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Xeno Gaming – Video Games Industry in One Place!

September 17, 2016 — by Industry Contributions

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Developers Needs?

Independent developers are researching help to complete their project. A single person or a small team of developers can not take care of everything!

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Assuming scripting, 3D modelling and mapping to marketing, a lot of knowledge is required to run a video game smoothly!

Everyone has strengths and weaknesses to share with others, to constantly evolve and gain new knowledge.

The failure of most video games is due to a breach in the communication made over the project and the abandonment of the participants and creators.

Contributions

Want to Make Your Game Stand Out in the App Store?

September 15, 2016 — by Industry Contributions

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Want to Make Your Game Stand Out in the App Store? Try Utilizing These New Technologies and Tools

By Bob Heubel

As app stores become inundated with new games every day, developers need to find innovative and creative ways to create a unique gaming experience and make their mobile game standout. Audio creation and editing tools have always been an integral part of the game design process but aside from sound, what other technologies and tools should developers take into consideration?

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ContributionsEventsNews

Developers: Join Us at Eva Cordoba in Argentina!

September 9, 2016 — by Industry Contributions

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by Hernan Lopez, Epic Llama

Eva Cordoba! IS like… ABOUT TO HAPPEN, and you shouldn’t miss it!

Eva Cordoba will be happening on September 17 in Cordoba Argentina and it’s the biggest game industry event of the region! Isn’t that beautiful?

what is Eva Cordoba?

Eva Cordoba unites game developers from all over Argentina to showcase their games, attend lectures from local and international speakers, assist to meaningful workshops and talk with publishers from all over the world.

ContributionsUSA 2016Video Coverage

A Once in a Generation Moment with Clive Downie | Casual Connect Video

September 6, 2016 — by Industry Contributions

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At Casual Connect USA 2016, Unity Technologies CMO Clive Downie spoke about his predictions for the VR and AR market, the role mobile will play in widespread adoption, and the new not-yet-developed rules for VR and AR creation. He described that we are at a “once in a generation moment” where he reassured pioneers that these new platforms, like electricity and the internet before them, would have “supremely powerful outcomes on humanity.” Downie sees great potential for VR and AR as a means to make life “richer” and time more valuable, transporting you instantly to other locations and unlocking access to education, science, design, healthcare and more. He went on to explain how mobile advancements, like Google Daydream, Facebook’s 360 video and Samsung Gear are all critical components that will drive main consumer use of VR and AR over the next few years.

unity-logoClive joined Unity last year as Chief Marketing Officer, where he oversees global strategies and tactics in customer marketing, product marketing and ecommerce.

Before joining Unity, Clive served as COO for Zynga where he successfully transitioned the company’s revenue and audience to mobile, and also held the role of CEO of DeNA West, the company’s American and European division.

Unity is far and away the largest game development platform, with over 5.5M registered developers ranging from AAA including Google, Square Enix and EA to indies including Playdead and Owlchemy Labs. In Q2, Unity games saw more than 4.4B installs across more than 1.7B unique devices worldwide. More recently, Unity’s also seen a surge in development for VR and AR, serving as the software behind such marquee experiences as The VOID’s Ghostbusters: Dimensions, Niantic’s Pokemon Go, Google’s Tilt Brush and many more.

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ContributionsDevelopment

The Future of Mobile Gaming: How to Deliver High-Quality Experiences that Keep Users Engaged

August 31, 2016 — by Lance Winters of Nordeus

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In a world full of endless disruption, gaming companies are competing more than ever for the attention of their users. The rapid advancement of technology is giving game designers the potential to evolve game mechanics to deliver high quality experiences in order to keep users engaged and hungry for more.

Creating a Visual Illusion for the Gamer

So, what does this mean for game designers? We are now capable of more advanced on-screen experiences and greater opportunities to engage our audience. Game designers now have to think differently about the possibilities across devices, audiences and visual opportunities. The design spectrum has enhanced significantly in recent years, giving us a broader visual palette and a wealth of options and possibilities. Undoubtedly, this has made the decision process much harder, but also more exciting.

BusinessDevelopmentPR & Marketing

RED Games Keeps Fingers on Pulse of Technology

August 30, 2016 — by Casey Rock

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One of the first things someone might notice when looking up RED Games online or visiting their brick-and-mortar location is the code FF0000. While some may be at a loss to the meaning of this letter-number combination, those in graphic and game design will likely recognize it as hexadecimal for the color red.

