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11:00amCharmie Kim Space Ape11:00am - 11:45amRoom 2
Highs and Lows of our Quest to find a Category Defining GameTuesday 11th July11:00am - 11:45amRoom 2
Game lead Charmie Kim will share Space Ape's experiences of the development, and live ops scaling of their rhythm action hit Beatstar. The talk will share war stories from the search for product market fit, including memories of the many games and ideas discarded along the way as well as the tactics that allowed them to scale the game to over $100m revenue and 50m users in a year.
- Strategies and tactics for exploring blue ocean categories in game development.
- Live Ops tools for scaling arcade action games.
- Frameworks for thinking about new game opportunities and navigating the modern performance marketing landscape.
12:00pm12:00pm - 12:45pmRoom 2
Narrative Design for Mobile Games: Storytelling on the Very Small ScreenTuesday 11th July12:00pm - 12:45pmRoom 2
Storytelling in mobile games is still a relatively young craft - with hit trailblazers leading the way and showing just how rewarding an investment a narrative meta can be in a casual game.
Join Alice as she shares her learnings as a writer, narrative designer and story consultant on several mobile games, and analyzes the requirements for a compelling story. Referring to both her own experiences and industry leaders, Alice will examine what makes a great mobile story, and how teams can add their own compelling narrative to their next hit.
* An overview of the storytelling techniques used in successful light-narrative mobile games
* Tips and tricks on storytelling on the small screen from a narrative designer experienced in working on mobile games
* Lessons learned from successes and failures or creating casts of characters, plots and long-term content for mobile games
* A brief business overview of the impact and cost of running a narrative meta in a mobile game
2:00pmJade Ostle Trailmix2:00pm - 2:45pmRoom 2
The Desire Path: Our Journey from Perpetual Pivots to Record RetentionTuesday 11th July2:00pm - 2:45pmRoom 2
Developing Love & Pies was a stupendous journey: from testing three unique core gameplay mechanics to pivoting completely into the merge2 genre, this session will teach you about the trials and tribulations of making a successful mobile game. Learn the story of Love & Pies - the mistakes we made, how we overcame them, and how we set the game up for success.
- Learn tips for when you should pivot your game and how big changes can move the needle
- How to design retention focused features and live ops, balancing proven features with innovative ones
- Lessons from developing and launching core gameplay in 12 weeks, focusing on retention metrics
3:00pmNeil Long mobilegamer.bizIan Masters Flick GamesDanny Gray ustwo games3:00pm - 3:45pmRoom 2
What’s Next in Mobile: Discoverability, Crossplatform, Hybrids and More…Tuesday 11th July3:00pm - 3:45pmRoom 2
Host and mobilegamer.biz founder Neil Long is joined by three mobile game veterans to discuss the future of the business, taking in how players find your work, creating crossplatform games, how game genres are increasingly merging together and more.
4:00pmDish Eldishnawy Metacore4:00pm - 4:45pmRoom 2
Unraveling Player Dynamics: Behavioural Retention and Its Impact on a Mobile Game GrowthTuesday 11th July4:00pm - 4:45pmRoom 2
Are you seeing a drop in the long-term retention of your top spenders? Is your recent LiveOps event not hitting the targets? And what about your mid-spenders' ARPDAU – could it be better? Game teams often rely on monetary and UA cohort segmentation to address these problems. But there's another tool in our toolbox: behavioural segmentation. In this session, Dish will break down how behavioural segmentation can give your team a new perspective. We'll see how it can help uncover the root causes of changes in your high-level metrics, help prioritise your team's efforts, and maintain balance in your game's economy. You'll walk away with a new understanding of behavioural segmentation and practical tips on how to use it to answer your team's tough questions.
- Delve into the technique of extracting distinctive behavioural segments from your game data, turning abstract numbers into actionable insights.
- Grasp the influential role of behavioural segmentation as an impactful mechanism for dissecting and enhancing your game's performance KPIs.
- Unearth effective approaches that utilise behavioural segmentation insights to streamline your roadmap and refine your backlog.
- Acquire pragmatic strategies and techniques for weaving behavioural segmentation into your team's toolkit, empowering you to unravel complex questions surrounding your monetisation and engagement metrics.
5:00pmVeronique Lallier Hi-Rez StudiosStephen Hutchins Hi-Rez Studios5:00pm - 5:45pmRoom 2
Knowing When to StopTuesday 11th July5:00pm - 5:45pmRoom 2
In Games-as-a-Service, getting to global launch is just the starting line. But how do you determine if your game is ready to make it to that point? What should you do if your game isn't strong enough to make the start line? In this session we'll cover how to evaluate the market opportunity for your game, what metrics you need to understand to gauge during early game and UA testing to see if your game has long term potential, and how to ensure that you don't waste what you've learnt along the way.
- The challenges of bringing a PC/console game to mobile
- How to look at marketing data to gauge opportunities for your game
- Example tests you can run with your game and UA
- What to do with your ideas/work when you don't launch your game as originally envisioned