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New Industry Report Reveals that Only 2 out of 10 Game Downloads Retain Users after 30 Days

July 26, 2016 — by Industry Contributions

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By Connie Hwong, global content marketing director at Verto Analytics

Whether you’re a big-time game publisher or indie, the challenges that every mobile game developer faces are the same: acquiring users and keeping their attention well past download. It’s simple to say but hard to do: less than 20 percent of all game downloads result in active users after 30 days.

Even with real-time data and sophisticated mobile analytics, how many mobile gaming industry insiders really know what’s working well? Almost all game developers struggle to answer these questions:

BusinessContributionsIndustryResearchSpecials

Finding (and Acting on) the White Spaces in Mobile Gaming

July 23, 2016 — by Industry Contributions

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There’s no doubt that the mobile games market is growing—even before the debut of Pokemon Go. Not only are more people playing on smartphones and tablets, but they’re dedicating increasingly more time and money as well. To grab a bigger share of this growth, developers and publishers need to target the right consumers with the right content. The first step in achieving this insight is understanding the past and future landscape of the mobile games space by addressing two core questions: Where is this growth coming from? and Where will growth come from next?
With these questions in mind, Nielsen Games recently analyzed its data on mobile gamers and their thoughts on hundreds of the top mobile games to provide industry-level insight into growth patterns. Manager Julia Valchanova and Senior Analyst Ian O’Neil share the learnings.


ContributionsDevelopmentIndieUSA 2016

The Best and Brightest of Indie Games Were Announced at the 15th Indie Prize Awards

July 20, 2016 — by Yuliya Moshkaryova

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THE BEST AND THE BRIGHTEST OF INDIE GAMES WERE ANNOUNCED AT THE 15TH INDIE PRIZE AWARDS
in San Francisco during Casual Connect USA.

I will take you through the the best and the brightest games in game industry to make sure you are introduced to the new upcoming hits in game development! From 293 game applications, Indie Prize judges selected 100 the best indie games. These winning teams were provided with a scholarship to participate in the biggest showcase for indie developers along with other finalists. From there the judges narrowed the games down further to the top ten games, worthy of recognition!

ContributionsDevelopmentIndustry

ZPLAY Participates in Casual Connect: Committed to the Globalization Strategy

July 17, 2016 — by Industry Contributions

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Casual Connect USA will be held in San Francisco on 18th-20th July 2016. Talents in casual games will gather here, displaying a diversified window in the game industry. ZPLAY, with its popular mobile games PopStar! Official Version, BBTAN, Daddy Long Legs and new games BBTAN 2, Inner Circle, etc. will participate at Casual Connect USA, focusing on its diversified formats within game industry with game developers all over the world.

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DevelopmentEditorial

Street Fighter V Update Attempts Second Impact

July 13, 2016 — by David Radd

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Capcom has updated Street Fighter V with a massive patch that includes a large Story Mode and other features were absent in the launch of the game. We’ll examine the issues surrounding the way the game launched, the roll out of features and what takeaways developers can have from this experience.

What Street Fighter V Had Initially

The launch of the game felt very focused on the hardcore fighting game community. To those players, most won’t touch single-player content at all – as long as the game is interesting and competitive to play with good net-code, that will be enough. For some, Street Fighter V seemed to be a success, and the game has received well over 4,000 entrants into the 2016 Evolution Championship Series (EVO), which is a record number of entrants. The release timing in February was key to give players enough time to practice Street Fighter V for the Capcom Pro Tour series.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Diceroll Studios: Financial Literacy Project Turns into a Game

July 4, 2016 — by Industry Contributions

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Diceroll Studios was born in December 2015, founded by 5 students with barely any experience in game development. We met in May while on internship at the Game Innovation Program (previously known as GAMBIT), and we created re:color as a financial literacy game for OCBC. After the internship ended, we were persuaded to continue building the game, and the rest, as they say, was history.


ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortemPR & MarketingPress

Ellipsis: premium, no text, no ads, no IAP

June 29, 2016 — by Industry Contributions

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Ellipsis is an award-winning action puzzler with retro-styled visuals and absolutely zero text. Designed from the ground up for touch devices, it was released on iOS in February 2016 and for Android on June 16th. Its intuitive concept is easy to understand but you soon uncover a deep and challenging universe of ever-evolving levels. Ellipsis is a polished game experience, developed with a bit of idealistic, opinionated approach. Released as a premium game, it features no text, no ads, no IAP. The developers headed by Yacine Salmi explore how these decisions impacted our development and release.)


ContributionsIndie

Five Filipino Games from Casual Connect Asia 2016

June 25, 2016 — by Khail Santia of Moocho Brain and The Bamboard Game Project

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At Casual Connect Asia 2016, held at Resorts World Sentosa’s Hard Rock Hotel Singapore, the cream of Filipino indie game development was showcased among the best in the world. Here’s a look at five of the games and their creators.

1. LITHIUM CITY

Lithium City is the Excellence in Audio winner of the recent International Game Festival China – coming from a field of 350 games in the Asia-Pacific region. In the game, you play as a synthetic heroine shooting your way out of a world taken over by computers. The game design evokes tension and excitement. The art is convincing as a portrayal of a dystopia with its austere aesthetic reminiscent of 80s Neon. The music ties it all with its dark yet upbeat synth style. Lithium City is developed by Nico Tuason and its music is composed by John Camara. Casual Connect Asia’s Indie Prize honored them with a nomination for Best Game in Development.

ContributionsOnlinePR & Marketing

Bloggers Are Better Marketers Than You and Here’s Why

June 24, 2016 — by Industry Contributions

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If you are tasked to come up with an innovative marketing strategy for your game, you might be a little bothered by the title of this post. First of all, do not despair. Bloggers may be better marketers, but then again they have an entirely different type of ‘product’ to advertise than your typical brand manager. Their goal, if they wish to monetize and grow their own brand, is to sell their personality and the unique content they create. They’re quite similar to musicians in that sense. And just like most musicians, most bloggers will fail at gaining a huge following and becoming social media sensations. Yet there are still many who have succeeded – and they didn’t need a PR posse to do it. So, what makes bloggers such great marketers and how can your brand benefit? BlogsRelease CEO Eti Nachum explains!


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ContributionsDevelopment

Lessons Learned from Goodgame Studios’ Major Reorganization

June 21, 2016 — by Industry Contributions

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Lessons Learned from Goodgame Studios’ Major Reorganization:
Increasing Production by Organizational Change

The following is a field report written by Robin Kiera, Inhouse Consultant at Goodgame Studios, sharing his experiences from change projects in traditional and tech companies.

Sometimes it’s the Structure:

After the reorganization of Goodgame Studios, the number of releases and game development projects has increased.

Lunch at Goodgame Studios
Lunch at Goodgame Studios

At the beginning of 2015, Goodgame Studios, the leading German games developer and producer of Goodgame Empire, Empire: Four Kingdoms, and Big Farm, reorganized its game development departments from an integrated matrix structure into an autonomous studio structure. At first glance, there seemed to be no reason for this, considering that 2014 was a record-breaking year with tremendous growth in revenue and a doubling of the company’s size to 1,200 employees. Nevertheless, only one new game was released during that year. After an in-depth analysis, management decided to improve the company’s game production structure to ensure future success.

Today, one and a half years later, the company has already seen significant benefits: their live games continue to generate very healthy revenue, and the number of new releases and games in development has increased. There are currently several games in the soft launch phase, and the company has a full product pipeline. Clearly, the reorganization unleashed the potential of a company that had been limited by a structure it had outgrown. And it was thanks to their passion for the company and the selfless behavior of so many people that the incredibly fast process was successful and even possible.

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