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Pocket Gamer Connects Jordan 2019

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How Babil Scaled Nida Harb 3 to the Top Slots of the Grossing Charts in MENANida Harb18m
Nida Harb 3 reaches top-grossing slots in MENA by combining tight localization, bespoke creative ads and KPI-driven UA, with Good Game Studios running…
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Game Developers Life LessonsDAVE BRADLEY, Patrick McGrath, Reine Abbas, Hazim Hanbali, Allan Adham43m
Panel gives concrete survival tactics: build a prototype with core mechanic (visual polish optional), use Unity for most mobile work, and target publishers who…
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Judges PanelMaarten Noyons, Chris Winn, Martine Spaans, Christian Calderon, Ahmed Aalsafar, Sonja Angesleva34m
Panel summarizes concrete judging outcomes from 63 nominated games out of about 120 submissions and lists specific faults and fixes: many games fail on…
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Pitch PerfectElla Romanos35m
Practical checklist for getting investment: stage-specific asks (typical examples £30k, £250k, £750k) and realistic routes — friends/grants/accelerators at low…
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Hunting for the NextAlexis Bonte23m
Stillfront Group runs an alliance of independent studios that keeps decision making with game teams and acquires profitable, experienced teams that already run…
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Inside the Dragons Den - How to Talk to InvestorsElla Romanos, Sean Lee, Laith Al-Qasem, Pieter van der Pijl, Sarah AlSaleh43m
Venture firms name concrete targets: $500M fund, mandates for 10x exit opportunities and minimum tickets (STV ~$5M); a financing house mainly lends for UA and…
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Monetisation Beyond Ads - Tips and Tricks on How to use Unity Monetisation ProductsChristian Afif, Parminder Gill34m
Claims that paid UA outperforms purely organic channels by letting users see gameplay before install and that paid + organic work together; cites top-grossing…
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Monetisation Design - A Story of Love and RetentionOscar Clark49m
Compares hyper‑casual to long‑term live games and gives concrete levers: design for competence, completion, control and social capital; trigger purchases with…
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Tokenised In-game Collectibles (NFT’s) are a Fundamentally New Type of Digital GoodsTony Pearce28m
Reality Gaming Group runs an AR geolocation game Reality Clash plus a digital-asset trading platform that tokenizes limited-edition weapons as NFTs on the…
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Uplifting Ad Monetisation via Brand and Programmatic Campaigns in MENAAykut Basturk25m
Ad revenue in MENA shifts toward brand programmatic: reported network data shows brand buys serve ~42% of impressions but drive ~60% of revenue, with $10–$15…
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How to Organise a BusinessPieter van der Pijl24m
Triple Dragon looks for clear company structures, month-by-month financial plans and hard analytics before investing: provide historic installs, revenue and…
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There Aren't Problems, Only SolutionsAbdellah Alaoui Mdarhri14m
Advice: master one skill, move from learning to practice to results, and start with small, revenue-first projects a two-person team can finish fast. Build a…
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What does Business Development mean in GamesElla Romanos, Jehad Haddad, Ahmed Alsafar18m
Business development focuses on measurable actions: set KPIs like 15k downloads or audience growth, track contacts in LinkedIn or simple Excel and write…
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Business Strategies for DevelopersShahid Ahmad45m
Defines strategy as the long‑running key idea that explains choices and yields compounding returns, not a list of tactics; shows Vita becoming a preferred…
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Inspiring and Adapting from the Indie MindsetPeeyush Gulati, Elio Polizzi23m
Ubisoft Abu Dhabi documents taking over Growtopia from two indies and keeping the original release cadence: one update every month with a mandatory item of the…
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and the Epic EcosystemJoseph Azzam20m
Unreal Engine is free (since 2015) with a 5% royalty and more than 5 million users; Fortnite drives optimization across Android, iOS, Switch, Xbox, PlayStation…
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When does Your Development End (Product vs Service)Oscar Clark, Patrick McGrath, Zaair Hussain, Sonja Angesleva28m