RED Games CEO Brian Lovell says the unique branding is indicative of the company’s work and has been a great talking point for clients. “It suggests we do things a little different and we tend to think outside the box. It subtly connects the name RED to the work we’re doing with design and technology. New clients will ask us what it means, so it’s been a nice icebreaker. Most of the time (people) get a kick out of it once we tell them – they get to be part of the cool kids club.”

Evolution

RED Games definitely has a different way of doing things. RED Interactive Agency, the company RED Games is under, opened its doors in Los Angeles in 1999 with a different approach to the business world. Rather than honing in on a specific niche or product, RED began with the idea of simply doing cool work with interesting clients.

“We knew that the actual type of work we were doing would evolve over time with the constant changing needs of clients, new technologies, consumer demands etc.,” Brian says, “so our vision has always been to evolve with these changes but to never forget what drives us on a day to day basis, which is to do great work with awesome people.”

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A day at the office of RED Games.

RED started out building websites and applications mostly for clients in the entertainment industry. Since then, they have expanded into Boulder, Colorado, and Salt Lake City, Utah, mainly to tap into new talent pools outside of the LA market – something Brian says has been a driving factor in RED’s success.

Another driving factor for success, Brian says, is the way RED is organized. The company works across eight practice areas and works with brands and organizations across their entire customer journey to provide a consistent brand experience. Each department within RED has a very specific focus, which allows RED to bring a deep level of understanding and expertise to their work.

Today, along with some of its original entertainment clients, RED works with major brands such as Nike, ESPN, Netflix, Microsoft, Lego and more. Meanwhile, RED Games, which started out in Salt Lake City creating web games and game-like experiences, has become completely devoted to casual mobile games.

The CULTURE OF RED Games

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Pet Peaves: RED Games first title.

RED Games launched its first self-published mobile game title, Pet Peaves, in 2013 with a team of roughly seven people. The game did over one million downloads organically with no marketing. This was followed immediately by Battle of the Beards in partnership with A&E. Now, RED Games has a team of over 20 and is working on multiple projects with companies like Nickelodeon and Hasbro.

The company’s culture has more of a startup vibe, with the benefit of being part of something larger – affectionately termed “Big Red.” RED Games keeps their hierarchy very flat – with RED Games Executive Creative Director Jared Kroff noting that it’s much easier to put together teams and complete projects when there is no jockeying for position.

“We run small agile teams that ship multiple titles a year,” Jared says. “We rely on each team member to actively contribute to all aspects of the project from concept to launch. We thrive on collaboration, fast iteration, and a passion for striking visuals.”

Jared admits the flat hierarchy can be initially disorienting for someone coming from a more structured environment, but the company believes it provides the best opportunity for people to realize their full potential – regardless of their role.

GAME Development

At any given time, RED Games is working on two or three mobile game titles. While the company is currently excited about and focused on the mobile space, Jared notes they develop their games in Unity and many employees come from a console background, which leaves the door open to expand to other platforms – including VR.

A typical game cycle – from concept to launch – takes roughly six to eight months. Brainstorming is something everyone really enjoys, but they will quickly dive into art and code for rapid prototyping as part of the conception process. Jared says that once a team captures an idea for a game the vision becomes self-perpetuating and at that point the game is happening.

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The game Frontier Heroes, which RED Games partnered with Planet H on.

“It doesn’t matter if everyone has a slightly different version of the game in their head,” Jared notes. “It is the collective excitement that makes things start happening. One of the skills we cultivate as a studio is the ability for this to happen predictably.”

All development is done in-house – even back-end server development, which RED Games works with “Big Red” in Los Angeles on.

Currently, many of RED Games titles have been kids-oriented 2D illustrated games with traditional animation. However, they are currently working on 3D titles and games targeting women 45+ with “equal passion.” While the company is very enthusiastic about making their own titles, Jared says they are equally enthused about working on partnered titles because they choose the clients that allow them to do their best work.

Monetization & Discoverability

One of the biggest decisions in game development often deals with monetization. RED Games isn’t picky when it comes to the different monetization methods out there. Jared says premium games are “refreshing” but notes that when it comes to partnered games, titles are always free-to-play with in-app purchases. “We believe that in order to be successful on mobile you need to be able to set aside any disposition you might have towards a business model and dedicate your time to finding a fun game that has real value to the player.”

