Presentation from GrowingGames Aarhus, June 27, 2016. Pixeleap moved from Mobile to PC Development and released BattleSouls on Steam in May 2016. How did the product launch go, and how does the team keep their customers engaged?
Digital Marketing This Week Episode 30: A Beginners Guide To RetargetingMeasurementMarketing.io
Retargeting is one of those marketing tactics that sound intimidating, but it should not be. In this episode of Digital Marketing This Week, we will give you a quick rundown of what retargeting is and how it can help your marketing. We will also give you tips on how to get started on retargeting today. Feel free to share!
UXDX Stockholm - Building an autonomous team is fun, by Anna Sitnikova, May 8...UXDXConf
With a proven track record of building cross-functional teams from scratch, Anna is now a Product Manager at iZettle where she leads a cross-functional team of 10+ members including backend, web, iOS, Android, test, UX and visual design.
Her presentation at UXDX Stockholm takes us through the process of autonomy, how to create it and what to expect.
CapNova Game Invest. Investing in Danish game industry since 2006Interactive Denmark
Presentation by Investment manager Allan Rasmussen at GrowingGames workshop #3, CPH, june the 2nd 2014.
http://bit.ly/1jijFad
How does CAPNOVA invest? Facts and figures.
www.capnovagameinvest.dk
Digital Marketing This Week Episode 30: A Beginners Guide To RetargetingMeasurementMarketing.io
Retargeting is one of those marketing tactics that sound intimidating, but it should not be. In this episode of Digital Marketing This Week, we will give you a quick rundown of what retargeting is and how it can help your marketing. We will also give you tips on how to get started on retargeting today. Feel free to share!
UXDX Stockholm - Building an autonomous team is fun, by Anna Sitnikova, May 8...UXDXConf
With a proven track record of building cross-functional teams from scratch, Anna is now a Product Manager at iZettle where she leads a cross-functional team of 10+ members including backend, web, iOS, Android, test, UX and visual design.
Her presentation at UXDX Stockholm takes us through the process of autonomy, how to create it and what to expect.
CapNova Game Invest. Investing in Danish game industry since 2006Interactive Denmark
Presentation by Investment manager Allan Rasmussen at GrowingGames workshop #3, CPH, june the 2nd 2014.
http://bit.ly/1jijFad
How does CAPNOVA invest? Facts and figures.
www.capnovagameinvest.dk
Leveraging eSports as a critical part of your development toolkitDevGAMM Conference
Al Yang, Bigpoint Games
eSports are commonly seen as an afterthought that should only be pursued after a competitive game reaches massive success. However, we believe that having the game played at the highest level during development would not only bolster our development but also viral outreach. This talk focuses on the development of Shards of War as a competitive game and how eSports was integrated as a critical part of the process. It will cover things like when it makes sense to start competitive play, at which level, how to jump start it, and what kind of data to look for.
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
Casual Connect Tel Aviv - To the Stars! Scaling your Game from Concept to Sof...Adir Ron
This presentation was a part of Casual Connect Tel Aviv 2016.
It’s easy to scale a game from 1 million users to 10 million. But how do you scale from 0 to 1,000? or 10,000? In this presentation, Adir shares his experience in scaling multiple games from concept to soft launch, while revealing tips, best practices and common pitfalls to avoid when launching a new mobile game.
To the Stars! Scaling your Game from Concept to Soft Launch (and Beyond!) | A...Jessica Tams
Delivered at Casual Connect Tel Aviv 2016 | It’s easy to scale a game from 1 million users to 10 million. But how do you scale from 0 to 1,000? or 10,000? In this session, Adir will share his experience in scaling multiple games from concept to soft launch, while revealing tips, best practices and common pitfalls to avoid when launching a new mobile game.
In this session, Yan will share some of his experiences of building a successful MMORPG for a social audience and insights into some of the technical challenges that his team has had to overcome along the way.
The design box is a tool developed to aid in getting to the elevator pitch for a game or other creative product. It is intended as a tool to help groups deeply understand a problem and pitch creative solutions. This was presented at the Foundations of Digital Games 2014 conference aboard Liberty of the Seas as a work in progress.
Launches, SEO, Adwords, Twitter, Blog, Search Engine, Keyword ResearchMike Roberts
- Embarrassing Mistakes I've Made In Launches
- Things I've Learned
- Detailed Launch Plan for SpyFu SEO RECON Files (Agency Ready White Label SEO Reporting).
See the presentation here: http://vimeo.com/14965166
Presentation from DevGAMM Moscow 2016:
In this session we will talk about the playtest practices: what makes sense to use, when you develop an III or AAA project. How these practices are related to production stage and, most importantly, how to collect and interpret results.
This session will help you to succeed in playtest: one of the most important feedback tools.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
Presented by Ken Rutsky and Tim Johnson, shows how to build your breakthrough story, making your customer the hero. Ken walks through the framework and Tim show's how Electric Cloud used it. #GotoMarket #Messaging #storytelling
Starr Long: Video Game History & MethodsStarr Long
This is a lecture I gave at the University of Texas about my history in the video game business. Includes a deepdive into my current project Shroud of the Avatar, currently the second highest crowdfunded video game of all time.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Leveraging eSports as a critical part of your development toolkitDevGAMM Conference
Al Yang, Bigpoint Games
eSports are commonly seen as an afterthought that should only be pursued after a competitive game reaches massive success. However, we believe that having the game played at the highest level during development would not only bolster our development but also viral outreach. This talk focuses on the development of Shards of War as a competitive game and how eSports was integrated as a critical part of the process. It will cover things like when it makes sense to start competitive play, at which level, how to jump start it, and what kind of data to look for.
