Lecture Schedule

    Lectures at Casual Connect are programmed to focus on cutting edge topics in the video games space. On July 22 - 24, over 3000 industry professionals will come to San Francisco for the ninth annual Casual Connect in the United States to listen to lectures from over 300 industry experts. Conference content is programmed by a set of industry advisors.

    To email any of the speakers below, click on the email icon next to the speaker's name.

    If you would like to speak at a future Casual Connect in Amsterdam, Serbia, Singapore or San Francisco, please email Tennille Forsberg.

    Download Printable Schedule: Day 1 | Day 2 | Day 3

    Grand Ballroom Level, Tower 2, 3rd Floor

    Amazon Developer Day – be one of the first developers to play with Fire!

    Monday July 21st | 10:00 - 3:00 The Amazon Developer Day at Casual Connect is the place for game developers to learn about building for Amazon’s latest devices, including Fire phone and Fire TV. You will learn how to take your existing game and optimize for Fire TV and Fire phone and use AWS’s services for building and scaling your game in the cloud. We’ll also share tips and tricks and best practices from real world case studies and we’ll have our technical evangelists on hand to answer questions and troubleshoot in person.
    More information and to RSVP | Lecture Schedule

    Digital Currency & Payments

    Wednesday July 23rd - Thursday July 24th | 9:30 - 5:30 Learn all about the emerging digital currency and payments market in the Coin Congress track. More information and speakers. Sessions open to all Casual Connect attendees.

    Continental 7-9, 2nd Floor

  • July 24:
    Casino

    Emcees: Melissa BLAU, Director, iGaming Capital
    George ZALOOM, Co-Founder, LVWC

    Melissa Blau has been in the Internet Gaming sector for the past nine years as both an operator and advisor. She is currently the Founder & Director of iGaming Capital, the leading iGaming consulting and advisory company in the US. Clients include state regulators, US and Native American casino operators, payment processors, game suppliers, and social gaming companies. Prior to launching iGaming Capital, her experience in the Internet Gaming sector included senior roles at a number of Internet Gaming operators and marketing companies as well as in a banking advisory capacity. Since 2006, Melissa is as appointed the Finance Editor and regular columnist (iGaming Global Index) for iGaming Business Magazine. Prior to her Internet Gaming experience, Melissa was a General Partner and founding member of Constellation Ventures, a $450m media & technology venture capital.
    [Email Melissa]

    George Zaloom is the CEO of the Las Vegas Whaling Company, a real-world geo-gaming developer creating pay-to-play mobile content. Prior to that, he co-founded and launched NHN Entertainment Labs, the Korean Internet giant Navier’s USA game studio. Previously, he ran the GoPlay game distribution service and founded FaceChipz.com and giantHello.com – two safe social networks for tweens. He was also head of business development for X17online.com -- the largest online paparazzi agency in the world, and he was an executive in the film and TV industry overseeing such projects as Kung Fu Panda and Encino Man.
    [Email George]

  • July 23:
    Casino

    Emcee: Jesse JANOSOV, CEO, Blue Crystal Labs, Inc.

    Jesse Janosov is a gaming industry veteran with 15+ years of experience. He is currently CEO of Blue Crystal Labs, Inc. where he drives innovation in the social and real money casino spaces, and far beyond to broader consumer entertainment. Previously, Jesse headed the casino division at Zynga as VP of Games where he achieved record revenue and margins during his tenure. Jesse has held executive positions at Playdom and Rivet Games, was an investment Associate at Lightspeed Ventures and spent nearly a decade at Microsoft.
    [Email Jesse]

  • July 22:
    Industry Insights

    Emcee: Danielle DEIBLER, Co-Founder & CTO, Unspoken Tales




  • 9:15 - 9:30


     
     
  • Welcome to Casual Connect!
    Jessica TAMS, Managing Director, Casual Games Association
    Jessica Tams is the Managing Director of the Casual Games Association. Previously, Jessica developed, published and distributed casual, retail and Xbox games.
    [Email Jessica]


  • 9:30 - 9:50


     
     
  • Mobile Momentum and Google Play
    Bob MEESE, Global Head, Games Business Development, Google Play
    Bob oversees global business development for games on Google Play. His team works with mobile games developers worldwide to help them grow their businesses on Android, and works closely with product teams to influence development of key areas including payments, distribution, discovery and engagement. Prior to joining Google Play, Bob spent 4 years on Google's New Business Development team, focused on launching new gaming platforms on Chrome and Google+, and new ad formats across mobile, web, and TV.
    [Email Bob]

    Mobile has seen explosive growth across the country and across the world, and games play a critical role. With Android accounting for 62 percent of the mobile device market, the opportunity is massive for game developers. Google Play global head of games business development, Bob Meese, shares insights on the mobile gaming industry and how you can take advantage of it.


  • 10:00 - 10:20


  • The Sustainability of the Social Casino: What Comes Next?
    Alex COHEN, CPO, Akamon
    As chief product officer at Akamon Entertainment, Alex is responsible for optimizing Akamon's portfolio of 40 games as well as new game development, with a clear focus on mobile platforms. An experienced casino game designer with a track record of success, Alex was head of game design at Quickspin, an award-winning slots supplier for the online real-money and social casino market, before joining Akamon. Earlier in his career, Alex spent six years at IGT as a game designer on premium titles, including The Hangover, Wheel of Fortune: Triple Extreme Spin, and Treasures of Troy.

    This past year has been a very profitable period for the social casino industry. So the question now is--what comes next?
    In this time of transition, there seems to be no relevant new investment activity in the social casino industry. So is it a matter of survival of the older companies? Are the well established companies the only ones that will survive? But we must also ask, which companies will survive and why? The quest for profitability will be focused on channels (traditional platforms v.s. new platforms), markets (core markets v.s. emerging markets) and competencies (game design, analytics, marketing, distribution, etc.). In this uncharted territory, can social casino games become a complement or even a substitute for RMG?

  • When is Online Gaming Online Gambling?
    Louis CASTLE, Executive, Creative, Artistic & Technical Director, Castle Production Services
    Louis Castle is a recognized leader in technology with 30 years of experience specializing in video games, web media, social gaming and casino gaming supply. In 1985, Castle co-founded Westwood Studios, one of the most successful entertainment software companies in the history of the industry and creator of the popular Command & Conquer video game series. Electronic Arts (“EA”) purchased Westwood Studios in 1998, and Castle continued with EA for 11 more years, most recently as vice president of creative development for the Los Angeles Studio and leader of EA's Blueprint studio. After EA, Castle joined IAC's Instant Action, a browser-based games company, as its CEO. Castle left Instant Action in December of 2010 and next served as Zynga's vice president of studios. Concurrent with his time at EA, IAC and Zynga, Castle served on Shuffle Master’s Board of Directors for 6 and a half years. Castle stepped down from the Board in October of 2011 to serve in the newly created role of chief strategy officer overseeing all R&D, iGaming and business development. Castle left SHFL upon the sale of SHFL to Bally technologies in November of 2013.
    [Email Louis]

    This talk will focus on what elements constitute gambling and explain the very different perspectives of regulated gaming (gambling) companies versus unregulated entertainment companies. The casino segment of free to play games is one of the highest grossing segments of mobile and social casual games and this talk will define some bright lines as well as offer some alternative ideas on unregulated casino style gaming.

  • How to Become #1 in Each Market
    Masaru "Nogi" OHNOGI, CEO, gumi Korea; SVP Global Business Development, gumi Inc
    Nogi is SVP of global business development at gumi Inc., a leading mobile developer based in Tokyo, Japan, while concurrently being the CEO of gumi Korea. A 15-year veteran of international business, he has been instrumental to the acceleration of gumi’s overseas business outside of Japan that now aggregately contributes nearly half of worldwide revenues. Prior to joining gumi in 2012, Nogi was the CEO of GCREST America, a provider of PC online and mobile social games.
    [Email Masaru]

    The mobile market in Asia has been ahead of the curve historically, and the opportunity for developers to take their games East, and vice versa, requires the right combination of finesse from content curation and culturalization. Ultimately it requires understanding your user base in each key market for your games, as well as using the best practices for sourcing new products and partners. This talk will cover successful case studies from gumi in Japan, Korea, and SE Asia. Plus you will learn what gumi has in store for North America in 2014-15.


