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Pocket Gamer Connects Vancouver 2016

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How mobile game designers can stay ahead of the gameMike Inglehart22m
At Pocket Gamer Connects Vancouver 2016, Hothead Games' Mike Inglehart spoke about staying ahead of the game in mobile game design, both in terms of games, as…
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How World of Tanks and World of Warcraft went mobileDavid Bluhm26m
Case studies show different paths: Hearthstone becomes a mobile hit by changing mechanics and monetization to suit short sessions and by creating a pent-up…
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How to build an anti-fragile indie game studioJosh Buckley24m
At Pocket Gamer Connects Vancouver 2016, Mino Games' Josh Buckley spoke about building an anti-fragile game developer; specifically about how to build a…
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How indie Get Set Games worked with Disney, Adult Swim and TalkwebRob Segal14m
At Pocket Gamer Connects Vancouver 2016, Rob Segal, a co-founder at Toronto indie studio Get Set Games (Mega Jump, Mega Run, Monsters, Inc. Run) talked about…
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Trends in Canadian mobile game developmentKayla Kinnunen, Jillian Mood, Stuart Duncan36m
At Pocket Gamer Connects Vancouver 2016, the Oh, Canada panel covered trends in Canadian mobile game development. Moderated by Oscar Clark panellists…
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How Braid, Papers Please and Flow demonstrate diversityCarina Kom, Michelle Parent16m
At Pocket Gamer Connects Vancouver 2016, Carina Kom from Crash Wave Games and Michelle Parent from Women in Games Vancouver spoke about how some indie…
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Mobile Gaming Trends and FadsJesse Divnich, Josh Nilson, Kate Edwards, Kyu Lee44m
At Pocket Gamer Connects Vancouver 2016, Oscar Clark moderated a panel talk asking what were the next mobile gaming trends and what were the fads. The members…
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HR challenges of growing the Canadian games industryJillian Mood17m
At Pocket Gamer Connects Vancouver 2016, Jillian Mood, the head of partner and member relations at IGDA and Chief Fun Officer at Jillian Mood and Partners Inc…
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What strategies should matter to indie game developersKay Gruenwoldt, Sam Chandola, Sean Megaw43m
At Pocket Gamer Connects Vancouver 2016, Oscar Clark ran a panel session on Indie Strategies That Matter. The panellists were: Kay Gruenwoldt, Paladin…
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Why is Canada good for indie developers?Josh Nilson, Sussanah Skerl, James Hursthouse24m
At Pocket Gamer Connects Vancouver 2016, Oscar Clark ran a panel session on the subject Why Canada is a good place for indie developers. The panellists…
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Trends in Asian mobile game marketShintaro Kanaoya, Josh Burns, Kyu Lee32m
Korea and China favor competitive, often pay-to-win systems that drive massive top-line revenue (examples: top Korean titles can hit a million dollars a day…
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What's the future for mobile eSports?Ted Mui22m
Founder-run site MoEsports launches after Clash Royale’s arrival and documents measurable momentum: SuperData finds 19% of US eSports fans watch mobile, China…
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How to get your western game published in JapanShintaro Kanaoya22m
Chorus Interactive publishes eight Western indie games (six released in one recent year) and shows what actually works in Japan: chapter one free unlock IAP…
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Optimize your F2P monetization using these Asian techniquesShanti Bergel23m
GREE reports that importing Eastern F2P methods into Western games raises LTV and uncovers revenue: a studio acquisition shows a 5x run‑rate increase and…
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Trends in mobile game publishingHenry Lowenfels, Miika Luotio, Andrew Woodruff34m
Publishers describe themselves as partners who fund production, run LiveOps, and co-develop rather than just market: they value lean teams that iterate fast…
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Trends in mobile game brands and brandingDevin Radford, Macy Mills, Dan Box, David Bluhm31m
Panel lays out what actually works: licensed games need passion and fit with the audience, not just a brand slap, and activation from the brand and marketing…
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How to capitalize on the eSports revolutionBill Mooney, Heine Vesander, Ted Mui33m
Panel argues mobile eSports can capture a large slice of the market — presenters cite ~3 billion smartphones vs ~700–800M PCs and predict 10–11 billion in…
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Trends in the South Korean mobile game marketKyu Lee22m
Company history and hard numbers: started in 2000, now runs half a billion installs, 550 employees (1,200 after acquisition) and about $500M combined revenue…
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How to break into the Chinese mobile marketKristina Blanco20m
