Panel: Hypercasual: Different Backgrounds at One Common Place
summary
Rollic and partners show that hits can come from tiny teams: T play grows 3→13 team growth after Water Story and spins a hit from a one‑day prototype into a polished title in weeks, called prototype made in a day, with heavy publisher support for UA and monetisation. Panel contrasts old core costs — $5M, 8–12 months, 50–60 people — with hypercasual’s rapid prototyping, strict KPI testing, and an accelerator pushing Turkish studios toward scale (Denizli campus plans).
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chapters (12)
- 0:00Introduction
- 2:24What was your motivation in the beginning
- 5:05What is the bigger picture of advertising
- 7:35Production costs and production times
- 9:07The process of building the game
- 11:59Motivation
- 13:49Future of Publishers
- 17:47Publishers vs Gaming
- 18:49Game Capital Community
- 24:19Lifetimes
- 27:44After publishing
- 30:59Turkish influence
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