  • 10:30 - 10:50


  • Casino Regulation – How does Social Casino Fit In?
    John K. MALONEY, Principle and Founder, The Law Offices of John K. Maloney
    Mr. Maloney specializes in the area of regulatory law and assists gaming clients in domestic and international markets which represents casino management companies and casino service industries including manufacturers and distributors of gaming related equipment. Mr. Maloney’s other areas of expertise include: gaming, contest of skill, sweepstakes; state, federal and tribal gaming regulations; general operations, new game development and approval, key employee licensing, vendor licensing, litigation and dispute resolution and online gaming. Mr. Maloney has spent more than 30 years in the gaming field and spent 8 years with the State of Nevada Gaming Control Board in the Investigations Division and 4 years with the Casino Control Division in Queensland, Australia. Mr. Maloney is also a founding member of the International Masters of Gaming Law (IMGL) which is a non-profit association of attorneys, gaming regulators and gaming, executives dedicated to the education, advancement of the gaming law profession and exchange of professional information concerning the local and global practice and development of all aspects of gaming law. John is also an author and frequent speaker on many gaming law issues.
    [Email John]

    John Maloney will take the audience through the evolution of regulation in casino gaming. John will provide the audience with a background of the industry’s mob controlled past to the modern day rules and laws that govern the more recent and diverse industry of today. Speaking directly from his legal background within the industry itself, John will discuss the important benefits, shortfalls and inefficiencies that exist within modern day regulation. This session promises to be an excellent guide to developers, publishers and investors who wish to better understand and prepare both for today and the future.

  • Real Money Gaming - Bane or Savior of the Game Industry?
    Jamison SELBY, VP Games, b Spot
    Jamison heads up the games team at b Spot. He is a game industry specialist with years of expertise leading cross-disciplinary design and production teams in the creation of multiplayer social games and interactive entertainment. He founded and leads the International Game Developers Association’s Real Money Gaming SIG. In years prior, he launched the Monkey King Games consultancy and was senior producer at TimePlay Entertainment, creating a new generation of location-based multiplayer gaming in casinos, cinemas, cruise ships, bars, clubs, and stadiums. He adapted the hit TV show Deal or No Deal into a live, pay-to-play stage show and was a key creative and producer on The Real Deal interactive show at the Venetian Las Vegas.
    [Email Jamison]

    The barriers between video game developers and online gambling operators are being stretched thin. The surge of social casino gaming has opened the door for real-money operators to expand their field of battle into the gamespace. Traditional land-based powerhouses are lining up alongside a new generation of real-money service providers. Game developers are lining up in competition to launch the next great casino title. Does this herald a new dawn of monetization that will fill game developers’ coffers? Or is this the beginning of the Gamblepocalypse? Is this the best thing to happen to the game industry in years or are we speeding toward a cliff at breakneck speed? Let the debate begin…

  • Mobile Gaming Everywhere: Taking Your Mobile Game to Every Screen and Device
    Ethan EVANS, VP Amazon App Store, Amazon
    Ethan Evans is vice president of Appstore at Amazon Digital Services, Inc. Prior to his current role, he was director of app developers services at Amazon.com and also served as director of software and video games as well as director of digital video, where he led the launch of Amazon Instant Video. Mr. Evans was responsible for integrating Amazon’s first acquired studio, Reflexive Entertainment, where it became Amazon Game Studios. Under his leadership, the studio launched more than 20 casual games on PC, Mac, iOS, Android, Nintendo, and Kindle e-Readers. Prior to Amazon, Mr. Evans held several executive positions in online digital content delivery and high speed networking.
    [Email Ethan]

    Mobile device operating systems are rapidly expanding to run on every screen and device in the home, on the body and in the car. The next truly breakthrough game won’t launch on one device; it will launch everywhere and run on everything. Join Amazon Appstore vice president, Ethan Evans, to learn how advanced cloud services help game developers build online games that can scale and promise connectivity and continuity between these experiences. Finally, he’ll share some thoughts about the future of gaming to help you create new compelling gaming experiences across many platforms.


  • 11:00 - 11:50


  • User Acquisition Secrets from the Top Casino Games in the World | 11:00 - 11:50
    Nick TALARICO, Founder & CEO, 12 Gigs
    Riz VIRK, Co-Founder & CEO, Midverse Studios
    Shmuel TENNENHAUS, VP Marketing, Big Fish
    Louis DEERING, Marketing Services Department Manager, Income Access Group
    Moderator: John GARGIULO, SVP Business Development & Marketing, BlueStacks
    Nick was an original member of the games incubator, YouWeb (OpenFeint, Crowdstar, Agawi, Spaceport, etc.). From YouWeb, Nick moved to Offerpal/Tapjoy and led early publisher development efforts, closing deals with Zynga, Playdom, EA, and more. Nick left Tapjoy to form 12 Gigs, a leader in the cross-platform mobile casino space.
    [Email Nick]

    Rizwan “Riz” Virk is an entrepreneur, author, investor, game developer and film-maker. He is the co-founder and CEO of Midverse Studios, leading the team that is redefining mobile user acquisition and monetization. Virk and the Midverse team created AppEngage, a system that uses the more cost efficient CPE+ model to acquire and engage new players. Virk is considered a pioneer in mobile advertising going back to his time with Tapjoy, where he was an integral part of the team that enabled publishers to quickly acquire users to help them establish a broad user footprint. He has been featured in and a resource for a broad range of media and featured speaking opportunities around the globe. Virk also has participated as an angel investor in Pocket Gems, Funzio, Telltale and Iddiction. Virk holds a B.S. in Computer Science and Engineering from the Massachusetts Institute of Technology.
    [Email Riz]

    Shmuel is 33 and some people think he looks much older than that. At 21, he was ordained as a rabbi and also began writing about himself in the 3rd person. Shmuel resides in Seattle with his beautiful wife, handsome son and imaginary cat. He loves cheesecake and steak, but not at the same meal due to religious purposes.
    [Email Shmuel]

    Louis Deering manages the digital marketing department at Income Access Group, who provide tracking and analytics software, digital marketing consulting services and the leading affiliate network to the global gaming market. Leveraging 12+ years in the iGaming industry and the strength of their analytics platform, Louis Deering and Income Access Group bring a sustainable, results-driven approach to acquisition in the gaming vertical. Working with high profile clients such as Sky, NYX Gaming Group and PurePlay across a variety of marketing channels including social, SEM, content, affiliates and mobile, Louis has earned a reputation for innovation, insight and professionalism in cross-channel acquisition.
    [Email Louis]

    John leads BlueStacks' business development and marketing teams. He joined them in 2011 while the company was still in stealth mode. BlueStacks now has 13 million users of its "App Player" mobile-apps-on-PC product, over 1 million Facebook fans and 2 million unique visitors to its website each month. BlueStacks has built partnerships with some of the top mobile developers in the world, such as Halfbrick, Glu, GREE and hundreds of indies.
    [Email John]

    Big Fish Casino, Slots Heaven, Bingo Run. You see these titles at the top of the iOS and Google Play charts every week, but how do they get there? What have these developers learned as mobile UA has evolved significantly in just the past year? CEOs and head marketers from some of the hottest developers in the casino category will share their detailed insights on what strategies they've found to be most effective and which you should avoid. Moderated by John Gargiulo, SVP business development & marketing at BlueStacks: the largest Android-Gaming-on-PC platform on earth.

  • One-Arm Bandits with One Arm Tied Behind Their Back -- The World's Best Slots Designers Reveal All! | 11:00 - 11:50
    Dion AOKI, SVP Game Design and Mathematics, NHN Entertainment Labs
    Larry DEMAR, President, Leading Edge Design
    Monty KERR, Co-Founder, Playstudios
    Shridhar JOSHI, President & CEO, 2 By 2 Gaming
    Moderator: Dave BEZAHLER, Founder and CEO, FunBinge, Inc
    Dion Aoki spent 16 years in the casino gaming industry as both a game designer and artist before jumping into the social/casual field in January of 2014. While working in the industry, Mr. Aoki designed over 150 games in every major category, including 3 Reel Stepper, 5 Reel Stepper, Video Slots, Licensed Participation slots, Community & Competitive slots, Bonus Bank slots, Video Poker and Keno and has over 100 patents in the field of casino gaming, either applied or granted. He spent the past 11 years with WMS Gaming before joining NHN Entertainment Labs.
    [Email Dion]

    Larry DeMar is one of the coin-operated industry's most significant players, writing software for hits in both the video game and pinball worlds. After a long career as a game programmer, Larry became the Director of Engineering at Williams in 1995 before leaving in 1999 to start Leading Edge Design, a creator of electronic gaming machines.