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
Casual Connect Tel Aviv - To the Stars! Scaling your Game from Concept to Sof...Adir Ron
This presentation was a part of Casual Connect Tel Aviv 2016.
It’s easy to scale a game from 1 million users to 10 million. But how do you scale from 0 to 1,000? or 10,000? In this presentation, Adir shares his experience in scaling multiple games from concept to soft launch, while revealing tips, best practices and common pitfalls to avoid when launching a new mobile game.
To the Stars! Scaling your Game from Concept to Soft Launch (and Beyond!) | A...Jessica Tams
Delivered at Casual Connect Tel Aviv 2016 | It’s easy to scale a game from 1 million users to 10 million. But how do you scale from 0 to 1,000? or 10,000? In this session, Adir will share his experience in scaling multiple games from concept to soft launch, while revealing tips, best practices and common pitfalls to avoid when launching a new mobile game.
In this session, Yan will share some of his experiences of building a successful MMORPG for a social audience and insights into some of the technical challenges that his team has had to overcome along the way.
The design box is a tool developed to aid in getting to the elevator pitch for a game or other creative product. It is intended as a tool to help groups deeply understand a problem and pitch creative solutions. This was presented at the Foundations of Digital Games 2014 conference aboard Liberty of the Seas as a work in progress.
Launches, SEO, Adwords, Twitter, Blog, Search Engine, Keyword ResearchMike Roberts
- Embarrassing Mistakes I've Made In Launches
- Things I've Learned
- Detailed Launch Plan for SpyFu SEO RECON Files (Agency Ready White Label SEO Reporting).
See the presentation here: http://vimeo.com/14965166
Presentation from DevGAMM Moscow 2016:
In this session we will talk about the playtest practices: what makes sense to use, when you develop an III or AAA project. How these practices are related to production stage and, most importantly, how to collect and interpret results.
This session will help you to succeed in playtest: one of the most important feedback tools.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
Presented by Ken Rutsky and Tim Johnson, shows how to build your breakthrough story, making your customer the hero. Ken walks through the framework and Tim show's how Electric Cloud used it. #GotoMarket #Messaging #storytelling
Starr Long: Video Game History & MethodsStarr Long
This is a lecture I gave at the University of Texas about my history in the video game business. Includes a deepdive into my current project Shroud of the Avatar, currently the second highest crowdfunded video game of all time.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Similar to Peter Kjaer. BattleSouls Post Launch. (20)
Where, how, when - start planning your international presence now. At Growing Games, June 2016, Game Consultant Søren Lass gave the grand tour of conferences. Lass is former International Brand Manager at Ubisoft and Business Development Director at Hamburg-based dtp entertainment and knows his way around the industry.
Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429Interactive Denmark
Global and national games industry numbers. Growth rates, platforms, turnover, export etc. Key Trends in Games – Things to Consider. Presentation from Growing Games Workshop, April 2016, by Jan Neiiendam
A loyal community can help you create buzz around your game and give constructive feedback. But how do you build a community and when do you to start engaging, how often should you be posting to social media? Kristyna Paskova, Social Media Manager at Unity, got you covered!
Peter Neve, Lawyer at LETT on dealing with international partners. All you need to know about the Negotiation phase:
- Preparation
- Know your partner
- Exchange of confidential information
- Must-have and nice-to-have
Being an entrepreneur is harder than you think, reaching your goals take longer than you expected, and you need luck! That's why you need to know your pain and manage risk.
Is there any hope for financing games? Maz Spork, head of innovation at Egmont Publishing, on the possibilities and challenges in the game industry. What you need to know when you want to think long term and need a way to finance your growth.
Process, pitfalls and opportunities in deal-making and contracts.
Making decisions and striking deals with your partners, employees, customers, publishers, investors and the like. How to enter into an agreement, and to know whether a deal is good or bad. Ali Emek, CEO of game studio Logic Artists is covering it all.
Survival kit - Going to Game Developers Conference / Game ConnectionInteractive Denmark
Going to Game Developers Conference or Game Connection? All you need to know about … A general introduction + survival tips from Thomas H. Lund, CEO of Full Control
Going to GDC 2015? All you need to know about Game Connection + meetings at hotels etc by Søren Lass, Business Development Director at dtp entertainment AG. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
GDC 2015. All you need to know about PLAY, Events, PartiesInteractive Denmark
Going to Game Developers Conference? All you need to know about PLAY, Events, Parties by Dajana Dimovska, CEO Knapnok Games. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
What does the danish game industry look like in 2014?
Turnover: 823mkr (+27%)
T.O/Employee: 1.131tkr (+27%)
Profit (40 companies): 214 mkr (+133%)
Companies: 149 (+3%)
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
• Three (3) key tips to maintain a disciplined workplace.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
7. Production
• We build an online multiplayer game
• On time and on budget
• We did a lot of prioritizing
• Sticking with Unity
• Coupling employees and outsourcing
8. Why Open Development
• Better Games
• We are a very small team
• Marketing
• We have limited budget
• Community
• The more the merrier
• Sharing
• Give back to the community
9. Early Testing
• On location tests
• Going where the testers are
• Closed alpha as soon as possible
• Asking dedicated testers to help us
• Open Beta
• Opening up for critical mass testing
• Launch
• Live ops is still a testing phase
13. Open Development
• We changed our patching procedures
• We upgraded all the artwork
• We are keeping skills that we might not have
• We are sticking with our vision!
14. Sticking With The Vision
• Fast Paced Action
• Don’t make decisions that slows down the game
• Fun With Friends
• Make teamwork shine
• Don’t let one player have fun at the expense of others
• Class Change Is King
• Changing your class should always be a good choice
15. Summing Up
• Start community work early
• Test early and often
• Stick with the tools you know
• Never tell me the odds!