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ContributionsEventsIndieNews

Meet the Competing Indie Developers from Australia and Indonesia

April 26, 2017 — by Yuliya Moshkaryova

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Eleven games from Indonesia and four from Australia will be showcased at the international Indie Prize showcase during Casual Connect Asia 2017 in Singapore on May 16-18th.

Game Title: Silver Grapple
Developer: Jamie Rollo Games
Platform: Desktop Win
Website: www.jamierollo.com
Country: Australia

Silver Grapple is a 2D platformer about swinging through the air with a grappling hook, exploring the ruins of a disaster struck laboratory and uncovering its secrets.

Silver Grapple was displayed at GCAP 2016 Student Showcase.

ContributionsEventsIndieNews

Southeast Asia Part 1: Philippines and Malaysia at Indie Prize Singapore 2017

April 24, 2017 — by Yuliya Moshkaryova

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Five games from Philippines and twelve games from Malaysia were invited to the international Indie Prize showcase during Casual Connect Asia 2017 in Singapore.

Game Title: The Letter
Developer: Yangyang Mobile
Platform: Desktop Win, Desktop Mac
Website: http://www.yangyangmobile.com/
Country: Philippines

The Letter is a non-chronological, horror visual novel game with seven playable characters. It also features full English voice acting, several branching paths with more than 10 endings, highly animated character sprites and backgrounds, and quick-time events.

ContributionsEventsIndieNews

Singaporean-based Studios at Indie Prize Singapore 2017

April 22, 2017 — by Yuliya Moshkaryova

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Sixteen games from Singaporean-based teams will be showcased at Indie Prize during Casual Connect Asia 2017 in Singapore.

Game Title: NEO Impossible Bosses
Developer: Edwin Fan LiangDeng
Platform: Desktop Win
Website: neoimpossiblebosses.coder-ddeng.com
Country: Singapore

NEO Impossible Bosses is an RTS-MOBA Raidboss Rush in which you utilize a number of heroes to defeat the IMPOSSIBLE BOSSES!

ContributionsDevelopment

A “Real” How-to for Unreal Engine

April 12, 2017 — by Industry Contributions

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By: Chris Murphy, Unreal Engine Evangelist and Director of Pub Games

Darkness surrounds you, black as night for what seems like light years away. You’ve seen 16 sunrises and sunsets in the past 24-hours. Suddenly, a lightning flash strikes through the quiet. Your head whips around, searching for more under the spotlight. The flash is reflecting off the shiny solar arrays of the space station, and back to the camera. The gravity (and the lack thereof) of the moment hits you: you’re in a 460-ton platform hurtling toward Earth at about 17,150 miles per hour, and you’re a long way from home….or are you?

Virtual Reality

To prepare and train their astronauts for the surreal experience of living on the International Space Station (ISS), NASA uses a perfect replica of ISS developed in Unreal Engine. The fabricated, three-dimensional environment incorporates many of the tasks and challenges that astronauts will face while in the $150-billion ISS, orbiting 240 miles above Earth. This training is critical to their success and ability to explore space.

ContributionsIndustry

How Hollywood Has Influenced The Gaming Industry

March 28, 2017 — by Industry Contributions

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By Mila Payton

A growing movement is pushing for Video Games to be classified as an art form, the same as music or movies. A medium for storytelling and cinematics that is on par, and sometimes better, with any Hollywood blockbuster in recent years. While movies have always been a “higher form of art” than games, this line is becoming increasingly blurred. In many ways, Hollywood gave rise to video games (in their modern form).

Without certain films, many genres of video game would not even exist. Without the cinematic, aesthetic and commercial movements that grew from the cinema, video games as they are now would be very different. Understanding these influences is key to understanding video games.

The Films That Defined Us

USA 2015Video Coverage

Layton Hawkes and Balancing Logic and Chance to Create Compelling Puzzles | Casual Connect Video

December 31, 2015 — by Emily Baker

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lhawkesUsing examples from the development of Halfbrick’s Bears vs. Art, Layton Hawkes, former Game Designer for Halfbrick Studios, explored the tension between the logic driven and the chance-based, randomized elements in puzzle design. Halfbrick found these elements influenced a player’s perception of difficulty, critical decision-making, and their experience of frustration and achievement. Tune in to his talk from Casual Connect USA and find out how to create more compelling puzzles by balancing logic and chance effectively. One of the ways to do that that Layton described during his talk was in understanding some psychology. “Frustration and aggression increase in what (psychologists) call the attribution of blame. Simply, this is where the blame lies when someone is obstructed or prevented in their efforts to attain a goal.” He advices to find the frustration your users are having and reduce the unexpected failures they often encounter. To learn more, tune in below.

Europe 2015Video Coverage

Andy Sum: Making Games People Want to Share | Casual Connect Video

June 19, 2015 — by Catherine Quinton

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'I had an itch nagging away at me to work on my ideas…I just had to try and build them.'–Andy SumClick To Tweet
Andy Sum
Andy Sum

At the Casual Connect Europe 2015 conference, Andy Sum and Matt Hall revealed their processes, influences and key decisions made during the three month development cycle of their hit game Crossy Road. “Our goal was not to make money; our goal was to make something popular,” says Andy Sum.

Asia 2015Video Coverage

Layton Hawkes: Balancing the Technical and the Artistic | Casual Connect Video

June 2, 2015 — by Catherine Quinton

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'No other medium can completely absorb me in an experience … the way a game can.' –Layton HawkesClick To Tweet

Layton Hawkes explained to his Casual Connect Asia 2015 audience how a new development approach helped Halfbrick double Bears vs. Art’s day seven metrics after a problematic start. “We developed a really core focus on retention,” he says. “And we learned a new approach that eventually led us to global launch.”

Asia 2014Video Coverage

Sonal Patel: Ads Don’t Have to Be Ugly Anymore | Casual Connect video

June 1, 2015 — by Catherine Quinton

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'Brand advertisers really are engaged with in-app audiences, which is tremendous.' –Sonal PatelClick To Tweet

SonalPatel_headshotAt Casual Connect Asia 2015, Sonal Patel presented ways game developers can use MoPub to add real-time communication to monetize their games and even add new users. “Publishers usually ask me — ‘The biggest challenge I have is understanding how to show my ads. When to show my ads. What type of ads to show,'” Sonal says. “That, we can help you with.”

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