    Larry holds 38 US patents in the fields of Amusement Games, Bowling Systems and Casino Games with many others pending in the US and other countries. Larry co-founded social game maker Spooky Cool Labs (now part of Zynga) and is currently working with Ruby Seven Studios to bring some classic games and innovative new free-to-play games to social and mobile platforms.
    [Email Larry]

    Monty is the principal product owner at PLAYSTUDIOS and is responsible for all product development efforts. Before PLAYSTUDIOS, Monty was responsible for defining and implementing hi5 Network's commerce and advertising strategy, leading all monetization activities for the company. Prior to joining hi5, he was CEO at Big Six Games, a social game developer, which was acquired by hi5 Networks in 2010. Before Big Six Games, Monty was founder and CEO of Red 5 Games, which developed multiplayer casual games, and CEO and president of Glass Eye Entertainment, which created an online gambling system that managed more than $9 billion in microtransactions from 35 million customers. In 2002, Monty co-founded the mobile game development studio Knockabout Games. In 2000, Monty also co-founded Compulsive Development, which developed a variety of retail casual games. Prior to Glass Eye, Monty held design and management positions at Maxis, Electronic Arts and MicroProse. He got his start two decades ago at Origin Systems.
    [Email Monty]

    Shridhar is president & CEO of 2 By 2 Gaming, a game development company based in the Chicago area. Before that he was VP of global product strategy at WMS Gaming. Shridhar has extensive experience in new product development, product and portfolio management and strategic planning. During his 20+ years in the gaming industry, he has been at the forefront of technological evolution and has played a key role in bringing new innovations to Gaming. His company, 2 By 2 is focused on casino games development for land-based gaming as well as online, mobile and social gaming.
    [Email Shridhar]

    A serial entrepreneur, Dave has spent the past 20 years building web-centric products and companies from concept to sale. Currently, Dave is the founder and CEO of FunBinge, Inc., a Los Angeles-based social lab that designs and develops innovative mobile and Facebook apps. FunBinge’s first game, Pro Tournament Slots, is the world’s first mobile, real-time, multi-round slot tournament application. Dave also recently co-founded and served as president of NHN Entertainment Labs, the social casino division of Korean internet gaming giant NHN Entertainment. Prior to that, Dave was president and CEO of Blitzoo Games, where he created SlotSpot Casino, one of the highest rated and most popular social casinos on Facebook, iOS and Android.
    [Email Dave]

    Leading slots designers discuss the fundamental differences between designing slots for real-money vs. social casinos, and present their key learnings for operating in an environment with no regulations. Learn how to turn freeloaders into paying players.

  • AMA Interview: Fireside Chat with Tommy Palm | 11:00 - 11:50
    Tommy PALM, Games Guru, King
    Arseny LEBEDEV, Founder, Signus Labs
    With over two decades of experience as a game designer and entrepreneur, Tommy Palm has earned the title “Games Guru” at leading casual social games company, King. He works in the forefront of the company’s prevalent cross-platform games initiatives taking games from social to mobile. During the more than 10 years developing mobile games at Jadestone, which he founded in 1999, his team has been awarded nine international awards and numerous nominations. In 2009, Jadestone’s mobile department spawned off into Fabrication Games, where Tommy was president. The company went on to be acquired by King in early 2012.
    [Email Tommy]

    Arseny co-founded Signus Labs, where he manages marketing and partnership strategies. Prior to Signus Labs, Arseny worked in a marketing role at Large Animal Games. Additionally, Arseny serves on the board of a solar energy manufacturer, where he contributes to strategic decisions.
    [Email Arseny]

    Creative, smart, and quirky people thrive in the interactive entertainment industry and often hold decision making positions. Join Tommy Palm, Games Guru at King, as he is interviewed in an intimate fireside setting, following an "Ask Me Anything" format by an independent interviewer, Arseny Lebedev, co-founder at Signus Labs. Attendees will learn more about Tommy's motivations, dreams, and desires as a game industry professional as well as part of King. The interview will end with a familiar inquiry on personal tastes and questions from the audience.


  • 12:00 - 12:20


  • LUNCH SESSION: The Importance of Customer Service in Social Casino Games
    Andy CARAS-ALTAS, CEO, Traffic Generation
    Andy has more than 15 years of experience in the online gaming sector as an operator and consultant with some of the world's leading brands including MD (consulting) at Moneygaming.com, designated official & consultant at Mandalay Media Group, consultant at Helponline, director of eGaming at Victor Chandler and head of casino, games & mobile at BetCorp Plc. Andy founded Traffic Generation in 2011 in order to deliver the tools and services required to help clients make money from online, social and land-based convergence. Traffic Generation is now leading this market, partnered with brands including Aristocrat and Action Gaming to deploy advanced analytics and marketing services to their clients.
    [Email Andy]

    Presenting data from surveys of thousands of social game players, Andy will show what players expect from their interaction with an app, Customer Services, CRM and VIP Management. TraffGen's data clearly indicate what player's believe are the largest influencers of purchase & high k-factor behaviour.

  • LUNCH SESSION: Place Your Bets: Real vs. Social Poker | 12:00 - 12:50
    Jeremy STRAUSER, COO, Bee Cave Games Inc.
    Rob GALLO, CEO, Peak Gaming Group
    Jeff HYMAN, President, NHN Entertainment Labs
    William VOLK, CCO, PlayScreen
    Moderator: Richard WEIL, President, Richard Weil Inc.

    Jeremy Strauser is the COO and co-founder of Bee Cave Games, the Austin based casino game developer behind Bee Cave Blackjack & Slots on Facebook, iOS and Android, with a real-money version available via Betable in the UK. Prior to founding Bee Cave Games, he was with Zynga in a leadership position in their casino division. Strauser held product leadership roles on Zynga Poker, Bingo and Slots, while managing the company's plans for real money gaming opportunities. Before Zynga, Strauser had a long career with Electronic Arts (EA SPORTS) leading product development on many of their famous sports titles, such as Madden NFL Football and NCAA Football.
    [Email Jeremy]

    Considered to be one of the founding members of the online gaming industry, Rob launched and managed both OmniCasino.com in 1997 and Sunpoker.com in 2001. Rob grew the companies to $430M in handle, 300,000+ users and 5500+ affiliates. Since selling the business in 2010, Rob now offers consulting services through his company Peak Gaming Group as an Internet gaming expert to both land-based and online gaming companies across the globe. Additionally Rob is the founder and CEO of Neo Poker Lab which is a mobile app development company that uses advance artificial intelligence to play poker at a very high level. Rob's hobbies include: golf, poker and catching ... not fishing, that’s boring, it’s the catching that’s the fun part.
    [Email Rob]

    In 2000, Jeffrey Hyman founded the advertising agency COG1. His creative work in advertising won over twenty-three awards including: Clios, The One Show, Cannes Lions & Adweek Magazines’ MIXX Award. After eleven years of leading COG1 as both its CEO and CCO, Jeff sold COG1 and co-founded Idle Games. Idle Games’ titles also have received a landslide of critical acclaim and their own awards including: Most Innovative Game of 2012 at The Game Developers Conference, Tech Crunch Disrupt and The One Show Entertainment and Electronic Gaming Review’s Innovation Awards. Jeffrey Hyman is currently President of NHN Entertainment Labs.
    [Email Jeff]

    William's career spans 30+ years, starting with Conflict 2500 (Avalon Hill) in 1980. Notable works include The Pyramid of Peril (Aegis), The Return to Zork (Activision), and Word Carnivale (PlayScreen). Volk served as VP of Technology at Activision. William has worked in mobile gaming since 2000. In 2011, PlayScreen launched PlayScreen Poker, a social poker game. In 2013, PlayScreen launched Slots Cash (now Casino Cash), a real money iOS casino game for the UK Market.
    [Email William]

    Mr. Weil has 20 years of experience in the lottery/gaming and interactive industries. Most recently while at Scientific Games Corporation, as senior vice president of strategy and business development, he assisted in the US$1.5 billion acquisition of WMS (one of the world’s leading gaming companies). In 2010, after serving several years as a gaming business consultant, Mr. Weil, as CEO and managing director, launched Sciplay™ a business focused on providing interactive solutions to regulated operators, like lotteries. While managing Sciplay Mr. Weil oversaw several real money and social poker projects including California, Delaware and New Jersey‎. Prior to Sciplay™, Mr. Weil was president of FUN Technologies, Inc., an online social and sports gaming company. During his three year tenure he contributed to the raising of approximately US$80 million to fund the acquisition of eight companies, oversaw the management of these business units and, in March 2006, assisted in the sale of 51 percent of FUN Technologies to Liberty Media Corp. Prior to joining FUN in August 2004, Mr. Weil was the corporate vice president of International Business Development for Scientific Games (formerly known as Autotote Corporation). During his time with the company, he collaborated on the acquisitions of Scientific Games, MDI, and IGT On-line Systems and contributed to major international growth and business development. Before working at Autotote, Mr. Weil was a senior management consultant at Monitor Company, a top-ten strategic planning and corporate development firm. Mr. Weil holds a Bachelor of Engineering Degree from Ryerson University in Toronto, and an MBA from New York University Stern School of Business.
    [Email Richard]

    Real money poker and casino games launched the online gaming industry, but have these businesses run out of steam? Have the player acquisition costs made this RMG unprofitable? Is social poker the savior or has social casino taken over? Can operators drive social poker (or casino) players in to real money poker? This panel of real and social poker experts will address these questions and more.

  • LUNCH SESSION: State of the Social Casino Industry - Q3 2014: What's Going on and Why You Should Care | 12:00 - 12:50
    Elad KUSHNIR, VP Business Development, Playtika
    Playtika pioneered the social casino industry in 2010 and was acquired very early on by one of the largest casino companies in the world, Caesars. With repeatedly successful titles like Slotomania, Bingo Blitz, Caesar's Casino and WSOP poker, Playtika consistently holds the title of the largest social casino developer of the globe. As VP of business development, Elad is in charge of all M&A activity as well as heading strategic partnerships for the company.
    [Email Elad]

    The Social Casino industry operates in rapidly changing market conditions. In the second of an ongoing series of lectures, Elad Kushnir of Playtika will update the audience on market forces that must be mastered in order to become (or stay) a relevant contender in the industry. Join this session to glean insights from the latest trends and movement in social casino.


