else”, says project lead Joshua van Kuilenburg. Right now, this is a full-time job for them, and trying to keep it this way is one of reasons for their Kickstarter campaign. The debut game NAIRI is a cute point-and-click adventure where you follow Nairi, an abandoned upper-class girl, and a rugged scholar rat named Rex, as they uncover a dark mystery within the exotic oasis city of Shirin. In addition to adorable visuals  and challenging puzzles, there’s a strong narrative. So the developers say it would appeal to both casual and hardcore players. Joshua sheds some more light on the development experience and some future steps.

DevelopmentExclusive InterviewsGame DevelopmentIndiePR & Marketing

Party Hard: Community-Driven Updates

September 16, 2016 — by Orchid

ss_4726e07b3f108dd8b46f29e47b00b2695a216107-960x541.jpg

The Ukrainian team of Pinokl Games team was working on a huge ambitious project of Mecha Titans and some other casual and family-friendly games… and then got tired of that all. They unleashed their darkest thoughts and participated in Kanobu Game Jam with Party Hard, a game of a bloody massacre at a noisy neighbors’ party at 3AM, or “third-person urban conflict simulator” as they describe their creation.

The bloodthirsty theme found a response in the hearts of Casual Connect Europe 2015 critics, having brought the team the Critics Choice award in Indie Prize. The team recently celebrated the 1st anniversary of Party Hard launch, having scored numerous other awards and gaining a massive creative fan base. Pinokl Games’ marketing manager and producer Alina Husevyk shares the most noticeable learnings of the year.


BusinessDevelopmentEventsGame DesignIndieNews

Why do they play that game? Design and Development track at your service!

June 18, 2016 — by Orchid

13239157_10153706986392099_4706094741832354124_n-960x640.jpg

When it comes to the actual process of developing a game, a question often arises: how did those “big guys” make their creation THAT successful? What is that secret that makes their players press that button again and again, and how exactly did they made that button that enjoyable to tap? The Design and Development track at the upcoming Casual Connect USA has been put together in a way that both experienced and aspiring devs can exchange experience. Let’s have a closer look at who will be there.

logo
SUPPORTED BY