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USA 2014Video Coverage

Christine Lee - Inspired By Passion, Creativity, and Innovation | Casual Connect Video

August 12, 2014 — by Catherine Quinton

Christine Lee brought up the topic of ads during the panel she moderated at Casual Connect USA 2014. “If you really look at the evolution, a lot of people still say mobile is newish or developing,” she said. “But if you think about it, five years ago: banners, that was it. And then eventually interstitials. And then videos, video interstitials, and now rewarded interstitials. Offerwalls, animated, in-play - there is so much going on with ads, and its interesting.”

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Christine Lee, Director of Business Development, Americas, Chartboost

Christine Lee, Chartboost’s director of business development, Americas says, “I like to keep things different from the norm.” She describes herself as ‘quirky’, and she will send life-sized plush game characters to partners, or play comical or socially relevant YouTube videos before team meetings. She even keeps a team fish named after the team quirks – NAD.

Empowering Others

Yet she also describes her life as a balance between strength and precision, with creativity and openness. So perhaps it is no surprise that her hobby is teaching flying trapeze and circus arts, an activity that uses all these qualities. She finds teaching so fulfilling because it gives her an outlet to share and empower others to do the things that have provided her with the greatest challenges and satisfaction.

Lee has been playing games all her life, starting with online PC games like Myst and Monkey Island and transitioning to mobile with the rise of the app stores. She worked at AdMob prior to the Google acquisition, where she had the opportunity to partner with developers across various verticals, including gaming, entertainment, local/dating, and retail. Gaming stood out as the industry with the most passionate developers, always pushing ahead of the curve and driving innovation.

The passion, creativity, and innovation are what keep her in the games industry. But even if she were not in the industry, she would want to be working on a product that serves a need and finds a solution that doesn’t already exist. She is fascinated by companies that find answers and solutions that enhance lives or other companies, such as Square, Google, Instagram, or Lyft, for example.

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The passion, creativity, and innovation are what keep her in the games industry.

Focused on Long-Term Partnerships

At Chartboost, Lee manages the business development and sales team and works closely with product and marketing. The founders of Chartboost came from Tapulous, and happened to be her clients at AdMob. When CEO Maria Alegre explained the product and company philosophy, Lee was immediately sold. She says, “The platform stands for things that typical ad companies don’t deem important: transparency, consistency and a focus on long-term partnerships.” She became one of the first twenty employees at Chartboost, and the experience she had at Microsoft, Google, and AdMob translated directly to her role there.

Lee has been able to build the top sales and business development team in the industry while at Charboost. She claims, “The team works tirelessly with partners, and always with class, intelligence, and a consultative approach. I honestly couldn’t be more proud of them and our accomplishments.”

Meeting The Developers Needs

The next big trend coming to the games industry is the sophistication of mobile and games, according to Lee. She says, “Developers are getting smarter, platforms are getting more complex, tracking is becoming more accurate, and innovation is consistently on the rise.” At Chartboost, they are always listening to developers, and building products and solutions that developers need and want. With the rollout of rewarded video, post install analytics, and retargeting, they are part of the rise of mobile ad tech, and are helping to push the envelope of innovation. She feels, “It’s rewarding to be part of an industry where we’re moving quickly and in the right direction.”

At Chartboost, they are always listening to developers, and building products and solutions that developers need and want.
At Chartboost, they are always listening to developers, and building products and solutions that developers need and want.

Lee loves casual games but calls herself a “hardcore casual gamer” because she devotes hardcore amounts of time to casual games. Currently, she is playing three games, all with very different genres and target demos. Her favorite games are all mobile, on iOS: Boom Beach, Fairway Solitaire, and Kim Kardashian: Hollywood.

She considers herself ‘platform agnostic’; if a game is available on both iOS and Android, she has no preference, although there was a time when she used iOS only. She also appears to have no preference about where she plays; once she even played while on a stand-up paddle board and almost bumped into a sea lion.

Lee especially enjoys the social aspects of games. So, with her Xbox and Xbox Kinect, she hosts Dance Central tournaments in her living room for family and friends.

 

OnlineUSA 2014Video Coverage

Matt McMahon is Excited By Connectivity | Casual Connect Video

July 28, 2014 — by Catherine Quinton

“We don’t look to dictate the model or the mechanic or a lot of that,” says Matt McMahon during a panel at Casual Connect USA. “We will try to add some subject matter expertise because we’ll see what broad swaths of the market are doing, but we are going with a partner hopefully to leverage their expertise on the platform.”

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Matt McMahon, the vice president of mobile for Fox Digital Entertainment, came to the games industry from the mobile side. He was, and continues to be, “incredibly excited about the immense power and potential of world-wide connectivity right in your pocket.”

He claims the best part of the mobile games industry is working with such a diverse range of smart partners all over the globe. He also loves how democratized the industry is. The constant innovation keeps him interested in the industry, although it keeps him on his toes!

