As President of Tangelo Games, Vicens Marti treated the audience at Casual Connect Europe in London about how to make a successful merger or acquisition between two related but different businesses. He spoke of the various parts on how to identify the synergies between the two companies. This included how to bridge different cultures and identities and set up and keep a correct balance of power. This launches the need to make a strategically based plan to support an effective brand migration and other important aspects. See the full presentation entitled Top Tips on How to Ensure a Successful Merger or Acquisition Between Two Related but Different Businesses Within the Social Casino Industry to learn more.
In 2017, the team at Wooga began an 18 month long journey to ‘bring Diamond Dash back from the dead’. The game did quite well but ended up being retired in 2015 as the market changed. Learn from Senior Product Manager at Wooga Tim Shepherd as he tells the story of resurrecting a 7 year old game. Join Tim for his talk entitled Bringing a 7 Year Old Game Back to Life at Casual Connect Europe 2018 in London.
In this interview, yellowHEAD’s Marina Sapunova speaks with Olga Khomenko about her life as a drummer in an indie band, what exotic places she wants to visit and why she loves playing board games.
Marina: Hi Olga! So we are at Casual Connect Kyiv. Could you please share with us what you do?
Olga: First of all, I want to say that I’m so excited that Casual Connect is back at Kyiv because it’s my native city and I adore it. A lot of new people come to your city and see how cool and beautiful it is. I work at PlayToMax and we create HMTL 5 games. We develop our own games, as well as provide outsourcing services. And I’m also here at the conference together with my friend – he’s an indie developer who’s working on his own game and I’m helping him, so please vote for him.
Marina: Sure! I still haven’t voted so I will do it. Are you a gamer?
Olga: Yes, I am.
Marina: What kind of games do you play?
At Casual Connect Europe, Nicol Cseko (VP of Product at Aarki) gave a talk entitled Level Up Your App Marketing with the Power of Creatives. She advised others on how to take the performance of your mobile app campaign up a notch by leveraging data for creative optimization. She also gave insights into successes and failures for mobile app campaigns and answered why they had the outcome that they did. Learn how you too can optimize ad creatives using data and previous lessons to deliver significant improvements in ad performance. Please see the video below for the full talk.
We are SignSine – a two people game studio from Kyiv, Ukraine.
We are developing PROZE, an atmospheric survival adventure game focused on telling a compelling story “about friendship with massive Cold War conspiracy background” and providing an immersive experience in VR.
Where did everything start?
In August 2016, we went to a countryside house (dacha) nearby Kyiv with a company of old friends. After getting lost in the woods we were very inspired telling the story to each other from a different perspective. Some time after we decided to turn our memories of that evening into a game screenplay, that’s how the initial idea came together.
We weren’t sure about genre, setting or technology. It was just a draft story and we kept developing it, collecting ideas and references for everything, drawing early sketches, describing game mechanics and creating puzzles — basically doing what we could.
We knew exactly what kind of experience PROZE should be in the end – a unique story with massive background, characters, which you love, hate and empathize. Cozy and at the same time – scary atmosphere that will be left imprinted in players memories for decades. Our sights of what the perfect game should be and on many other things was uncommon, that’s why we settled as a team and kept progressing on the development.
The decision of making a VR game was not instant. However while putting our design document together we realized that this technology can fully project our idea, thoughts, and emotions that we have put into the screenplay. To embody those moments as it could happen in real life we decided to make a VR game at first place.
Going for technologies that we are using in the game creation is a bigger challenge for us, as we are trying to reach really stunning quality of visuals and audio with no budget.
So pretty much all the things that we are doing, we are doing ourselves, including photogrammetry, motion capture, spatial sound design, 3D modeling.
The hardest part was to combine the development with our day jobs. We have to support financially ourselves and the project. We have to spend tons of time on doing things and learning new as we set this unreachable goal of making an uncompromised game.
There were 4 of us in the very beginning, but only 2 of us left carrying the torch. All of us have motivational, financial, family, time and other problems from time to time, it makes huge impacts on the progress of PROZE development, nevertheless we work as a team and support each other during the hard times.
Today we went for full time development, rented a small office, upgraded some gear.
That’s not fine when we can’t afford buying food everyday, but we truly believe that things will change and PROZE will be a blast when it’s done.
