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!
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.
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.
Successful designers will tell you, it’s not just how good your game is, but also how it’s advertised to get the word out, if it’s monetized properly to generate enough revenue, and if it’s sustainable enough in the long term.
Our various speakers have experienced the breadth of the industry and will look to share their secrets to success at Casual Connect USA. In the Design Innovation track, they’ll look at the future and prognosticate where the industry is going with some of the most creative people in video gaming.
Casual Connect USA is about matching the creativity of the games industry with new media innovation and investment. There will be many talented speakers at Casual Connect USA 2016, and today we are giving you a glimpse of some of the Kids & Family track speakers.
Children are our future, and they’re also digital natives that are consuming apps and games from a very young age. Join experts as they discuss successful strategies to engage and teach this younger generation. The panels and sessions will take place on Tuesday, July 19 and Wednesday, July 20.
Casual Connect USA is about matching the creativity of the games industry with new media innovation and investment. There will be many talented speakers at Casual Connect USA 2016, and today we are giving you a glimpse of some the Growth track speakers.
It’s difficult to establish a new company or even to expand on an existing one, but the speakers in the Growth Track know all about those challenges. Whether you’re trying to get monetization right, balance multiplayer considerations or reach a whole new audience, there’s always something to improve on. These experts will help convey their knowledge about ins and outs of funding and distribution, helpful for neophytes and veterans of the industry alike.
'On week nights I will be at the climbing gym bouldering up the newest problems!' - John CooneyClick To Tweet
Are you an independent developer? Then, hear ye year ye! This talk from Casual Connect Asia 2016 gave real life examples of various pitches that Kongregate has heard over the years and how to learn and improve from them. John Cooney and Melinda Montano described how you can pick the right publisher for you and your game and also stand out to a publisher. Remember: “A publisher is not an ATM Machine.” – John Cooney. To hear more from Melinda and John, see the session video below.
Tencent has made huge waves, officially announcing the rumored purchase of Supercell. The deal will be for $8.6 billion U.S. dollars, and the Chinese internet company will own an 84 percent stake.
The Deal Detailed
A majority of these shares are being purchased from the Japanese telecom company SoftBank, which bought a majority share in 2013 for $1.5 billion U.S. dollars. SoftBank makes out well with this deal, having already cashed out $1.1 billion U.S. dollars in dividends and now selling for upwards of five times what they purchased it for.
The move was a final one by SoftBank president Nikesh Arora, who stepped down from his position. SoftBank CEO Masayoshi Son will remain in his role, which Arora wanted, so Arora will move on instead.
The news, however, was primarily about Supercell and what will change (and won’t) as Tencent continues its rise as the owner of some of gaming’s most important companies.
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.
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.
I recently went to Berlin to prepare for the upcoming Casual Connect show there in 2017. While there I spent several days visiting a few game studios and other companies in the industry, and I would have to say my visit to GameDuell was one of the highlights of my trip.
I remember my first exposure to GameDuell; they were a Platinum sponsor of Casual Connect Europe. They had a really fun setup with very colorful cube chairs, a projector, big banners labeled “GameDuell is cool” and very eccentric people. If you are lucky enough to visit their office, you will probably agree with me that GameDuell is definitely very cool.