PG Connects London 2018
| title | author | length |
|---|---|---|
| Blockchain 101 | Peter McCormack | 24m |
Covers Bitcoin basics from personal experience since 2012 to current economics, with a live paper ledger demo that shows how blocks close and become immutable… | ||
| The good, the bad and the ugly around launching and running a successful ICO | Tony Pearce | 27m |
Launches a utility ERC‑20 token to fund an AR game using TokenMarket for smart contracts and escrow, sells 14 million RCC coins total, offers presale bonus and… | ||
| 5 things we learnt from launching a mobile game on the blockchain | Shaban Shaame | 18m |
Launched spells of Genesis with blockchain cards and a wallet ecosystem called bucha forms, sells ~20,000 cards at about $20 each, and sees a currency… | ||
| The Future Opportunities for Crypto and Blockchain in Games | Richard Skaife, Jake Scott, Gary Bracey, Peter McCormack | 40m |
Panelists discuss how blockchain and cryptocurrencies can be applied to games, examining concrete opportunities such as in‑game asset ownership, tokenization… | ||
| Panel: Blockchain and gaming – The winning combo? | 33m | |
Panel argues that blockchain’s game use is practical: a studio creates a power token and a trading platform so Facebook and Twitter users can hold and move… | ||
| Tales from the cryptocurrency trenches | Alex Amsel | 25m |
Blockchain tokens represent true ownership secured by cryptography rather than a central database, can be issued with transparent supply and provenance, and… | ||
| Living games: Jagex, RuneScape and the evolution of live games | Phil Mansell | 18m |
Claims that live games evolve into “living games” with five operational principles: evergreen design, player polls (a 75% approval threshold for Old School… | ||
| Longevity and innovation | Todd Green | 18m |
Argues that live free-to-play games — exemplified by Candy Crush Saga five-year anniversary — drive the market: 8 of top 10 live games older than one year on… | ||
| How premium games can succeed | Dan Gray | 19m |
Ustwo's approach stresses small teams and tradeoffs: aim for 90 minutes to two hours of deeply polished play rather than chasing billions of users, design… | ||
| Nurturing a creative company culture | Julian Widdows | 17m |
CSR Racing 2 hits: launched June 2016, reaches #1 top‑grossing in 126 countries and racks up over a million 5‑star reviews. The studio ships aggressively — 7… | ||
| The British games industry – The state of play discussion | Jo Twist, Harry Holmwood, Simon Hade, Helen Burnhill, Ian Livingstone CBE | 37m |
UK games sector has decades of creative and technical depth, a growing free‑to‑play skillset and public supports like video games tax relief and the UK Games… | ||
| nothing matches | ||