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Panel: Hypercasual: Different Backgrounds at One Common Place

Panelat Pocket Gamer Connects London 2020 · 2020-01-20..01-21· [game-development]
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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).

AI-written summary · about

  1. 0:00Introduction
  2. 2:24What was your motivation in the beginning
  3. 5:05What is the bigger picture of advertising
  4. 7:35Production costs and production times
  5. 9:07The process of building the game
  6. 11:59Motivation
  7. 13:49Future of Publishers
  8. 17:47Publishers vs Gaming
  9. 18:49Game Capital Community
  10. 24:19Lifetimes
  11. 27:44After publishing
  12. 30:59Turkish influence
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