  • 12:30 - 12:50


  • LUNCH SESSION: Choose Wisely: Practical Applications for Entering the Real Money Space
    Jon GAGNON, Founder & CEO, ReelBig
    Jon Gagnon is CEO at ReelBig, a startup creating original gambling experiences on mobile. ReelBig's first game, Pay Dirt, has been live on the UK App Store since March 2014. Jon has been in the game industry for over 12 years, starting his career at Microsoft on the original Xbox, and has participated at early stage tech startups since 2009. He holds a degree in Applied Arts of 3D Animation from Digipen Institute of Technology.
    [Email Jon]

    A session comparing & contrasting the IP licensing, affiliate, license platform partnership, and get-your-own-license options for bringing a real-money game to market. From the point of view of an early stage/small company, Jon will chart the decisions made in bringing his company's first RMG game to market.

  • Panel Continues...
  • Elad Kushnir's Session Continues...

  • 1:00 - 1:20


  • Engaged To Social Casino
    Cynthia WOLL, Director of Game Design, Buffalo Studios/Caesars Interactive Entertainment
    Cynthia Woll is currently director of game design for Buffalo Studios, a division of Caesars Interactive Entertainment. She oversees design for both Bingo Blitz and Bingo Rush on Facebook and mobile. Prior to her role at Buffalo Studios, Cynthia was an executive producer at EA, developing simulation titles on mobile for the Maxis label. Before EA, she was director of game design for Disney Mobile, where she built the team that developed Where's My Water?, and oversaw the design and development of the successful freemium title Pirates of the Caribbean: Master of the Seas. She founded Creative Ninja Productions in 2007, and has worked as a consultant on game design for a variety of game and media clients, including MTV, Neopets and Brash Entertainment. Cynthia has been in the game industry since 1995, and has served as an executive producer for Atari, Yahoo! and Mattel, among others.
    [Email Cynthia]

    It’s easy to see that casino games are hot – a glance at the top grossing charts confirms that games like slots and bingo are big and getting bigger. Now a new genre is emerging: one that combines casino game mechanics with the esthetic, story arc and progression techniques of typical casual games. Examples of this game type range from Bingo Blitz, a game that uses bingo to power a collection game, to Slingo Supreme, a fusion of slots and bingo organized around structured progress, to Battle of Fortune, that uses a slot machine to decide battle outcomes. The real success in this market is learning how to leverage these classic engagement methods to your advantage. This session will be focused on design aspects of social casino games, with a particular emphasis on engagement and re-engagement. Come and explore with Cynthia as she tells us about success, pains and lessons learned within her own experiences.

  • Mobile Social Casino's Past Helps Gage Its Future — Best Practices Gleaned from a Review of Its History
    Carey DIJULIO, VP & GM, Casino, Big Fish
    Carey DiJulio joined Big Fish in 2009, and has quickly worked her way up from product manager to VP and general manager of Casino. During this time she helped to scale the company’s iOS business to become one of the top 10 grossing developers on iPad. In her current role, Carey oversees Big Fish Casino, the top grossing multi-player casino on iOS, including managing the brand’s expansion onto new platforms, and introducing a real-money betting option for Big Fish Casino players in the UK.
    She also leads Self Aware Games, Big Fish’s game development studio in Oakland, CA. Carey started her career at RealNetworks, where she worked for 9 years in various positions. Her first role at RealNetworks was in broadcast operations and support, and during her nine-year tenure was promoted six times, ending as RealNetworks' senior program manager overseeing its mobile video platform which supported carriers such as AT&T and Verizon. Carey holds an M.S. in information management from the University of Washington, and graduated summa cum laude with honors in behavioral science with a B.A. degree from Drew University.
    [Email Carey]

    Mobile has played an incredible role in the growth of social casinos over the past two years. We have seen massive acquisitions and different strategies to stay ahead, but what has put Big Fish Casino in a top spot is a fundamental understanding of mobile as a primary platform. Let’s take a look back over the past four years to see why mobile is important to the growth of social casinos and what are the best practices to keep in mind to move forward.

  • Cross-platform Monetization and Player Retention | 1:00 - 1:50
    Deb LIU, Director of Product Management for Platform Monetization, Facebook
    Phil HEWINSON, Technical Head of Audience Network, Facebook EMEA
    Deb Liu is the director of product management for platform monetization at Facebook, where she oversees games, payments, mobile app ads, audience network, and commerce. She manages Facebook’s global payments system which serves advertisers, developers and in-house applications. This global system spans over 45 currencies and 80 payment options. In addition, Deb led the development of and continues to manage mobile app ads, which are used by 60 percent of the top grossing apps in both platforms and is a major driver of ads growth at Facebook. She was recently named the 7th most influential woman in mobile adtech by Business Insider. Deb is also an adviser to several startups, including Causera.org, a startup focused on organizational fundraising, particularly for schools. Prior to Facebook, Deb spent several years at eBay where she was the director of product for the buyer experience and at PayPal, where she was the director of product for the eBay business, social commerce and charity. She was previously a consultant at Boston Consulting Group. She has an MBA from Stanford Graduate School of Business and a Bachelor’s degree in Civil Engineering from Duke University. She holds several payments and commerce related patents.
    [Email Deb]

    Phil Hewinson is the technical head of the Audience Network for Facebook in EMEA, based in London. Phil is focused on supporting publishers across Europe onboard with the Audience Network through direct contact and public speaking opportunities. Phil also works closely with the Audience Network product team at Facebook to ensure publishers' needs are met. Prior to Facebook, Phil was technical account manager at Google, and technical sales specialist at Microsoft. Phil also holds a MA degree in Computer Science from the University of Cambridge.
    [Email Phil]

    People playing games cross-platform play more and pay more. Learn how Facebook and its tools can drive higher engagement and significantly impact your bottom-line.


  • 1:30 - 1:50


  • Using Minigames to Increase Revenue & Retention
    Ilya NIKOLAYEV, CEO, InAppFuel
    Ilya is the co-founder and CEO of InAppFuel, the minigame SDK for mobile developers. InAppFuel powers the casino layer for a number of mobile developers including iWin, Surf City Games, Five-O Poker, and many others. Prior to InAppFuel, Ilya built a number of successful applications and games, beginning with Family Tree on Facebook back in 2007. Family Tree went on to raise venture funding and the business was successfully sold in 2011. Collectively, Ilya’s products generated upwards of 60 million users across FB, iOS, Google Play, and Amazon.
    [Email Ilya]

    In the world of real money gaming, minigames, such as slots and scratch-offs, have traditionally been used to increase revenue and keep the player engaged. In fact, minigames often contribute upwards of 30% of profit to an operator's bottom line. This strategy is now making its way to the world of social gaming and we are starting to see packs of spins and scratchoffs as top in-app purchases for several of the best monetizing mobile games. Although minigames may appear to be straightforward features, there is substantial expertise involved with building an effective slot or scratch-off. In this session, we will look at best practices for implementing casino minigames that drive substantial increases in both revenue and retention within your mobile titles.

  • The New Opportunity of Casual Casino: How It Works, and What It’s Worth
    David CHANG, CMO, Gamblit Gaming
    David Chang has been both counsel to, and CEO of games and technology companies. At Gamblit, David is responsible for game design, business development, and navigating the gambling license process with both state and international governments; and was a partner at law firm Jones Bell where his practice focused the entertainment, online, and video game industries. Prior, David Chang was founder of Gamiker, Inc. a mobile game development company focused on bringing established entertainment franchises to the mobile space. In 2009, David founded OnNet Europe GmbH, a leading online games company that was acquired in 2012 by Daum Communications. David also served as IGN's managing director of international business where he led Fox Interactive Media's international content strategy, corporate development and operational expansion into Europe and Asia.
    [Email David]

    The creativity of the games industry is transforming the gambling industry. Social Casino games give the gambling world compelling new entertainment options to attract audiences for future growth. Game developers in turn gain access to one of the world’s most lucrative markets. Building a Casual Casino game requires more than simply adding gambling. The gameplay and triggers within the game need to be very different: not only to entertain gamblers but to build their trust, and to operate within the laws. This session will take a deep dive into how to structure Casual Casino games, as well as the process of applying for and getting approved for a gambling license. Games will be demonstrated to show how they need to work to meet all of these requirements.

  • Deb Liu's Session Continues...

