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Tel Aviv 2015Video Coverage

Mike Hines Explains Amazon Underground’s 100% Conversion Rate Promise | Casual Connect Video

February 26, 2016 — by Steve Kent

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Mike Hines
Mike Hines is a Developer Evangelist for Amazon

The mobile games industry is getting used to the average free-to-play game only converting 2-3% of its customers, but Amazon Developer Evangelist Mike Hines has a different figure in mind: 100%. How? Last year, Amazon announced Underground, a new app store for Android and FireOS with a new approach to monetization — premium apps are offered to users free of charge, and free-to-play apps are available with all content unlocked. Amazon instead pays developers for every minute every user is engaging with their app.

Mike explained some Amazon’s rationale behind Underground during his lecture at Casual Connect Tel Aviv 2015: “We would really like more developers to start businesses and submit their apps to our app store. And if we want them to do that, they’ve got to be able to stay in business.”

As for Amazon’s more direct benefits, the increased traffic Underground users bring to the company’s shopping app mean an increase in revenue.

The two-tenths of a cent per minute per user payment does mean developers make money on 100% of users, but it’s not necessarily the best option for every app maker. To help developers determine whether Underground is a good option, Amazon provides a revenue forecasting calculator.

In his session, Mike also described Merch by Amazon, a tool game makers can use to create branded content which Amazon will manufacture, sell and ship, sending royalties back to the creators. Due to unexpected high demand, the service moved to an invite-only system late last year.

To read more about Mike Hines, see this exclusive article.

Tel Aviv 2015Video Coverage

Bjoern Bergstein: Keywords Can Be Antidote for Zombie Apps | Casual Connect Video

February 11, 2016 — by Steve Kent

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Bjoern Bergstein

The mobile games market is still growing, but that doesn’t mean it’s easier for anybody but the top publishers to survive. When releasing a game, it’s vital to understand the tools — like app marketplace keywords — to give players a chance to find your work.

Bjoern Bergstein, Head of Games for Tivola Publishing, explained the importance of keywords during his Casual Connect Tel Aviv 2015 lecture, underscoring his advice with data and examples. “In my opinion, (keywords) are very magical, because they’re free, and if you use that tool right, you could survive among the big players,” Bjoern says.

Looking at the App Store in 2014, only two big players (King and Supercell) controlled nearly half the spots in the U.S. highest-grossing Top 10. Eight of 2014’s Top 10 were published in 2013, meaning that despite a constant flood of new games, none had the power to unseat the current leaders.

'Defining keywords for your game helps you to reduce the complexity of your game.'–Bjoern BergsteinClick To Tweet

Making matters even more unfavorable for new games is the fact that 80% of apps 2014 were zombie apps, meaning they didn’t rank in the top 300 in any App Store category for two of three days or more. No matter how appealing your game may be, this sort of App Store invisibility can have a clear impact. “When you’re not listed, and nobody finds you, there’s nobody to convince,” Bjoern says.

One antidote to over-reliance on ranks and featuring is careful use of keywords and titles, the two largest factors in App Store SEO. Another benefit of focusing on keywords: They’re free, but they can help draw users to your game. If you have poorly-chosen keywords, even if your app is featured, download numbers may drop off quickly after a surge of interest. Strong keywords, on the other hand, will help attract a more steady stream of gamers.

Other tips Bjoern recommends: Pick keywords based on your target audience’s expectations — the gamers you’re going after may expect genre names or certain features, mechanics or settings. Keywords can also include brand names to help cross-promote your apps (so long as they’re your brand names). Focus on one language first, then translate for every country you’d like to release in. Use tools like Google AdWords to find out what people are searching for. And remember that you can update keywords when you update your app, letting you optimize and measure keyword performance over time.

Watch the video below for Bjoern’s full session.

For more on Bjoern’s background, check out this exclusive interview.

Exclusive Interviews

Flexible Approach Fosters Creative Art at Panza Games

January 11, 2016 — by Steve Kent

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Beba Balasevic, game designer and product owner at Panza Games, says her company started in pretty much the usual manner: A group of young enthusiasts wanted to do something on their own and became entrepreneurs.

“There was just one minor difference: We were not really very young,” Beba says. “(We were) all in our 30s, tired of prior experiences we didn’t enjoy from outsourcing, freelancing, public and private companies and so on.”

Exclusive Interviews

Narrative Designer Puts Twist on Hero’s Journey Formula

December 16, 2015 — by Steve Kent

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Maria Kravtsova
Maria Kravtsova
“It took us some time,” Maria says, “But it was definitely worth it.”

Video games offer unique opportunities for storytelling, and, in rare cases, they can give us new perspectives on literary technique mainstays.
A couple of years ago, Maria Kravtsova attended one of Christopher Vogler’s writing workshops in Moscow. In it, he described the Hero’s Journey — a common plot structure found throughout adventure and mythic storytelling. The pattern, as famously summarized by Vogler, takes a protagonist through a 12-step tale of unknown territory, challenges and transformation, starting with a Call to Adventure.

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Interactive App Explores the Making of Lumino City’s Beautiful Backdrops

December 3, 2015 — by Steve Kent

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Check out our coverage of State of Play’s presentation at Casual Connect Europe 2015.

State of Play, the developers of one of Apple TV’s most popular and painstakingly-crafted games, is following up their recent success on Apple devices with an app documenting their creative labors. Keep reading below for more on the announcement and State of Play’s upcoming events.

Exclusive Interviews

Indie & Sons: Father, Teens Design Game Reaching 1M+ Downloads

December 1, 2015 — by Steve Kent

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“Me and Josiah, we basically took ourselves to Game Strategy University,” Brian says. “I probably bought like $400 worth of books. We went to several conferences, we talked to people.”

Josiah Davis was nearly 15 years old going into his first pitch meeting with a potential investor. He and his father, Brian, sat in an upscale Bay Area hotel preparing to deliver a pitch for PaperChase, the paper airplane-flying game they’d been designing over the past months and years.
“It was the longest wait,” Josiah recalls.
“It wasn’t like he was late,” Brian adds. “It was just so stressful, waiting for him to turn the corner, and we’re sitting there all dressed up in this really nice hotel.”

Tel Aviv 2015Video Coverage

Henning Kosmack: From Investment to Game Dev | Casual Connect Video

November 16, 2015 — by Steve Kent

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The best way to be creative isn't to follow a bullet list.'– Henning KosmackClick To Tweet

With 5 multi-million user titles already, MegaZebra CEO Henning Kosmack shared what they learned about choosing the next titles, setting up teams and creating ever-green franchises. During his presentation at Casual Connect Tel Aviv, Henning advised,”Go for evergreen potential because the long tail of the game can be very profitable.”

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AuraVisor Adds Front-Facing Camera

November 13, 2015 — by Steve Kent

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AuraVisor, a VR platform currently raising money on Kickstarter, has announced that it will add a front-facing camera to its design.
In a press release, AuraVisor CEO James Talbot is quoted as saying “The front-facing camera allows the user to keep the headset on if they need to move around or see something in front of them (a person, phone, etc.).”

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