Award-Winning Hits

Today, McMahon drives the licensing, production, distribution, publishing, and marketing of digital products, games, and apps for Fox films and television series. His particular focus is on application platforms such as Apple’s iOS and Google’s Android. He has brought more than 45 apps to market, producing best-selling and award-winning games such as Family Guy: The Quest for Stuff, The Simpsons Tapped Out, Angry Birds Rio, Ice Age Village, Avatar, Glee Karaoke and Predators.

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He has brought more than 45 apps to market, producing best-selling and award-winning games such as Family Guy: The Quest for Stuff.

One of the most exciting highlights to his career was building a unique and mutually beneficial partnership with Rovio for the first Rio film, Angry Birds Rio. A more recent highlight occurred only a few weeks ago when they had two games in the Top Ten Grossing category.

Driving Revenue Through Apps

In McMahon’s current role of running the Games & Apps group representing Fox Films and Television Properties, his main goal is build a new revenue stream for their properties on smartphones and tablets using the apps platforms. Games are the primary focus, although they also handle other digital product development.

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McMahon has always considered himself more a product person than a marketing person. He was very excited about Angry Birds Rio.

He actually started in Digital Marketing for Fox’s Main Theatrical Marketing Group. For a few years, he found it great fun, but he has always considered himself more a product person than a marketing person.

The next important trend in the games industry, according to McMahon, will be connected TV gaming with the phone and tablet as the hub. And people will realize that games are not just games. They are the next generation of content, IP, and brand creation, and they reach consumers more directly than any other platform.

When McMahon is not working, he makes a conscious effort to unplug from devices, although he admits it is difficult to separate himself from Twitter and Instagram. He spends as much time as possible on the beach. And, of course, he spends time gaming. Lately, he has been playing playing Threes and Boom Beach, and intends to put time into Hearthstone. He plays almost exclusively on his iPhone and iPad, and no longer owns a console. He prefers iOS to Android, saying, “Apple does such an elegant job with UI and with the multiple platform device ecosystem.”

The Dominance Of Mobile

Perhaps nothing shows the dominance of mobile more clearly to him than his recent experience in Tokyo. He had not been there for a number of years, but when he returned, he discovered behavior on the subway, which he feels is a great litmus test, had totally changed. He saw, “Tons of smartphones, with most people either on LINE or in games.”

 

Asia 2014Video Coverage

Weiwei Geng and Working With Hit Games | Casual Connect Video

June 10, 2014 — by Catherine Quinton

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“We all know for games, we need new content to keep our players entertained, but the key thing here is not just to push out content, but to figure out the right cadence of content releases,” Weiwei Geng said during Casual Connect Asia 2014. “If you do it too soon, too fast, your players will actually get burned out, but if you actually do it too slow and too late, your players get bored and they might quit playing the game.”

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Weiwei Geng, Executive Producer, Kabam

Weiwei Geng, the executive producer at Kabam, believes the games industry is the perfect spot for art, science, engineering, interaction design, and music to come together as a true multidisciplinary industry. He joined the industry just as social games were taking off on Facebook. He started off in a friend’s company, helping them to set up their North American operation. What he enjoys most about being a part of the video games industry is that he gets to work with talented people all the time and that the platforms he works on allow him to interact directly with their players.

Making A Hit

At Kabam, Geng is leading The Hobbit: Kingdoms of Middle-earth and Kingdoms of Camelot franchises. He joined Kabam in 2012 just as they were beginning their mobile effort. His previous experience in understanding the free-to-play business, including design, live-ops, marketing, and customer service was a tremendous benefit; he says, “I couldn’t have done my current job without it.”

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The successful launch of The Hobbit: Kingdoms of Middle-earth for mobile and ramping it up to quickly shoot up the top grossing chart is what Geng considers the proudest moment of his career.

The successful launch of The Hobbit: Kingdoms of Middle-earth for mobile and ramping it up to quickly shoot up the top grossing chart is what Geng considers the proudest moment of his career. He believes, “A true dedication of the team and the seamless teamwork led to this moment.”

Geng’s spare time activities include sports, music, and spending time with his family. And don’t forget gaming! Currently, he is playing Boom Beach, which he calls elegant, simple, and engaging: a step up from Clash of Clans. He prefers playing on iOS because of the indie community Apple is trying to foster on the platform.

His intense focus on mobile games had him playing on a high speed train going 350 kilometers per hour. He says, “Due to the high speed of the train, my cell phone had to keep switching to new station towers for reception. It was quite an experience!”

Global Outlook

Geng sees globalization as the next important trend in mobile free-to-play. He notes that Asia is known for being advanced in the free-to-play business. He claims, “With the growing market in the West and global hit titles such as Candy Crush and Clash of Clans, a merge in understanding free-to-play will happen on the global level. Companies and talent will try to leverage the learnings from all markets, and those that can take advantage of these key learnings will become valuable.”