  • 2:00 - 2:20


  • Re-Thinking Analytics: Make Order from KPI Chaos
    Yaniv LEVEN, COO, Win
    Yaniv is COO of Win, a social game company backed by bwin.party digital entertainment (LON: BPTY). At Win, Yaniv leads a cross functional team spanning analytics, marketing, community and customer support. Prior to Win, Yaniv was CFO of the social game company Mytopia, acquired by 888 Holdings in 2010. Previously, Yaniv was a senior analyst rating structured derivative products at Midroog, a subsidiary of Moody's.Yaniv has a BSc in Statistics and Economics and MSc in Finance from Tel Aviv University.
    [Email Yaniv]

    As data analysis tools become more powerful and sophisticated, game developers have access to an increasingly large pile of data about their users. But at some point the datasets become overwhelming, often leading to analysis paralysis. In this lecture, Win COO Yaniv Leven suggests a unique, top-down methodology for data analysis and shares the top KPIs that his company uses to cut through the information overload and help reveal the true meaning behind user behaviors.

  • The 20% Solution -- Gaming's Love/Hate Relationship with Recruiters | 2:00 - 2:50
    BJ BIGLEY, Vice President, Prime Candidate, Inc.
    Ryan FLUM, Division Director - iGaming, VonChurch
    Christine DUNBAR, Senior Consultant, North America, Pentasia
    Christine CICCHI, Sr. Recruiter, EA
    Lee Casey MANNING, JR., Director of Recruiting, Kixeye
    Moderator: George ZALOOM, Co-Founder, The Las Vegas Whaling Company
    BJ Bigley, is the vice president of Prime Candidate Inc., a highly respected external recruiting company focused on the gaming industry. He started in the game industry as a game tester, went in to production/design roles, and has been recruiting for almost a decade. BJ has placed talent in more than 50 gaming companies in traditional, console, mobile, casino, and social gaming arenas. He is well known for being personable, honest, and a communicator. He excels as a recruiter because he has worked and directly managed many of the roles he works on staffing. He has not only worked as an external recruiter, but has had great success working as an internal recruiter for companies like Playdom, Aeria Games/Aeria Mobile and NHN Entertainment Labs.
    [Email BJ]

    Ryan Flum is a director with the iGaming Division of VonChurch. VonChurch’s iGaming division includes companies developing social- and real-money casino games. Prior to founding the iGaming division, Flum worked with VonChurch’s social/mobile gaming team.
    [Email Ryan]

    With over nine years of experience exclusively in the gaming industry from recruitment to casino gaming operations, Christina started her career in Las Vegas in 2004 as corporate recruitment specialist with MGM Grand Resorts properties and then moved to corporate recruitment and employment manager for American Casinos and Entertainment Properties. Christina also started the hospitality division for an executive search firm based in Las Vegas. Having the experience with internal HR departments and policies has been extremely beneficial and Christina is currently expanding the Pentasia, North America business working with a multitude of clients focusing on interactive/online gaming and identifying top talent from all sectors in the industry.
    [Email Christine]

    Christine has over 15 years of recruiting experience in video games working with companies like EA, Microsoft, IGT, and Sierra Online internally as well as specializing as an executive recruiter within GameRecruiter. She has been smitten with the game industry’s talented and quickly changing and challenging ways toward success. Her career has been focused toward finding talent for all different genres and platforms including Mobile, Console, PC, and MMO – you name it, she's filled all levels of positions from artists, designers, engineers, marketing, product, project and executive levels as well as developed long lasting relationships within the game community.
    [Email Christine]

    Casey Manning is an experienced recruiter with over 10 years of staffing experience, focusing on the high-tech and digital entertainment industry. As Director of Recruiting at KIXEYE, Casey leads a team charged with creatively sourcing, recruiting, and developing top game talent, leading to massive growth in a short period of time. During his tenure, KIXEYE grew from 200+ employees in 2012 to 500+ employees in 2014.
    [Email Lee Casey]

    George Zaloom is the CEO of the Las Vegas Whaling Company, a real-world geo-gaming developer creating a pay-to-play mobile content. Previous to that he co-founded and launched NHN Entertainment Labs, the Korean Internet giant Navier’s USA game studio. Prior to that he ran the GoPlay game distribution service, which created software to enable land-based casino operators to embed popular social games directly into their own websites. Before Goplay, Zaloom founded FaceChipz.com and giantHello.com – two safe social networks for tweens. He was also head of business development for X17online.com -- the largest online paparazzi agency in the world. Preceding his tech career, Zaloom was an executive in the film and TV industry overseeing such projects as Kung Fun Panda and Encino Man.
    [Email George]

    Get the insider's perspective from a panel of the top social casino recruiting experts, who will debate it out with in-house recruiters from some of the big social gaming companies. This panel will discuss the advantages and disadvantages of companies using recruiters and also discuss the what getting recruited means for individuals -- how to get on their radar and the process of getting placed.

  • eSports: Opportunities for Brands and Game Companies | 2:00 - 2:50
    Craig LEVINE, VP North America, ESL
    Matt WOLF, Head of Global Gaming, The Coca-Cola Company
    Vincent TUCKER, Senior Manager of Gaming Business Group, Logitech
    James GRUNKE, Director of Global eSports, NVIDIA
    Moderator: Peter WARMAN, CEO, Newzoo
    As a long time gamer, Craig founded Team 3D, the first truly professional video game team in North America, in April, 2002. Having won world championships in the world’s most prestigious video game competitions and received corporate sponsorships, Team 3D was one of the most respected, recognized, and accomplished professional eSports teams in the world. In addition to Team 3D, Craig also co-founded ESS Agency, an event marketing and technology company specializing in video game entertainment. Craig has been a guest lecturer at Stanford University and interviewed by the Wall Street Journal, New York Times, ESPN, and over fifty other news agencies to talk about professional video gaming.
    [Email Craig]

    As Head Of Gaming for The Coca-Cola Company, Matt Wolf is responsible for all worldwide gaming initiatives and marketing strategies. Wolf taps over two decades of videogame industry experience to lead the company into all forms of gaming including mobile, social, console and online. As a videogame industry veteran, entrepreneur and a Primetime Emmy Award winner and with over two decades in gaming, he has helped shape the way we play by contributing through key roles in game development, marketing, and strategy. His work has also been recognized at Cannes, Webby and SXSW. Matt began his career at Electronic Arts in 1992. Over the next six years he contributed to the production, design and marketing of several franchised titles and groundbreaking new originals. In 1998, Matt helped build Sega Entertainment by leading content strategy and development.
    [Email Matt]

    Vincent Tucker is the senior manager of the gaming for Logitech. His responsibilities include portfolio management, strategic marketing and brand direction of Logitech’s gaming business. Tucker has also served as the senior manager of business development for gaming at Logitech, where his team developed and capitalized on business relationships to increase market positioning and drive revenue for Logitech G products. Under Tucker’s management, the team secured $30 million annually ingaming business for the global OEM sales team. Prior to this position, Tucker served as the senior global product marketing manager for Logitech. Before joining Logitech, Tucker was a product manager at Mad Catz, Inc., a leading manufacturer in design and innovation of gaming accessories. There, he was responsible for international product and project management, and supervised more than 200 products across eight gaming platforms. Tucker also previously held a management position at Virtual World Entertainment. Tucker holds a bachelor of arts from the University of California.
    [Email Vincent]

    James Grunke is director of global eSports for NVIDIA, developer of the GeForce GTX PC gaming platform of choice for competitive gamers. James studied classical piano at the University of Wisconsin and has an MBA in International business from Cal State East Bay. He has 25 years’ experience in digital music, movies, and video games. Running the global program GeForce eSports, he manages partnerships with major publishers, tournaments operators, and sponsors, both endemic and non-endemic. Focusing on the Pro/Am format, GeForce eSports events set records in amateur registrations and spectatorship of pro competitions.
    [Email James]

    Peter Warman is CEO and co-founder of Newzoo, the games market research and consulting firm, servicing clients across all game business models and continents, such as Valve, Microsoft, EA, Wizards of the Coast, Nvidia, Plantronics and Changyou. After being responsible for sales and business development at Europe’s largest interactive agency (LBi), he was responsible for internet development at Reed Business and operated as commercial director for a MMO for kids. Peter is a frequent speaker on the business aspects of the games industry. Peter enjoys opera as well as good German techno.
    [Email Peter]

    eSports is taking off in a big way, on a global scale. Game video content and live events are drawing massive audiences and have become essential elements of most game companies’ strategy. But, just how big is the eSports boom in the West? Who are the eSports viewers and active participants that are loyally dedicated to their favorite games, teams and players? Which companies are taking eSports to the mass audience? Why are mainstream brands like Coca-Cola, American Express, RedBull and HBO investing time, money and energy in reaching eSports fans? And probably most important: What opportunities does this provide you? Peter Warman, CEO at Newzoo, will share hard figures on eSports’ popularity during a brief intro and host a panel discussion between key players in the eSports and video streaming space, each in their own way.


