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ContributionsDevelopmentIndiePostmortem

The Office Quest: A Story of Success

May 31, 2018 — by Industry Contributions

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By Lior Bruder, Founder and CEO of 11Sheep.com

I guess that every single games developer in the world could say that everything started when they were kids and, with gleamy eyes but steady hands, played their first game. But I’d like to finish this post before the year is over, and that’d be a bit cheesy anyway, so let’s fast forward a little bit. In some sense, everything started when I decided to found a small development company. But then I would have to talk of 10 years of hard (but rewarding) work, during which we developed more than 50 products and saw many of our clients succeed – one of them sold his product that we developed for him for 50 million USD to NASDAQ!

So, fast forward again to the moment when we decided that the time had arrived to create our own “baby,” to make a game for us and not for others. The idea had crossed our minds before, but it wasn’t until some random day, having some coffee, when I saw a beautiful demo that Oren Rubin and Alon Simon had created. Back then it was something really tiny, but I instantly saw that it had something special – it was eye-catching, quirky, and funny. So I contacted them and told them that maybe we could make a mobile game out of it. We all agreed that it was worth a try.

And here we are, one year, one nomination to the Google Indie Prize, 20 times featured by Apple and Google (even featured once in the “Today” tab), and 4 million downloads later. It was definitely worth the try, don’t you think? But let’s see how we got here – the path is as important as the destination!

Kyiv 2017Video Coverage

Dave Rohrl: Making Consistently High Quality Games | Casual Connect Video

May 14, 2018 — by Catherine Quinton

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Life is too short to make bad games! - Dave RohrlClick To Tweet

Panelists Alex Mendelev (Advisor with DoubleJump Games), Dave Rohrl (CEO & Founder of Mobile Game Doctor), Konrad Stanczak (Promotions Specialist at Power Up Game Studio) discussed finding balance between gameplay and monetization at Casual Connect Kyiv 2017. The panel Designing for Revenue – It’s Not All Fun and Games was moderated by Tapdaq’s VP of Business Development Chris Lefebvre. Together, they shared their experience which varied from industry veterans to newly published indies.

DevelopmentExclusive InterviewsIndieStudio Spotlight

Studio Spotlight: Dropout Games in Pune, India

April 24, 2018 — by Catherine Quinton

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The Biggest Lesson

Dropout Games is the studio that created Neo Angle, the game that won at the NASSCOM Game Developers Conference in India. As winners at NASSCOM which is an Indie Prize Partner event, they will be competing at Indie Prize London next month at Casual Connect Europe.

Dropout Games had its origin when Ankush Madad and Sujeet Kumar were both studying Game Design at college. During their second year, both of them, along with several other students, were working on a game that was a big hit in one of the college game jams. At the same time, things weren’t going as well at the college, with staff leaving, curriculum changes and a lack of relevance to the game industry. But they persevered, juggling courses while working on the game in the evenings and on weekends. As the end of the year approached, the project was now a polished game and they believed it had potential. So they took their game, ROTO, to Casual Connect 2014 in Singapore, where it was nominated for Best Free-To-Play Game, and on the final day they met a publisher. The team learned a great deal with ROTO, from starting a game and working it through to completion, including PR, marketing and the publishing process. As Ankush says, “It was the biggest lesson we had taught ourselves that year.”

ROTO screenshots

When it came time to return to college, Ankush realized it no longer seemed worth the cost. He had applied for internships, using ROTO‘s success as an example of his abilities, and was fortunate to receive one at a great company. He also began investigating other Indian game studios making noteworthy games but couldn’t find many. A few were doing great work and there were also a few indie studios, but nothing seemed particularly exciting. Then some new indies began emerging in different corners of the country; their games were small, but they were willing to experiment. This gave Ankush the idea of starting his own indie studio.

Kyiv 2017Video Coverage

Emmanuel Carraud and appChocolate: Succeeding with Games and Festive Apps | Casual Connect Video

April 11, 2018 — by Catherine Quinton

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I like selling something that makes people happy. - Emmanuel CarraudClick To Tweet

With over 50 million downloads and having been #1 in App Store general ranking in over 40 countries for multiple apps, appChocolate shared their story at Casual Account Kyiv. Emmanuel Carraud, CEO and Co-founder of appChocolate also shared practical tips on how to launch successfully mobile games for independent studios and indie developers including KPIs, localization, ASO, analytics, PR, monetization, user acquisition, App Store ranking on iOS and Android. Listen to the full lecture entitled How to Make Your Next Game Go BIG below.

Exclusive InterviewsIndie

Global Game Jam Ukraine 2017

March 31, 2018 — by Catherine Quinton

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There’s nothing quite like the intensity and excitement of forty-eight hours of working together to create a new game. Ask any participant in a game jam. Then, at Global Game Jam, multiply that excitement with the knowledge that teams are doing the same thing in centers around the globe.

