An outstanding number of games from Asia are participating in Casual Connect‘s Indie Prize in Asia 2018. These games allow you to be almost anyone imaginable, from a Hollywood movie director to the owner of a virtual pet, to even a prism journeying through crystal caves. You could go anywhere your imagination can take you – a theme park, the demon realm, a developer studio, and many others, even a place to create your own world. And these games will test your skills in so many different ways and in so many different situations.
Game Title:Hollywhoot Developer:Joyseed Gametribe Platform: iOS, Android Country: Indonesia
Have you ever wanted to direct a Hollywood movie? If so you will love being in the director’s chair as you play Hollywhoot. This game offers a perfect parody of movies and TV shows using the “punniest” characters imaginable. You can achieve Primetime awards and continue raising your prestige as a director.
Hollywhoot won Comfest 9 Game of the Year and Comfest 9 Art awards. It has been featured in the App Store and globally in Google Playstore. It achieved 200K downloads in one month and was nominated for most promising game in Popcon 2017 and in IMGA SEA 2017.
Every developer knows how critical user acquisition is to the success of a game. But the mobile app landscape evolves at lightning speed and new challenges constantly arise. So how do you keep up? Fortunately, new solutions are also coming to deal with the latest problems.
Martin Price, Vice President of Product at Vungle, is one of the best people you could ask about user acquisition challenges. Martin runs Vungle’s product team and, as well, is responsible for roadmap planning, research and development, user experience and product design. With over fifteen years experience leading product teams, Martin also has had executive roles at Yahoo!, Vdopia and OpenX and strategy roles at Vodafone and Nokia.
At Casual Connect USA 2018, Martin presented the session Tricks of the User Acquisition Trade: How Advertiser Tools are Changing and What You Need to Know to Drive More Revenue. They discussed what today’s user acquisition challenges are and how creative optimization plus data give the opportunity to transform the way audiences are grown. And they described the ways creative optimization and self-serve advertising tools help to empower a new kind of mobile advertiser. Be sure to watch the video of this presentation to learn more.
A director, 2 programmers, an artist and a musician – they’re all from the team of 5 students from Ajou University in Korea, who made the puzzle game of Alice in Cube that would challenge even a seasoned puzzle games player.
“The reason why I created this team was so simple: I just wanted to make games. I was seeking for friends who were passionate about games, like myself, and four months later I finally found them all”, says director and project manager Kim TaeWoo.
Some companies in Japan focus on making kinda virtual girlfriend content. - Masaru OhnogiClick To Tweet
As Head of Global Business Development for gumi Inc, one of Japan’s leading mobile gaming companies, Masaru Ohnogi oversees their strategic business partnerships around the world. Most people know gumi for their successes in mobile games, such as with Brave Frontier, Phantom of the Kill and Final Fantasy Brave Exvius. Over the past year, gumi have expanded considerably into VR by co-founding a $50 million VR fund called The Venture Reality Fund with partners in the Silicon Valley, which focuses on seed or early stage startups. In their session at Casual Connect Europe 2017, Nogi showcased the company’s achievements within AR/VR as well as provided the opportunity to take a peek into the current and future trends of VR in Asia and the world.
Three games from India and Turkey, one game from Republic of Korea, two games from Tunisia and one game from Egypt at the international Indie Prize showcase in Berlin during Casual Connect Europe 2017. Among them three games were nominated by Game Nation Nomination Partners: NASSCOM Game Developers Conference in India, Run Double Jump in Egypt and Tunisian Game Awards in Tunisia.
'I know it’s easier said than done. Finding a good publishing partner is not easy.' - Shala SeoClick To Tweet
For South Korea, a small population doesn’t prevent it from being one of the largest mobile gaming markets in the world. The industry has heated up recently, with mobile gaming companies taking over traditional media and allocating massive budgets to help new games break out. At Casual Connect USA, Shala Seo, a mobile game sourcing manager with Smilegate, and other market experts discussed the latest trends and provided knowledge needed to be successful in the South Korean market. Tune in below for some great insights.
Jin Ho Hur has started several businesses, first in 1994, and another in 2000, and between running these two companies, he was CEO of Neowiz Internet, the operator of the second largest social networking service courier in Korea. Most recently he started his third company, Crzyfish, to focus on social gaming. Initially, he focused on social gaming on Facebook, then on other local social network platforms in Korea. Last year, he recognized that social gaming was shifting to mobile platforms, so Crzyfish shifted its primary focus to mobile gaming in the Korean/Asian market. With this experience, Jin Ho Hur is able to offer a number of key insights into starting and succeeding in a new business.
The Two Essential Keys to Starting Your Business
The absolutely most critical aspect of starting a business is building a good team with a clear understanding of the goal of your business. This is also the most difficult thing about both starting and succeeding with the business. Having a common understanding of the goal is the key to succeeding.
The second important aspect of starting a business according to Hur is focus. “You should recognize that a number of different opportunities exist,” says Hur, “not only the main business that you started with.” He maintains that there is a temptation to become involved in too many different opportunities, and this is one of the main reasons businesses fail. Focus on the key things you decided to do. Hur emphasizes that team building and focus are the two most important things to remember as you start a business.
What Does the Market Need?
“You should recognize that a number of different opportunities exist, not only the main business that you started with.”
Next, Jin believes you need to address what the market needs rather than emphasizing what you can provide. Many startup businesses make the mistake of focusing on what they can do, when the important thing is to offer what the market needs
Determining what the market needs is not a task with a simple solution. Hur looks at a number of different things to help in this assessment. First, he observes what people are doing on the street, in the metro, wherever he is going. He also compiles ideas and market reports. There is no single thing you can do to find out what the market needs, but you should always be working to understand what that is and what you can do to provide it.
Adapt to the Changes
The ability to adapt to the market is crucial. Crzyfish is a good example. When Hur started the company three years ago, there was no iPhone; the feature phone dominated the market and the carriers were in control. This market was not growing, and he didn’t see any opportunity there. But two years ago, the iPhone was introduced; the new Android dominated the market, and he realized there was a new opportunity coming. Within the last year, there has been a shift to mobile gaming.This is the kind of market change that Crzyfish adapted to in order to take advantage of the new opportunities.
It is critical to adapt in real time. “The fundamental thing is the business model is changing,” says Hur. More than 90 percent of the market is now the freemium-based business model, which means the market will grow to several times its present size. Hur tells us, “Many people, including myself, believe that the mobile game market will grow to a couple of billion dollar market in a few years.”
Market to Local Users
When promoting a game, it is essential to gather feedback and be prepared to adapt to the local market based on that feedback. Hur uses five to ten different types of promotion programs for the game, then monitors KPI on a daily basis, changing the promotion plan as a result of this information. There is no single formula for how to do this; it is subjective, but the key is being flexible and adaptable, using KPI and customer voices for guidance.
Always be aware that games are games, and as such they are dependent on the culture and behavior of local users. Hur says, “It is very important to understand how the local users would like to have the game and also how to address that kind of requirement.” He reminds us to address the preferences of the local area whether that is Japan, China, or any other area. Their awareness of local requirements is one of the things which makes Crzyfish an excellent partner for developers interested in moving into the Korean market.
Crzyfish’s gaming platform Vivagame performs a number of different types of the cross promotion and viral loops for promoting the game.