  • 2:30 - 2:50


  • Will Social Casino Game Players Convert to Real-Money Players?
    Greg MILLS, Head of Social and Play for Fun, GTECH Interactive
    Greg has twenty years of marketing, monetization, advertising and business strategy experience in the social and casual games industry. He oversees GTECH’s Play for Fun and Social gaming business. Prior to working at GTECH, Greg worked at an HTML5 social gaming startup overseeing the company’s monetization, customer acquisition and analytics groups. Prior to working at Goko, Greg oversaw business development and advertising strategy for Digital Chocolate’s social and mobile gaming business. He helped grow the company’s social games advertising revenue from zero to over seven figures annual run rate. Prior to working at Digital Chocolate, Greg managed AOL’s Games business group and its games.com web site. During his tenure of AOL, the AOL Games group was one of the most profitable channels at the company and won Time’s “50 Best Websites 2010” award. Prior to AOL, Greg worked at two start-up companies, WorldPlay Entertainment and at The 3DO Company, in a variety of marketing and business development positions. Greg earned his Bachelor’s degree from Pomona College and an MBA from Santa Clara University.
    [Email Greg]

    The real money gaming category and the social casino category are converging, but how far will it go and what category of games most closely mirror real money games? Is it realistic to assume that social casino game players in the U.S. will convert to real-money players when real-money gaming is legalized? In countries where real money gaming is legalized, do these players also play free social casino games? What kind of free-to-play casino games do land-based casinos desire in advance of real-money gaming becoming legalized? Exploring the similarities and differences between social casino and real-money game designs and the demographics behind each category of games, Greg Mills will answer these questions and share his insight from working with real-money gaming companies in Europe as well as with U.S. land-based operators over the last year.

  • Panel Continues...
  • Panel Continues...

  • 3:00 - 3:20


  • The Inside Scoop on International In-Sourcing | 3:00 - 3:50
    Michael CARPENTER, CEO, Ruby Seven Studios
    Alex KELLY, CEO, Playsino
    Dan FIDEN, CSO, FunPlus
    Moderator: Adam KREJCIK, Managing Director, Digital & Interactive Gaming, Eilers Research, LLC
    Ruby Seven Studios' CEO Michael Carpenter entered the social gaming arena in 2009 at Seattle’s PopCap Games. As the VP of social product operations, Carpenter brought to life the organization’s social product operations group, building the team responsible for operating the top-rated games Bejeweled Blitz and Zuma Blitz. In early 2012, Carpenter founded Ruby Seven Studios, through a partnership with ChaYoWo Games, one of India’s largest casual game developers. The company’s development team has been producing at a whirlwind pace, releasing nine social casino games on four platforms including Top Ten Casino apps, TimeQuest Slots and Big Spin Bingo. Ruby Seven Studios is at the center of real-money and social casino convergence with strategic investors and content partnerships that include Rush Street Gaming, Grand Vision Gaming, Gala Coral, and most recently, LED Gaming.
    [Email Michael]

    Alex Kelly is currently CEO of Playsino, a social casino games publisher and developer focusing on innovations that bring the exciting world of free-to-play casino games to mobile and social platforms everywhere in the world. Playsino is headquartered in Santa Monica, California, and has offices in Seattle, Washington and Kiev, Ukraine. From May 2010 to January 2012, Kelly served as Vice President of International Game Technology’s Interactive Division responsible for global revenue where he brought a rare combination of commercial, Internet/mobile, strategy and corporate experience. Prior to joining IGT, Kelly held leadership roles at some of the most innovative companies in technology, media and entertainment including Veeker, Pinnacle Systems (PCLE), 20th Century Fox, Booz, Allen & Hamilton, A&E Networks and Billboard magazine.
    [Email Alex]

    Dan Fiden is CSO of Fun Plus, a Beijing-based developer, operator, and publisher of social and mobile games with more than 5 million DAU and offices in San Francisco and Vancouver. Prior to joining Fun Plus, Dan was a founder at Signia Venture Partners — an early stage venture fund and investor in Fun Plus. Going back a few years, Dan was CEO of Wild Needle (sold to Zynga,) US GM at Playfish, and Director of Game Development at Pogo. And even longer back than that, Dan was designer and creative director at WMS Gaming (now Scientific Games,) Emmy-nominated Spiderdance, and Jellyvision (now Jackbox Games,) where he worked on You Don’t Know Jack. Dan is on the advisory board of GDC San Francisco and Gaming Insiders.
    [Email Dan]

    Adam Krejcik is a partner at Eilers Research, LLC as well as the firm's Managing Director of Digital & Interactive Gaming. Mr. Krejcik has over 10 years of equity research experience primarily covering the global interactive entertainment industry. He has become one of the authoritative voices in the social casino and iGaming industry and his proprietary research has been cited by various industry executives and corporations. Additionally, he is a regular contributor to various trade publications and a frequent guest speaker at industry events. Mr. Krejcik started his career at Bank of America Securities where he helped cover the video game sector and was most recently Senior Analyst of Global Consumer & Internet Research at ROTH Capital Partners, a boutique investment bank, based in Newport Beach, CA.
    [Email Adam]

    In-Sourcing -- a game producer's secret weapon or ticking time bomb? Seasoned game industry operators share their perspective on the advantages and pitfalls of operating off-shore studios. The panel will discuss topics such as how to set up a studio, government incentives, labor costs and what to watch out for.

  • Paying for Better Odds: Redefining Monetization in Social Casinos
    Derrick MORTON, CEO, FlowPlay
    A 20-year veteran of the casual gaming industry, Derrick Morton has led the development of over 200 digital entertainment projects during his career. Before founding FlowPlay in 2006, he served as a key executive at several top online game companies, including iWin, Uproar, Virtual Vegas, GameHouse and most recently RealNetworks.
    [Email Derrick]

    Pay $5 to replace what you lost or pay $5 to keep winning – what would you choose? With a $4.4 billion market opportunity, social casinos have a huge opportunity to monetize their games. But most monetization strategies focus on “loss replacement,” forcing players to pay to keep up with their losses. Derived from established gambling methodologies, these models don’t always translate effectively to F2P environments. In this standalone session, attendees will learn to reconsider relying on selling coins and, rather, learn how to sell players on better odds.

  • Beyond the App Store: Where's the Casual Games Market in a Post-Zynga World?
    Jill BRAFF, EIR US Fund for UNICEF
    A pioneer in the digital industry for more than 20 years, Jill Braff was most recently the executive vice president of digital commerce for HSN. While at HSN, Braff oversaw the transformation of this Top 25 Internet Retailer’s e-commerce, mobile and social media platforms. In addition, she launched the HSN Arcade, the 1st integrated gaming business for any retailer, resulting in over 150 million gameplays in just two years.

    Prior to joining HSN, Braff was CEO and president of Scrapblog, a social photo business with more than 2.5 million registered users. Previously, she spent six years as the SVP of global publishing for Glu Mobile. Earlier in her career, Braff held positions at Ancestry.com, The Learning Company/Mattel Interactive, Sega of America and Nintendo of America.

    Braff has received several awards and accolades including: “Top Women in Cross-Channel Retail” (2012); “Top 10 Women in Wireless” by Fierce Wireless (2009); “Top 50 Women in Mobile Content” by Mobile Entertainment (2009); and “40 Most Influential People Under 40 in Silicon Valley” by Silicon Valley Business Journal (2007).
    [Email Jill]

    The casual games market is huge, but saturated. It's hard to make money unless you have the right combintation of marketing spend, significant IP, great gameplay, and sometimes, luck. How did we get here in casual games? And more importantly...where are we going? Jill Braff, veteran of the games business, will examine today's market and identify unexpected new sweet spots that most developers overlook, with examples from retail, television and social causes.


  • 3:30 - 3:50


  • Panel Continues...
  • Skill-Based Cash Gaming: Have You Ever Given a Game a Five Star Rating For Showing You Ads?
    Andrew PARADISE, Founder & CEO, Skillz
    Andrew Paradise is the CEO and founder of Skillz, the first company in the world to enable cash tournaments in mobile games. Andrew is a serial entrepreneur with a successful track record. Prior to Skillz, Andrew founded AisleBuyer, which was sold to Intuit (NASDAQ: INTU) in April 2012 as well as Photrade which was sold in 2009 to MPA Inc. He has also worked in venture capital and private equity investing for Fort Washington Capital Partners and The Watermill Group.
    [Email Andrew]

    Andrew Paradise, CEO of Skillz, will speak to his vision for the future of mobile gaming, a world in which both developers and gamers benefit from monetization. Current monetization methods, such as advertisements and in-app purchases, aren’t doing enough to support the thriving game development industry. As a result, cash-based competitions are quickly becoming a driving force within gaming, introducing a new monetization tool that presents lucrative opportunities for developers, and the only solution that does not compromise the user experience or the quality of a game. Skill-based cash gaming may be the holy grail that everyone has been searching for.