NetEase runs top two spots on iOS grossing with Fantasy Westward Journey and Westward Journey Online and its 163.com email service claims 800 million…
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Boom and bust: Trends in mobile game publishingHenry Lowenfels17m
Scopely argues modern publishing is a 360° operation: product design plus live ops, custom analytics, CRM and UA, not just shelf space. Claims include 10…
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Will mobile eSports be a hit?Ryan Chapley, Heini Vesander24m
A three‑year partnership shares costs and profits while Twitch and Super Evil Megacorp run Vainglory eSports together; a spectator client was built within…
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Why mobile gaming mattersEnrico D’Angelo, Chris James21m
Activision runs a dedicated Call of Duty free-to-play group, with Call of Duty Online in China already live and western mobile entries in development, arguing…
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How your mobile game can succeed on a global scaleAndrew Woodruff21m
IGG claims 300 million player accounts and 18 million MAU, built Castle Clash (15 languages) and Lords Mobile (16 languages) by investing in localized LiveOps…
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Bringing EA's big sports brands to mobile gamingDan Box19m
EA claims a repeatable formula: redesign console sports into 30-second gameplay loops that feed a live service and community. Madden Mobile hits peak DA ~3.5M…
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How to go big in VancouverJosh Nilson, Oliver Birch, Caroline Stokes, Michael Chang31m
Vancouver supports big games through deep local talent, shared dashboards and studios that scale: examples include a studio growing to 170 people, 250M…
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Trends in mobile game fundingMichael Chang, Stuart Duncan, JOHAN EILE27m
Panel reports that small Canadian teams raise early rounds of $0.5–5M seed deals but competing in top-100 free‑to‑play now needs $5–7M development plus as much…
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Trends in mobile game investmentsShum Singh22m
Global mobile revenue grows ~10–20% year over year and China is now the largest market, but the iOS US top‑100 is 99% free-to-play and increasingly dominated…
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Enabling your success through Unity ads and analyticsStephen Sullivan20m
Unity claims a simple editor setup that combines rewarded video ads, unified IAP interface, and analytics so developers can measure lift. Key numbers: 123%…
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The importance of dynamic IAP pricingWilliam Grosso17m
Scientific Revenue argues dynamic IAP pricing increases revenue by raising conversion and retention with concrete numbers: a survey finds 90% use IAPs and 68%…
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How to raise funds from Chinese investorsShelley LK, Brian Chadwich, Jim Ying, Amy Huang32m
Chinese buyers target quick access to Western content, talent and markets, often paying a moderate upfront price with big incentives later: expect about 30%…
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Trends in mobile game monetizationCK Wang, Tayber Yoyer, CJ Wolf, Kenneth Wong33m
Teams report ad engineering as a small but high-ROI chunk of work: a few weeks of integration versus a growing share of revenue, and each added ad increases…
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What's the state of VR gaming in 2016 and beyondMack Falvelle, Mattan Kitchale, Jedrzej Jonasz, Alan Jernigan34m
2016 is framed as hype for 2017–18 with developers experimenting across headsets: HTC Vive and Oculus drive PC-based dev while mobile sees 1 million Gear VR…
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How mobile game developers can make the most of thirdparty IPTarnie Williams, Craig Derrick, Sam Chandola33m
Panelists explain how licensed games get built and paid for: studios convert core elements like Pac-Man’s eat-and-escape loop or Family Guy’s non sequiturs…
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How to get funding to set up a games company in British ColumbiaEric Jordan, Katherine Lee, Alex Mendelev, Lance Davis41m
How to get money: CMF development up to $300k or 75%, production plus development and marketing max out at $1.2M total with marketing capped at $400k, all…
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How to build a community brandJay Moore23m
Argues community branding is a business strategy, not marketing, with concrete examples: GarageGames grows 200,000 developers around its engine and launches…
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How to make your mobile games more accessible to people with disabilitiesIan Hamilton20m
Argues that accessibility yields both human benefit and market size—cites ~18% with disabilities, ~8% of men colorblind, higher rates over 65—and shows…
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What Mythical City learned from developing a new virtual reality gameJedzez Jonasz20m
Mythical City ships a room-scale Vive title, Snow Fortress, in Steam Early Access to learn VR workflows; it fits gameplay inside the physical play area to…