We have spend a lot of time on crafting the cinematic story trailer, which is not completed yet today. It still lacks of visual effects and expensive 3D character models.
Perhaps it was a mistake starting from such complex footage that required all states of technology and art in itself ignoring the actual gameplay.
However we’ve learned a lot and gained big experience with
- The new game engine.
- Motion capture, which we were recording with 2 soldiered Kinects in the rotten basement of the 18 story building. Where we were disturbed all the time by the tenants that were looking at us as on aliens trying to steal their gigabytes of internet.
Crawling through the dungeons and caught cold standing on the windy highways and fields and lakes to record authentic ambiances and sound effects.
But wrong moves were made right. Using the experience and groundwork we started from scratch creating a playable game episode in VR. Not much time has passed and we are showcasing PROZE pre-Aplha at our first conference. So many gamers that have never played anything like that before were extremeley excited.
After 2 months and huge update we are getting 2 main prizes during our second in life conference.
We’ve been awarded the Audience Choice Award and the Best Indie Game Award. Now as winners from GameDev Lviv (an Indie Prize Partner event), we are Indie Prize London finalist at Casual Connect Europe and the game looks and feels like never before.
The mistake that we won’t regret if you can call it a mistake is that we are not following the trends.
The development of such complex project takes a lot of time and the industry changes every now and then. PROZE is not social, it is not a multiplayer. It doesn’t have loot boxes or similar things.
It may sound strange, but it is designed mostly for introverts that want to relax after a busy day, spend a few hours alone and take part in the breathtaking story, experience the situations that might be related to them, but in an extraordinary way and get the emotional connection with the characters.
Hopefully we will connect with our audience and together we will prove that there are no such thing as unreachable goals. And the higher you aim the more you gain. That probably would be the main tip for other developers trying hard to bring their worlds to life.
It might be early to judge if our approach repays.
Be cool, Stay cool!
In this interview, yellowHEAD’s Marina Sapunova speaks with Jessica Tams about her life behind one of the most successful events in the games industry, why she moved to a farm and what she was like in high school.
Marina Sapunova: Hi Jessica! I’m happy to have you with me. I don’t think that you need an introduction for our audience, but it would be great if you could say just a few words about what you do.
Jessica Tams: I’m Jessica Tams – I am the Managing Director of CGA. We have a couple of things that we do: Casual Connect; we also organize Indie Prize, which is the scholarship program for indie developers; and a media outlet – Gamesauce.biz. We’ve been doing this for 13 years. We do 4 shows a year. So that’s what I do.
Marina: Nice! And you are so good at what you do! But let’s talk about Jessica. Who’s Jessica behind her title?
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.
Join Michael Haberl, Founder and CEO of Xendex, at Casual Connect Kyiv 2017 as he described the dozens of smaller stores out there for apps and encouraged developers to think outside of the box. These small stores offer mobile games as premium products or via subscriptions. There truly is success to be found in such niches. Michael’s presentation takes a closer look at these alternative app stores and markets, the players in there, business models and how developers can access them.
Nicolas Diteriks is the composer who created the music for Numantian Games 2017 game, They Are Billions. Nicolas had worked earlier with Numantian Games in 2013/2014 when they were developing Lords of Xulima. At the time, Numantian Games was doing an Indiegogo campaign; Nicolas noticed the project and sent them a demo-reel, asking if they needed a composer.
When asked about the proudest moment of his career, Nicolas says landing the job of composing for The Lords of Xulima is right at the top. (And, of course, so is the first time he went to record with a live orchestra.) The Lords of Xulima project went so well that Numantian Games invited Nicolas back to work on They Are Billions.
At GameRome 2017, Yonder won the Indie Prize award for their game, Circle of Sumo, giving them an invitation to participate in Indie Prize at Casual Connect Europe 2018. They tell us that events like GameRome are essential to receiving “hot feedback” on the game you are creating. As well, they are opportunities to connect with many professionals and increase your network. GamerRome 2017 hosted many international representatives of the game industry. It was especially exciting for Yonder when two of them, Dave Gomes and Simon Gerdesmann, chose Circle of Sumo as the best game of the show. Gamesauce has been fascinated to learn more about this winning team and their game from Giuseppe Mancini, their game and level designer.