 

DevelopmentExclusive InterviewsIndustryOnline

Simon Mack: The Advantages of Developing for Mobile

May 5, 2014 — by Catherine Quinton

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Simon Mack, CTO of NaturalMotion

Simon Mack, CTO of NaturalMotion, knew at an early age that he wanted a career in software development but, although he grew up playing games, he never considered the possibility of working in the games industry. While he was studying at his university, a friend introduced him to a company called MathEngine and the physics simulation middleware they were making. He says, “I was blown away—this was unlike anything I had seen before and more advanced than I had thought possible. I got an internship there and was hooked.”

Inspired by Technology

During Mack’s work on physics engines, he met Torsten Reil, CEO of NaturalMotion, and was inspired by the breakthrough technology his team was creating. He has now worked for the company for almost 11 years.

Today, NaturalMotion focuses on advancing its middleware technology with state-of-the-art character animation that scales across consoles and PC, as well as for their own mobile games. They also focus on growing and sustaining their mobile games such as Clumsy Ninja and their CSR franchise, while developing new breakthrough mobile games in new content categories. Emphasizing product value and customer experience is what allows NaturalMotion to build experiences thought to be impossible on mobile. And, they are always interested in hiring the best people to help take the company to the next level.

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NaturalMotion is growing and sustaining their mobile games such as Clumsy Ninja and their CSR franchise.

No two days at NaturalMotion are the same; Mack claims it’s hard to imagine a “normal” day. Because they use agile, collaborative processes across all projects, usually they begin the day with scrums with various teams. The rest of the day includes such things as product reviews, tech planning, and helping teams resolve technical issues efficiently. Mack especially enjoys the sprint reviews where he sees the progress on each project. He points out, “With so many teams working across technology and games sections, there’s always something we’re working on together to raise the bar for incredible consumer experiences.”

When not hard at work, Mack does manage to fit in a bit of mobile gaming. These days, Mack’s mobile gaming includes Threes! and Boom Beach. He also admits to playing a lot of Zynga’s recent launch, Farmville 2 Country Escape; he enjoys the game’s visually rich design and depth of gameplay.

Succeeding on Your Own Merits

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In the games industry, Mack finds “a fantastic blend of genuinely cutting edge technology and artistic creativity, something that is found in very few places.”

In the games industry, Mack finds “a fantastic blend of genuinely cutting edge technology and artistic creativity, something that is found in very few places.” He enjoys the constant change and the inspiring talent the industry attracts, as well as the fact that it generally allows people to succeed on their own merits.

Mack has had considerable involvement with recruiting talent and offers this advice to people starting out in the games industry: “Build a portfolio that showcases your art or what kind of code you can write. I always enjoy interviews where the candidate shows off a personal project.”

Great Growth and Consumer Experience Opportunities

During the time Mack has been in the games industry, he has seen amazing technical progress in the console space as well as a change in the scale of games, development teams and budget growth. The results have been richer visuals and deeper AAA games with great content, causing a great deal of consolidation in the industry.

And, he notes that the past few years have seen amazing growth in mobile gaming. “Mobile games have enabled smaller teams to create high quality games more quickly, revitalizing the industry with massive opportunities for growth,” Mack says. “Millions of people who have never played traditional video games now play social games on mobile devices every day. Casual consumers benefit from far greater accessibility, social experiences, and lower costs, whilst hardcore consumers have better console-quality experiences than ever before and an increasing number of category options on mobile.”

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“Mobile games have enabled smaller teams to create high quality games more quickly, revitalizing the industry with massive opportunities for growth.”

But Mack sees possible mis-steps made by developers new to the industry, including determining the right level of innovation in technology. Some resist using middleware, preferring to develop their own solutions. So, as they re-invent the wheel, they have less efficient development time and miss the opportunity to use best-in-class technology.

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Simon Mack will be talking about Clumsy Ninja and the character animation system used to create their game during Casual Connect Asia 2014.

He also sees the opposite scenario: it is becoming more common for development teams to pick an off-the-shelf engine solution and simply add content. He believes this lack of technical innovation can lead to games that lack the ‘wow’ factor they need to stand out. At NaturalMotion, they emphasize constant innovation in technology while remaining as efficient as possible by using best practices and reusing existing systems when it makes sense.

Mack is excited to see how mobile technology will evolve over the next few years. He says, “We’re nearing the possibility of real console-quality on mobile devices, and it will be interesting to see how that is best leveraged in making games that appeal to both the mainstream market and the more hardcore player.”

Simon Mack will be talking about Clumsy Ninja and the character animation system used to create their game during Casual Connect Asia 2014. Find out more about his session here.

 

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