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Best practices in finding a partner for your mobile game in the West and AsiaJosh Burns20m
Experience sourcing 20+ mobile games leads to concrete rules: get to prototype then beta with soft‑launch KPIs, prepare a two‑page pitch plus a one‑minute…
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How Creative BC is supporting British Columbia's local games industryKarin Watson22m
Creative BC is a provincial agency created in 2013 that funds and markets BC games: an interactive fund gives up to $50,000 grants (last year $641,000 to 14…
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How to integrate Unity Analytics, ads & in-app purchases into your game with Unity ServicesMark Schoennagel34m
Live Unity 5.4 demo shows how to wire Unity Ads, Unity IAP and analytics into a simple game: code uses the Services window, test mode, callbacks for rewarded…
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How Square Enix managed the teams behind Hitman GO and Lara Croft GOMartin Ruel23m
Square Enix Montreal describes hiring 150 candidates to filter for fast learners and multi‑skilled people, puts designers into constrained puzzle formats to…
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How to choose the right partner for your mobile gameKevin Robertson, Charles McKeever, Cindy Yang, Andrew Birnbryer32m
Choose partners who deliver concrete tools and reach: pick an engine that matches the team’s language and scale, pair with a publisher/ads/analytics partner…
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Using wearable devices to game the health and wellness marketRachel Gawley19m
Company claims wearable sensor data (steps, activity intensity, sitting bouts) drives levels in a real runner game called BitRun runner that punishes prolonged…
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How COLOPL is bringing virtual reality gaming to Chinese arcadesRussell Caughey09m
Company plan: bring COLOPL VR into Chinese arcades using room-scale HTC Vive rigs and arcade peripherals. Claims a working prototype called cyber pong with…
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How Hyper Hippo built hit game AdVenture CapitalistLance Priebe, Sam Fisher24m
Hyper Hippo validates dozens of bold prototypes and one tiny idle-bar experiment becomes AdVenture Capitalist: 30,000 first weekend growth, broke a million in…
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How to get your dream job in mobile gamesJesenka Duranovic, Dana Ramnarine21m
Reverse-engineer a clear career target, then apply only to roles that logically lead there; recruiters scan resumes in less than 10 seconds so put contact…
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How The Walking Dead mobile game was brought to lifeYK HUN, DAN MURRAY, JORI PEARSALL21m
IUGO, Skybound and Scopely build a free‑to‑play mid‑core RPG called Walking Dead: Road to Survival that marries a turn‑based battle system with serialized…
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The evolution of a mobile brandJames Le20m
Seriously grows Best Fiends to over 35 million downloads and 2.1 million DAU by running influencer-driven, integrated campaigns that push players from YouTube…
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How to maximise mobile game revenue with Firebase and AdMobALEJANDRO MANCHADO23m
Firebase bundles 15 Google products (auth, storage, Test Lab, crash reporting, Firebase Analytics at the core) so studios can cut seven-SDK averages and focus…
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Advertising is a tax on the poor, and that’s OKChris Lefebvre13m
Argues that advertising functions as a tax on the poor and maps ad formats to real value: banners and interstitials give no extra value, rewarded video grants…
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Hacking the human brain – Irrational thinking will triple your game revenueCvetan Rusimov23m
Company uses pricing tweaks and UI changes to boost in‑game purchases: adding a most popular label raises revenue by 11%, introducing a decoy option (doubling…
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Maximising ad revenue through the next generation of Mobile advertisingMohammad Agha14m
Magmic repurposes a Hasbro Scattergories release into a two‑week, brand‑sponsored event for My Big Fat Greek Wedding 2 using server-side JSON config to swap…
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Games marketing for the sophisticated buyerArmando Osuna22m
AppsFlyer reports: measured $300M of in‑app spend across 100M+ users and 30M purchase events, finding average revenue per user $0.61 overall versus $0.38 in…
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How in-game events can boost your monetisation, retention and gameplay varietyNicholas Pezzaro13m
Events run on a weekly cadence using an external event system separate from the client so parameters change live; one Fortification Frenzy shows two clear…
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What we learned during Tap My Katamari's soft launchPeter Qumsieh18m
Five month soft launch across Canada, UK, Australia and New Zealand (~1.1M users) focuses on actionable fixes: solidify your core (remove noisy features)…
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