2017 was the second year for Global Game Jam Ukraine. It is a partner event with Indie Prize where certain winners are given the opportunity to compete at a Casual Connect and Indie Prize of their choice. Recently Casual Connect asked Oleksii Izvalov, Regional Organizer in Eastern Europe for Global Game Jam, about the event. He described the incredible feeling that came from seeing game developers from every part of the country gathering together to make a game.

DevelopmentExclusive Interviews

Magmic: An Innovative and Resilient Company

March 15, 2018 — by Catherine Quinton

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Fifteen years ago John Criswick and Joshua Ostrowalker founded the game company Magmic. They both had experience in a mobile startup and they had worked on what became one of the most installed mobile operating platforms at Sun Microsystems. Then they realized there was a tremendous opportunity in the consumer market.

They believed that early adopters would be dominant in this initial phase of the mobile app market and that the content most easily monetized by early adopters would be entertainment. So they chose to take advantage of this opportunity by founding Magmic as a mobile game developer and publisher.

DevelopmentExclusive InterviewsIndie

Escabeche and the Creation of Manzana Misteriosa

March 12, 2018 — by Catherine Quinton

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Argentine game studio Escabeche and their game Manzana Misteriosa won the Indie Prize at the Awesome Game Awards in Cordoba, Argentina. They were invited to participate in Indie Prize at Casual Connect USA 2018 held at Disneyland.

The team of Escabeche first heard about Indie Prize when they applied to the Awesome Game Awards hosted by ADVA. They relate, “We didn’t expect much, but since we were showcasing the game at EVA Cordoba, we thought we could try, and then it was all surprise and joy when we won!” And they are so excited at the opportunity to show their game at Casual Connect. “If our work happens to inspire other developers, especially from Latin America, that would be just awesome.”

DevelopmentExclusive InterviewsIndie

CyberCoconut: Creating With Passion

March 9, 2018 — by Catherine Quinton

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The game that won Best of the Show Award at Codemotion 2017 in Milan was The Way of Life Definitive Edition from CyberCoconut. This is the first game from CyberCoconut, with release expected during the first quarter of 2018. They will also compete at the upcoming Indie Prize competition at Casual Connect Europe in London.

Founding a Company with a Shared Vision

CyberCoconut was founded by Davide Caio and Nicolò Azzolini, who met at the 2014 Global Game Jam in Milan. Although they didn’t know each other at all, they quickly discovered they worked very well together. After the game jam they began working together on small projects. Then they released on Steam the prototype of The Way of Life, which they had made during Game Jam. In the first two weeks it had 100,000 downloads, and the community was very enthusiastic, asking for more. Suddenly they were motivated to start their own company and continue working on the game.

USA 2018Video Coverage

Katrina Wolfe: The Challenge of Getting Everyone Coordinated | Casual Connect Video

March 7, 2018 — by Catherine Quinton

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Figure out your own style for keeping track of everything. There is no correct answer. - Katrina WolfeClick To Tweet
Katrina Wolfe, Producer at Kongregate, knows a thing or two about working with IPs. At Casual Connect USA 2018, Katrina gave insight into the balancing act of working with IPs from a production standpoint. This includes building relationships with the IP holders, tactfully working with them to create your game, and managing expectations around production schedules. Tune in to the video of her full lecture below.

Exclusive InterviewsIndieStudio Spotlight

ALL CAPS and Disco Flip: When Music is a Key Element of the Game

March 6, 2018 — by Catherine Quinton

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ALL CAPS is a startup game studio based in Aalborg, Denmark. They focus on creating exciting, entertaining games that keep players coming back to play again. Their first game, Block Amok was released in early 2015 and has been nominated for a number of awards. Now their new project, Disco Flip, has won the Audience Award at Game Scope, an Indie Prize Partner event and Denmark’s largest games festival. As winners, the ALL CAPS team was invited to Casual Connect Kyiv and Indie Prize Kyiv. Recently Gamesauce enjoyed asking Brian Nielsen, CEO of ALL CAPS, about their indie studio, their experience at Game Scope and, of course, Disco Flip.

Gamesauce: Tell us about ALL CAPS. What was your reason for founding this game studio? What would you say makes it different from other studios?

Brian: Well, to be honest, we hadn’t thought about founding a game studio. We were just four guys who loved making games and who had been working on a prototype for our first game, Block Amok, while we were attending Aalborg University. We didn’t have a plan for exactly what we wanted to do except we wanted to make Block Amok as awesome as possible as we felt a great game would have an easier time attracting attention from both players and the press.

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