Mobile makes up the biggest part of the worldwide games market, so we’ve introduced this new track dedicated to exploring the best business strategies and game design for mobile F2P games. Come and hear some of the most successful studios in mobile game dev share their experiences and top tips.
Asia market has generally more hardcore mobile games, enabling gamers to enjoy a more immersive social experience is crucial to achieving healthy engagement and retention.
The current play-to-earn gaming market is dominated by crypto experts, meaning many of the experiences focus on earning with little to no depth in gameplay. In this session, we will discuss how to use the knowledge from the web2 and Free to Play era and apply it to create the next generation of Play to Earn games.
Landmark's mission is to change how user acquisition is achieved on Mobile. We believe the answer lies within the design of the games themselves. Using viral mechanics deeply ingrained into the core of our gameplay loops allows our games to grow organically instead of through prohibitively expensive paid user acquisition. This talk will discuss the history of social/viral game design, which features have succeeded and failed in the past, current successful examples, and how this will evolve in the future. It will then move into how Landmark designs, implements, tests, iterates, and measure the success of our organic growth features.
Understanding mobile game feature design is essential for getting customers to stick around in your game and keep spending money. In this talk, James Haslam takes a look into the crystal ball and uses real-world insight and data to examine the latest emerging trends that are set to shape the winning mobile games of tomorrow.
GameRefinerys analysts track over 200 mobile game features in 2,500+ top-performing games within their growing database of 100,000 games, mapping everything from a game's re-engagement mechanics to monetization, revenue and the amount of content. Some of the insights in this talk will include RPG elements, player progression, social interaction, player motivations and other key features.
This talk examines and explains key trends and features within mobile games that will be vital for companies and developers to implement. We will use real-world data to showcase how mobile games have changed throughout the years and how certain markets have influenced the genres evolution. Our analysts have compiled this data from over 7,000 participants from Western countries. This data will be integral for mobile games companies, and we have gathered our findings in a report that illustrates the figures simply and concisely.
We will discuss how we built several prototypes and tools to support rapid iteration of design and art while avoiding the production of heaps of tech debt. We’ll outline our modular code approach that’s saved us loads of time and allowed us to pivot many times before attaining success.
Innovation in game development is often seen as launching a new type of game. However, there are many ways to innovate without starting afresh. Creating a sequel that builds on your success – using existing characters, proven mechanics, or exciting storylines that your players love – could be a better way to go. We explore how these studios increased their success by innovating within genre to launch sequels and how they mitigated the risks involved. In particular, we look at:
- How to determine whether a sequel is the right approach
- Avoiding the risks of cannibalizing previous titles
- The impact of a sequel on the team structure and motivation
I absolutely love coming to Develop, it’s a brilliant, brilliant conference – you just know you’re guaranteed to meet everyone.
Jo Twist, OBE
I’ve felt a big passion here at Develop!
People should come to Develop because it’s where the UK games industry meets.
We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
It’s really nice to see some of the younger people in our studio come to Develop, interact with other people in the dev community and make new contacts. I think it’s really important to learn from other people.
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
Develop is important – the networking is very important. And go to talks they’re inspiring and get your creative juices flowing, they can make you think and you’ll learn how other people do things.
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
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