We believe that in order to be successful on mobile you need to be able to set aside any disposition you might have towards a business model and dedicate your time to finding a fun game that has real value to the player. – Jared Kroff, RED Games

When it comes to app discoverability, Jared notes that it’s a big challenge. The company has been lucky to have their games featured by Apple on launch day – and they always make sure to merit the feature. They also partner with brands they believe can drive downloads and have a big impact on user acquisition.

The company has also invested in an internal team focused on marketing and user acquisition and will often help create marketing plans and provide promotional materials for clients on partnered games.

Moving Forward

While every game the company built has been featured in the App Store, the company takes the most pride in the relationships they’ve cultivated with their partners and team members. RED President Donny Makower says each project is a step forward and the company is currently working on its biggest and most exciting titles ever, anticipating that 2017 will be a “breakout year.”

A big part of RED’s culture is to keep our fingers on the pulse of technology. – Donny Makower, RED Games

Brian agrees with that sentiment, saying that the company has big projects and game titles on the docket for 2017. Additionally, Brian says, the company will continue to build long-term partnerships and co-production deals, invest in marketing and user acquisition capabilities, and even create and expand RED Games’ own intellectual property.

Looking forward, Donny says there is a lot unexplored potential in new frontiers and RED Games is constantly working to stay on top of the latest ideas. “If you walk through any of our offices you’re likely to bump into a 3D printer or a defenseless dev wearing an Oculus. We have a passion for toys and are working with partners on some exciting physical-to-digital initiatives. A big part of RED’s culture is to keep our fingers on the pulse of technology.”

BusinessGame DevelopmentIndiePR & Marketing

Mind the Trap: How To Engage Those Who Haven’t Played Yet

August 15, 2016 — by Kenneth Ng of Dissonance Entertainment

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The majority of people buying your game are consumers, not developers. - Kenneth Ng.Click To Tweet

During the last weeks of July, our team of Dissonance Entertainment has been hit by a whirlwind of exciting events. Mind the Trap won the Best Multiplayer Game award and was nominated for Best Game Design at the Casual Connect 2016 trade fair. In addition to that, we locked in meetings with publishers, got approached by freelancers and marketers, got the game Greenlit after nine days on Steam, and for the first time had a post hit the front page of Reddit with over 7000 up-votes.


DevelopmentGame DevelopmentIndiePostmortem

Hyperdrive Massacre: For a Huge Couch and Lots of Friends

August 12, 2016 — by Industry Contributions

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The goal was to grow and learn while doing game development and foster the growth of a local gamedev…Click To Tweet

34BigThings is one of the biggest indie game studios in Italy. Founded in 2013 and self-sustained throughout, they launched their first game Hyperdrive Massacre in 2015, while working on their much more ambitious futuristic racer Redout. The team’s lead game designer Giuseppe Enrico Franchi shares the story. 


ContributionsDevelopmentGame DevelopmentIndiePostmortem

Blades of Revenge: Let the AI Test

August 12, 2016 — by Industry Contributions

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Infinity Levels Studio, the winner of Indie Prize Best Mobile Game nomination at Casual Connect USA 2016, is a small Thai-based games studio that focuses on building differentiated gameplay and amazing artwork. Coming from a not-so well-known place to produce innovative mobile games, and due to the competitive nature of the category, Nikki Assavathorn, the head of the studio, was pretty sure they wouldn’t win anything. So she sat at the back of the room and didn’t realize her studio has won the award, and only an hour later, when she chatted with the other gamers, she found out that Blades of Revenge has won.


ContributionsDevelopmentGame DevelopmentIndiePostmortem

Shield of God: Story Defined by Genre

August 10, 2016 — by Industry Contributions

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A New Age 3D strategy game made in China… Wait! MADE IN CHINA? Typically, anything made in China smells suspicious… In mobile it’s about some biased comments including but not limited to copying, out-of-line translation, not very user-friendly and so-much-text UI, etc. When Gunship Studio positioned themselves as the 3D game studio targeting overseas market, they chose a hard path… Yes Games is a mobile game developer founded in 2011. Gunship is one of the six studios under it. Unlike others who got famous IP support from Toei Animations (such as Dragon Ball and One Piece), Gunship has spent more than 12 months finding out what kind of game they want to make. The end result is Shield of God, whose story is told by the company’s overseas business director Amy Ho


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