  • Ethics of F2P and Balance Between Quality Content and Staying in Business | 3:30 - 4:20
    Ken MURPHY, VP GameHouse Mobile/Social Games, RealNetworks
    Lisa MARINO, CEO, RockYou
    Nalin MITTAL
    Tyler YORK, Director of Business Development, Grantoo
    Mike LU, VP of Product, GREE
    Moderator: Lauren FELDMAN, Co-Founder, Monetization Expert, MassIntent
    Ken Murphy is VP of studios for GameHouse, RealNetworks’ games division, and leads a global team responsible for some of the company’s most distinguished social and mobile game launches, most recently including GameHouse Casino Plus, the first free-to-play mobile/social casino game that gives players the chance to win life-changing, real-cash prizes through the Golden Dreams Sweepstakes. His work has also resulted in some of the industry’s most recognized and acclaimed casual games franchises, including: Collapse!, Delicious! and UNO™, which have been distributed across multiple platforms and devices.
    [Email Ken]

    Previously RockYou’s chief operating officer, Lisa guided the company through its years as a social game developer, when it became one of the top five publishers on Facebook, and led its rebirth into a profitable in-game video ad network. She holds an MBA from Stanford.
    [Email Lisa]

    Nalin Mittal is a serial entrepreneur whose latest product, an app discovery platform called AppGalleries.com was acquired by InMobi in July 2012 where he led business development for the following two years. Nalin started his career at Sapient technologies, after graduating with a Computer Science degree from Cornell University. Since then, he received two patents on meta-data management while working at Data Advantage group and sold large enterprise software solutions at Pegasystems. Nalin also has experience building and selling consumer-facing services which he gained while working at Zappos and DanceJam. Nalin is currently working on something new...

    Tyler York is director of business development at Grantoo, the leading multiplayer platform for mobile games. As the first business development employee, Tyler spearheaded the launch of Grantoo’s mobile platform. He was previously the second employee at Betable, where he owned developer and player marketing. Tyler began his startup career as a True Ventures’ True Entrepreneur Corp fellow, interning at SendMe Mobile, a mobile content company, and moonlighting for Lookout Mobile Security, the leading mobile security company with over 50M users.
    [Email Tyler]

    Mike Lu is the VP of product at GREE where he oversees teams working on popular games like Crime City, Modern War, Kingdom Age, Legends of War and upcoming titles. His titles have reached top charts for both IOS and Android. He has over 10 years of product experience working in mobile social games and online media. Mike was the executive producer at Funzio when it was acquired by GREE and previously he was the general manager of popular social mobile gaming company RockYou and employee number five at Yume.
    [Email Mike]

    Lauren is a co-founder of MassIntent, an active learning system that combines business intelligence, predictive modeling and consumer behavior to provide actionable product & strategy level insights in real-time. She is a monetization expert and consultant having experience creating and monetizing games for top entertainment companies including Mattel, Warner Brothers, AMC and others. Her approach to data-driven development accelerates growth and monetization of games while preserving the creativity of the team. She is passionate about using data to understand the subjective experience of customers to gain a competitive edge and increase the bottom line.

    Lauren is also the Managing Director of Girls In Tech for the San Francisco/Silicon Valley chapter. She holds a Bachelors of Humanities and Arts from Carnegie Mellon University and a Masters of Computer and Information Technology from the University of Pennsylvania.
    [Email Lauren]

    With only 2% of users making up over 80% of revenue in most apps, the controversy of data-driven whale chasing vs. quality content grows. Moderated by industry expert and monetization consultant, Lauren Feldman, this panel will examine the ethics of free-to-play content and the balance between providing quality entertainment and keeping your company in business. The discussion will also focus on the exploitation of ads in apps, merchandising of virtual goods, designing to create "addiction" and next generation methods for increasing lifetime value. The panelists will discuss specific case studies of monetization; successes and failures, and how they have been able to find success in an ecosystem filled with more than 1M apps across multiple platforms.


  • 4:00 - 4:20


  • How I Converted Africa's Paper Lottery to Mobile and Lived to Tell About It
    Rahuldev RAJGURU, CEO, LocusPlay
    Rahul has over 17 years of experience and majority of them is with startups. He is an Engineer and MBA. He has been working on mobile technology since 2001 during the early days of PDA and handheld computers. Many successful software products have taken shape under his leadership. His past experience includes building and selling products around enterprise mobility, consumer applications and mobile games to customers globally. He has been actively involved in solving problems faced by paper lotteries in the emerging markets for the past six years. He is passionate about traveling and has traveled to more than 20 countries across the globe including 3rd world countries.
    [Email Rahuldev]

    The majority of lotteries in 3rd world countries run on paper, where a few of these countries each sell a few hundred million to a couple of billion dollars of lottery tickets every year. These lotteries are desperately exploring ways to go digital. What are the constraints they face? Do they have the right infrastructure needed to go digital? There are many such questions in our mind. The reality says these countries do not have consistent electricity, nor have they broadband Internet. Does that mean they can not benefit from the latest technology? Does that mean they still have to run their lotteries the same old way they have been doing for the past 15-20 years? Rahul Rajguru will tell his fascinating story of going into 3rd world countries and converting their paper lotteries into mobile.

  • PC to Console to Mobile: The Proliferation of eSports | 4:00 - 4:50
    Casey CHAFKIN, Co-Founder & COO, Skillz, Inc.
    Marcus "djWHEAT" GRAHAM, Director of Community & Education, Twitch
    Tim HARRIS, Founder & President, Industrial Toys
    Moderator: Mike VORHAUS, President, Magid Advisors
    Casey, a Harvard MBA and an expert in mobile payments, is the co-founder and COO of Skillz. Prior to Skillz, he was the fourth employee at AisleBuyer (sold to Intuit Inc), overseeing the company’s strategic partnerships and brand-oriented solutions. Prior to AisleBuyer, Casey worked at CarMax (NYSE: KMX) where he re-launched the company’s consumer offer and headed their loyalty research. Outside of the office, Casey puts his degree in economics (Duke ’06) to work as a hobbyist statistician, an avid poker player, and a co-author on a recent paper covering quantitative trading strategies within sports wagering markets.
    [Email Casey]

    Marcus ‘djWHEAT’ Graham is a globally recognized game commentator and internet personality whose focus at Twitch, the world’s leading video platform and community for gamers, is on creating and sharing best practices to benefit the brand’s community. This includes working and supporting some of the platform’s largest professional gamers, educating partners on leveraging Twitch as a marketing vehicle, and interfacing with technical staff to ensure the company’s technology is meeting partner needs. As a player, producer, and broadcaster, Marcus has over 15 years of experience in the competitive gaming industry and is known for offering a unique mix of entertainment, education, and history.
    [Email Marcus]

    Tim Harris is co-founder and president of Industrial Toys, and founder and former CEO of Seven Lights, one of the first companies to embrace social gaming. Harris was also founder and VP of SMG Play, an in-game advertising pioneer. He has a deep interest in comic books and even owns an innovative and experimental comics store in Chicago. It comes as no surprise that he brought on “some kickass art talent from ex-Marvel and DC guys” to help Industrial Toys design their first game, Midnight Star. Industrial Toys is currently hard at work developing the next-generation sci-fi shooter for tablets.


    Mike Vorhaus, president of Magid Advisors founded the Magid Internet and New Media research and consultation practice in 1995, with AOL and Excite as his first two clients. Mike’s team has completed over 2,500 engagements with over 100 Internet clients. Mike began the Magid Gaming Practice in 2001 with EA and Sony Online as his first two clients. The Magid Game Practice now works with most of the major game publishers.
    [Email Mike]

    Video game tournaments are becoming big business. And while eSports have come a long way, they have yet to achieve widespread popularity in mainstream culture. However, as mobile continues to bring video gaming to the masses, we may be reaching a tipping point where eSports tournaments will enjoy the same type of popularity as their physical offline counterparts. Come listen to the people who make eSports a reality discuss the past and present of eSports and how one day professional gaming may be bigger than the MLB, NBA, NHL, and NFL combined.

  • Panel Continues...