Panel argues games stop being "done" and become products to manage: genres decide lifecycle — CCGs and MOBAs need continuous content and live ops, hyper‑casual…
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”Casually Hardcore” - How Hardcore and Casual are Outdated TermsMartine Spaans29m
Argues that "casual" and "hardcore" are outdated labels and supports that with history (Pong), market data (67% play mobile games three to four times a week…
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Game Design for Competitive GamingMarek-Martin Matyska22m
Argues that competitive games require a high skill ceiling and shows concrete levers: simplify controls but add timing/precision (TrackMania), remove recoil to…
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Soft Launch Planning and Risk ManagementSonja Angesleva38m
Emphasizes specific pre-soft-launch steps: validate core loop and controls with 6–15 playtesters using PlaytestCloud or university recruits, check tech…
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Onboarding: How to Keep Your Players After the First Minutes of GameplayPascal Luban24m
Most new installs quit after one or two sessions so onboarding focuses on measurable hooks not vague promises. Deliver 15 seconds to real gameplay (Criminal…
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Our story in Games DevelopmentSham Al Bdour, Jana Al Bdour15m
Sakura Games recounts starting game development at ages 17 and 13, learning Unity and Autodesk Maya, joining the Hossein Technical University incubator and…
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Start with a Game JamDanar Kayfi27m
Game Jam compresses full development into 72 hours and this regional Game Xanga 9 runs across 16 sites in 10 countries with 350+ jammers and 80+ games. Advice…
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Growth in Hypercasual and Ad MonetisationChristian Calderon30m
Hypercasual growth hinges on fast hypothesis cycles and measurable tweaks: test prototypes in a week and run store A/Bs on icon, screenshots, short description…
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How to Sustain Organic Growth for Games in MENAHiba Muhareb08m
Defines organic growth as unpaid installs and compares 100 vs 3,000 installs per month to judge product-market fit, then gives concrete tactics: use Google…
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Levelling-up Player Acquisition onSvetlana Valgina15m
This session will cover following topics: - Why do you need to structure your campaigns and audiences, and identify ways that can consolidate and simplify…
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Prior Experience not RequiredChris Winn33m
King organizes content into autonomous pods that produce 45 levels a week, each level reviewed by multiple designers plus an embedded data scientist and CRM…
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Aspirational Outsourcing or “Do External Developers Dream of Electric Success?”Zaair Hussain15m
Outsourcing is already mainstream — 86% use outsourcing — and global play now reaches about 2.5 billion people, so the question is how studios invest for the…
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Climate Crisis and Video GamesJoerg Reisig20m
Survey of games from Anno 2070 to Fate of the World and Civilization VI: Gathering Storm shows concrete mechanics: a scientific climate model underpins Fate…
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Capacity Building & Community in the RegionSamer Abbas, Tariq Mukhtar, Abdellah Alaoui Mdarhri, Nour Khrais, Joseph Azzam, Shahid Ahmad46m
Panel reports concrete capacity wins and gaps: Jordan runs seven gaming labs with over 10,000 members and 3,500 monthly active users; Shinko Games ships two…
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Esports and the Region's Players View on Competitive PlayNabil Alhajasad18m
Field research finds players in the region compete mainly for prize pool driven incentives and celebrity routes (one local FIFA star sparks huge aspiration)…
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Esports in Jordan and the Olympic MovementNasser Majali21m
Jordan creates a national eSports federation under the Olympic committee, fields a Dota 2 team built in two months and becomes the first Arab country at the…
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Riding the Wave of EsportsPieter van der Pijl, Marek-Martin Matyska, Nasser Majali, Nabil Alhajasad39m
Panelists argue developers can't just slap on competition and expect profit: sponsors and publishers drive most revenue, sponsorships account for roughly…
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Storytelling EcosystemNaji Robehmed14m
AppGallery claims 390 million users, over 1 million developers and local operations across 170 countries, with Middle East splits (38% GCC, 22% Levant, 28%…
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