The current industry trend of “more women in tech” can easily be supported from the very beginning, by exposing girls to all kinds of games from a young age, so that they would get familiar with the medium regardless of genre. Educational game developer at Helen Doron Shulamit Ferber emphasizes: it’s important to provide them with relatable characters that wouldn’t be pastel-colored and overly feminized as this isn’t what all girls associate themselves with. Tips and tricks on correct game design for girls get explained in Shulamit’s Casual Connect Tel Aviv session.
At Casual Connect Tel Aviv, Guy Hasson offered tried and tested strategies on how to improve your monetization through economy. “Suppose you have the greatest content, great games, great graphics, great themes, great math. You can waste it all by having a bad economy,” Guy explained. Learn more specific tips on how to have a good economy and ways to dodge monumental mistakes in the video below.
Chasing and pitching investors is no simple task. Best not screw it up when you get the chance! At Casual Connect Tel Aviv 2016, Execution Labs Co-Founder Jason Della Rocca reviewed 10 pitching mistakes that raise immediate red flags with potential investors, and how best to avoid them. The first step, Jason says, is to realize you suck at pitching. Learn about all the pitching mistakes in the video below.
At Casual Connect Tel Aviv, Product Madness UA Director Patrick Witham provided insights on how the Top-15 social casino company tackles user acquisition. “At Product Madness, we think of user acquisition as an investment.” Patrick broke down where the lifetime value (LTV) of a customer goes in this investment, noting that up to 30 percent may go toward platform fees, 15 percent may go toward operating expenses, the actual investment in UA and CPI could make up to 25 percent of a user’s LTV, and the remaining amount – up to 30 percent – is actual profit. Patrick noted that the return on investment does not come until farther down the road – sometimes anywhere from 3 months to 12 months or more. For more UA insights and tips, check out the video below.
Tomer Barkan is the CEO of Suncrash Studios, but didn’t take a straight path to work in the gaming industry; instead working in a more traditional computer career before deciding to found an indie studio. At Casual Connect Tel Aviv 2016 he shared his experience of dealing with Steam Early Access and pointed out the main thing that would make this approach successful: people want to buy a game, something to play, and not just support an idea.
“If you launch too early, you will get very negative reviews and that will stay with you forever.” One strategy Tomer suggested is to always look at similar games and observe what worked or didn’t work for them. “A game has to launch when it is already fun to play, it’s already enjoyable. People are buying to play the game and to enjoy it, not to support some idea that maybe one day the game will be fun. This is not crowdfunding and they will judge you according to how fun the game is on release day so make sure it is already fun.” To learn more, tune in to the full session below.
Shalev Moran is Games Program Director for Print Screen Festival in Holon. He also teaches Narrative and History of Digital Games at Shenkar College of Art and Design.
“Print Screen Festival is an international festival for digital culture, and probably the most important public event around that field in Israel,” said Shalev. “I’ve been curating a games program for it since 2013. My program usually includes an exhibition of indie games centered around a particular theme, and a series of talks, screenings and performances.”
At Casual Connect Tel Aviv, Shalev described the dos and don’ts of showing your game in exhibition. “The huge mistake is exhibiting a build that’s just the full game, or whatever they currently have that’s closest to being feature-complete and content-complete,” said Shalev. “An exhibition build should be a concise, measured taste of your game, and in my talk I break this down into a bunch of guidelines.” See more in Shalev’s lecture video.
“Observe your competition. Figure out what they are doing, how they position themselves and try to see if there is any edge that you have on top of them. It can be your design, it can be your art, it can be pretty much anything but try to find one strength that you have on top of your competition and play to your strength”, game consultant Adir Ron adviced in their Casual Connect Tel Aviv 2016 session on scaling games from concept to soft launch, from 0 to 1,000 or even 10,000. They also shared common pitfalls to avoid when launching a new mobile game, as well as tips and best practices.
At Casual Connect Tel Aviv, the Vice President of Mobile Games at FlowPlay, Craig Robinson, spoke about Haxe. Craig explained, “Flowplay is using Haxe and OpenFL, which are similar to Flash and AS3, and easily portable. They can get you to platforms that restrict Flash today.” Games written in Haxe can target many environments including HTML5, iOS, Flash Player and Android. OpenFL is an open source library built in Haxe, which provides a Flash-like API. The combination of Haxe and OpenFL is a natural fit for developers looking to move away from ActionScript/Flash. To learn more, tune in to Craig’s session from the conference.
Nick Talarico, founder and CEO of Super Lucky Casino, explained “Basically the casino floor IS the app store. In the brick and mortar world, if someone wants to play slots games they go into a casino and they search for a slots title they want to play. In mobile, it’s either going to the app of their choice and scrolling through the lobby or going to the app store to find a new app to install and play.” at Casual Connect Tel Aviv. Learn how they and Super Lucky Casino are using this viewpoint to drive their business strategies in the video below.
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