Daniel Kashti is the Chief Marketing and Commercial Officer for KamaGames. This means that he leads the KamaGames’ marketing organization and also works in business development to grow KamaGames’ business globally. At Casual Connect Asia 2017, Daniel spoke at length on the social casino industry.
Eva Vonau is currently an intellectual property (IP) lawyer at Hogan Lovells and will be opening her own law firm, Slopek Vonau PartG mbB this September. Before pursuing a career in law, Eva worked at one of the biggest TV production studios in Germany as a technician, something that serves her well to this day. At Casual Connect Europe 2017, Eva laid out a roadmap for navigating the differences in IP law between countries.
Blaine Graboyes is co-founder of GameCo and The Gamer Agency. He has many accomplishments to his name – including producing over 4,000 projects for clients like Blizzard Entertainment, Sony Pictures and Disney. He’s also an award winning producer and game designer with nearly 20 years of experience developing digital Entertainment. At Casual Connect Europe, Blaine discussed how casinos can become the VIP destination for gamers – and why it is vital that they do so.
I would advise to spend time to really understand what UA encompasses. - Saikala SultanovaClick To Tweet
So far in 2017, we have witnessed great improvements for user acquisition in gaming. Join Saikala Sultanova (currently Director of User Acquisition, Mobile at Ubisoft, and Head of User Acquisition at Space Ape Games at the time of speaking) during her session at Casual Connect Asia. She shared Space Ape Games’ best practices and latest findings, when it comes to supporting new game launches. One of the key takeaways that Saikala highlighted was: “To make sure that you always have a backup plan. So if you have a plan one to build a simulation, make a plan B because when things change and you go with your game to global launch and you have this ultimate goal so you will have plans A, B and C… If you have three different options, it helps you move towards the same goal.” Listen in to get your “UA takeaway” of the day!
Monetization is best when it’s a natural part of the whole game, not a separate artificial thing on…Click To Tweet
Teut Weidemann is a man that knows the game industry business, especially when it comes to common monetization mistakes. In a talk delivered at Casual Connect Europe, Teut divulged his knowledge from his 10 years of consulting F2P companies. In this talk, Teut covered some of the most common mistakes in game design and monetization systems – which should help prevent them for your next game so you don’t have to hire him to fix them! A big piece of advice that Teut imparted was: “In-game sales damage your revenue in the long term. Money compensates time or skill. The later the player starts to spend in the game, the more likely he will turn into a whale.” Learn more in the full session feature below!
Don't be afraid to make your players work harder in events but make it worth it. - Bryan MashinterClick To Tweet
Bryan Mashinter is Game Director for DragonVale at Backflip Studios, with a major focus on the creative direction. At the time Bryan joined the company, they consisted of 14 people and were just beginning to focus on more than one project at a time, so it was essential to have someone who could keep things from falling through the cracks. Bryan filled this role at the production level, organizing projects, setting schedules and, in general, assisting the company in moving towards executing their creative vision goals. One of which, as for any company, is to keep users and encourage them to pay. The Backflip Studios team has discovered: lapsed users want to know elements of the game have changed but still feel familiar. “Don’t be afraid to make your players work harder in events but make it worth their efforts and watch out for fatigue”, Bryan advices. They explained in detail how to make the most out of events in their Casual Connect Europe 2017 lecture.
Our business model is in the provision of capital. - Martin MacmillanClick To Tweet
Does paid marketing make sense in scaling your game? In a talk at Casual Connect Asia, Martin Macmillan (CEO of Pollen Velocity Capital) called How to Scale Your Game: Understanding the Metrics and How to Act on Them, Martin explained exactly that. He advised, “Here is a bit of marketing 101: unless you have figured out a way to spend profitably, you shouldn’t spend at all because mathematically you’re setting out to lose money.” First and foremost, possessing a good understanding of LTV is a must. Then you need to understand if the unit economics work in order to use paid UA as a viable marketing channel. To learn more about what your game’s metrics can tell you and how to finance growth, tune in to Martin’s full session below.
As a game developer, you know the sounds in your game are crucial in so many ways. You may be using sound effects to underscore and add excitement to the action. Perhaps you have music to create moods and underscore the game world. It is no wonder music and sound effects are now commonplace in mobile games. But are you aware of what voice work can add to your game?
Sharon Kho, Co-Founder of IMBA Interactive, has the experience to guide you in exploring this underutilized area of sound for games. IMBA Interactive, a Singapore-based studio, provides audio and music solutions for video games and apps. Sharon is a music composer and sound designer whose most recent work on Mr. Catt received the Best Music and Sound Effect Award at the Bahamut ACG Awards in 2016.
At Casual Connect Asia, Sharon and another of IMBA’s founders, Jeremy Goh, gave a session aimed particularly at developers taking those first steps in working with voice talents, including casting and creating a script. In this session they described how to using voices to bring the characters and story of your game to life. When it comes to hiring an actor, Sharon advised, “You have to respect the actor who is going to put more things on the table than what is expected, because he has the talent you hired them for in the first place. So when you talk to the talent, make sure you get on the same page with them and make them comfortable, because at the end of the day… who knows, maybe your character development may come from the actor. Be open-minded to suggestions in order to get the best results.” To learn more, watch this video of the full session from Casual Connect.
Usually you get more downloads from the AppStore if you keep it below 50MB.- Joe DavisClick To Tweet
Being noticed in app stores is just one of challenges mobile devs face nowadays. As console-like gaming experiences on mobile are getting more popular, along with AR, cognitive assistant devices and premium devices with high-spec games, optimization is even more of a must. Despite the constantly upgrading specs of premium mobile devices, the issues of tight thermal limits and battery power create different restrictions than console and desktop. How to reduce development time and increase achievable fidelity of games running on premium mobile devices – Jonas Gustavsson and Joe Davis from Samsung Research Institute U.K. told at their Casual Connect Europe 2017 session.
A clan system really is a 'turbo button' for game design. - Leonard FrankelClick To Tweet
In a talk at Casual Connect Europe entitled Guide to Clans: Setting Up a Strong Clan System in Simulation Games, co-founder and CEO of ClanPlay Leonard Frankel highlighted how to design a clan system for simulation games like celebrity life, farming and city builders. In this session, Leonard reviewed existing systems as a way to understand the adaptations developers need to make to give casual players significant social interaction. Clan system design begins with, “The five pillars of clanship (which) are: communication, collaboration, rewards, benefits and competition”, explained Leonard. To learn more, be sure to tune in to the full session below.