  • 4:30 - 4:50


     
  • Panel Continues...
  • Indie vs. Blockbusters...or a Match Made in Heaven? | 4:30 - 5:20
    Mike DELAET, SVP Worldwide Business Development, Kabam
    Andrew N. GREEN, Head of Business Development and Operations, Tinyco
    Simon JEFFERY, Virtual Exec, Backflip
    Matt MCMAHON, VP of Mobile, Fox Digital
    Moderator: Ben CHEN, SVP, Global Developer Relations & Business Development, Fyber
    Mike DeLaet is the senior vice president of worldwide business development at Kabam, the western world leader in free-to-play core games. Mike oversees the worldwide business development team, focusing on partnerships with key platform providers, as well as other general business development functions for the company. Mike joined Kabam in March 2013 to lead worldwide business development and help Kabam improve platform relationships, while driving the company’s expansion into Asia. Before joining Kabam, Mike served as SVP of global publishing at Glu Mobile, Inc., where he had an outstanding track record of platform promotion with Apple, Google, Amazon and Microsoft. Mike also led Glu’s expansion efforts into Asia in 2012, gaining significant market-share in China, South Korea & Japan. Prior to Glu Mobile, Mike worked for Sprint, most recently where he ran the games business managing a P&L of over $100m with over 30 partnerships such as EA, Glu Mobile, Gameloft, Disney, and PopCap, among others. Mike graduated cum laude from Baker University with a BS in Management and also has a MBA in Technology Management.
    [Email Mike]

    Andrew is Head of Business Development and Operations at TinyCo. Before joining TinyCo, he was director of mobile publishing at 6waves where he helped the company pivot from social to mobile game publishing. Andrew has over 14 years of experience in video games, product management, and digital media at leading entertainment companies such as Electronic Arts, where he contributed to the company's social media and community strategy as well as execution of EA's digital business growth. He has also held online marketing and production roles at Take 2 Interactive, Atari, and Miramax Films. Andrew started his career as the co-founder of a venture backed startup at the age of 18.
    [Email Andrew]

    Simon Jeffery is a 27-year veteran of the interactive gaming industry. He has worked in both the European and US territories in a variety of marketing, business and executive roles, including president and COO of LucasArts and of Sega of America. He also served as chief publishing officer of mobile gaming leader ngmoco, which was subsequently acquired by DeNA Ltd. of Japan. Currently, Jeffery is a virtual exec and represents Thalmic Labs, maker of the MYO motion controller, and Backflip Studios.

    As the vice president of mobile for Fox Digital Entertainment, Matt McMahon drives the licensing, production, distribution, publishing and marketing of digital products, games and apps for Fox films and television series, with a particular focus on application platforms such as Apple’s iOS and Google’s Android. In the apps space, Matt has brought over 45 apps to market, producing best-selling, award-winning games such as Family Guy: The Quest for Stuff, The Simpsons Tapped Out, Angry Birds Rio, Ice Age Village, Avatar, Glee Karaoke, and Predators. Matt received a MBA from Georgetown University, McDonough School of Business and a BS in International Politics from Georgetown University’s School of Foreign Service.
    [Email Matt]

    Based out of Fyber’s San Francisco office, Ben is responsible for global developer relations and business development at Fyber. He has extensive experience in consumer and business-to-business sales strategy as well as in new business development. Prior to Fyber, Ben led the developer relations teams at both GREE International and DeNA Global. Before that, he was the head of sales for Playdom, which was acquired by Disney for $570M.
    [Email Ben]

    Traditionally, enterprise and indie are pitted against each other in the competition for share of audience and share of wallet, with one forecasted for success and the other obsoletion. Counter to these predictions, these entities have converged in the quest to master the new media model of gaming. Toy maker Hasbro bought a majority stake in Backflip. TinyCo partnered with FOX on Family Guy: The Quest for Stuff. Kabam and Warner Brothers Interactive Entertainment teamed up on The Hobbit: Kingdoms of Middle-earth. Generating revenue and offsetting user acquisition costs, these partnerships go beyond simple licensing deals to capitalize on existing franchise audiences and indie industry know-how.

    How do two entities traditionally at odds balance priorities to capture legacy audiences and gamers alike? How does the central role that ads play in traditional media companies translate to the free-to-play ecosystem? And how can we expect these partnerships to continue to shape the media landscape as the gaming industry matures? Hear from both indie game developers and major media companies on the trend of franchise extension through interactive gaming experiences.


  • Continental 2-3, 2nd Floor

  • July 24:
    Games as a Service

    Emcee: Gordon BELLAMY, Senior Advisor, iDreamsky Technology








  • July 23:
    Games as a Service

    Emcee: Scott FOE, Chief Product Officer, Ignited Artists

    Mobile Gaming Hall of Fame-inducted game designer/producer Scott Foe is a sixteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Foe's Reset Generation was the first free-to-play game nominated for an Interactive Achievement Award and was listed by Pocket Gamer beside Angry Birds as "one of the most-important handheld games of all time." While at Nokia, Foe designed the world's first social/mobile games network.
    [Email Scott]

  • July 22:
    Games as a Service

    Emcee: Scott FOE, Chief Product Officer, Ignited Artists

    Mobile Gaming Hall of Fame-inducted game designer/producer Scott Foe is a sixteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Foe's Reset Generation was the first free-to-play game nominated for an Interactive Achievement Award and was listed by Pocket Gamer beside Angry Birds as "one of the most-important handheld games of all time." While at Nokia, Foe designed the world's first social/mobile games network.
    [Email Scott]


  • 10:00 - 10:20


  • Dan LAUGHLIN, VP Business Development, HyprMX
    Dan is vice president of business development at HyprMX, a multi-screen monetization platform delivering premium brand advertising. He is responsible for developing partnerships with major mobile publishers and ad tech providers. Prior to joining HyprMX, Dan managed games-related initiatives and partnerships for Flurry’s publishing services. Previously, he led the global business development team at 6waves. Dan joined 6waves from Microsoft Game Studios, where he was both a lead producer and a senior business development manager. Early in Dan’s career, he spent time at both Thomson Reuters and MarketOne International.
    [Email Dan]

    Ad tech has matured, brand dollars have arrived, and users have (begrudgingly) accepted ads. This all means that meaningful ad revenue and premium user experiences don’t have to be mutually exclusive. Join us to discuss how to tastefully and profitably utilize the digital real estate you've developed. Willing participants will be pulled on stage to comment on examples of games that either 1) get this just right, 2) miss the mark, or 3) miss the opportunity. Along the way we'll share recommendations on optimal ad mix by genre, eCPM benchmarks by ad type, and names of best-of-breed ad networks and mediation providers.

  • Morgan JAFFIT, Director, Defiant Development
    Morgan Jaffit is a 15 year veteran of the global games industry creating games for PC, console, mobile, and alternate gaming platforms including augmented reality and transmedia projects. He is the creative director and co-founder of the 15 person independent game studio Defiant Development, based in Brisbane Australia. He's helped mobile titles like Ski Safari reach an audience of over 80 million across the world and created new and exciting IP. Defiant's current title Hand of Fate has been successfully crowdfunded, and is due for release on Sony Playstation 4 + PC in the second half of 2014.
    [Email Morgan]

    In this session, gaming super-veteran Morgan Jaffit (formerly of Irrational, Pandemic) talks about how Defiant Development (Ski Safari) made a free to play game and then why they didn't. Come find out why you, dear decision-maker, should not embrace free-to-play!

  • Thomas LEE, Founder, Stealth
    Thomas is a video game developer and 20-year veteran and pioneer of free-to-play online and mobile games, managing projects and people, with the ability to coordinate across a diverse set of disciplines. Thomas leverages his passion for art and technology on connected devices with “Games as a Service” with clients in Asia, Europe and North America.
    [Email Thomas]

    There are few players in the game industry who have figured out the magic recipe for winning the players over. Game developers now have to rethink everything they know about the creative, technical and business challenges to adapt to operating games as a service. Content has and always will be king, but there is now the need to mange and curate according to market demand and culture. Thomas will discuss current trends and challenges in the free-to-play market as well as the current trends in Asia which is the mecca of free-to-pay and now defining what mobile games mean in this new era of connected devices.


  • 10:30 - 10:50


  • Si SHEN, CEO, Papaya Mobile
    Si Shen is the co-founder and CEO of PapayaMobile who has a global ad network, AppFlood, which has been giving developers and brands unrivalled transparency in mobile advertising. After gaining a Master’s degree in Computer Science and Engineering from Stanford University, Si went on to work at Google for four years in the Mountain View campus before heading up the mobile division in Beijing. In 2010, Forbes magazine named her as one of “Nine Young Chinese Entrepreneurs to Watch”.
    [Email Si]

    In 2013, three of the top ten app publishers globally were Chinese. With the shift in gear and budgets to back them, Chinese app firms are embracing rapidly growing mobile audiences outside of their own country. Learn which Chinese apps are dominating and how they did it with Si Shen, the Beijing-based CEO of PapayaMobile and China's largest mobile RTB platform, AppFlood. She will explore the critical factors driving rapid growth of Chinese apps like WeChat that are currently giving the likes of Facebook a run for their money in the global app arena and walk through case studies from some of China's most successful mobile games and apps.

  • Laralyn MCWILLIAMS, Chief Creative Officer, The Workshop
    Laralyn McWilliams has designed and helped build award-winning social, strategy, simulation, platform, brawler, FPS, and massive multiplayer online games. She was creative director for the ground-breaking MMO Free Realms at Sony Online Entertainment, which the New York Times called "a triumph of the company's own reinvention." She was also lead designer for the critically acclaimed Full Spectrum Warrior, which was the most nominated game of E3 2003. Laralyn shared the top spot in Massive Online Gaming's 2010 list of the Top 20 Most Influential People in MMOs, was on Beckett's list of the top women in MMOs for 2010, and was listed as one of Gamasutra's 20 most influential women in games in 2008. She's a frequent speaker on free-to-play game design and metrics and casual game progression. She's currently studio design director at The Workshop Entertainment, working on several unannounced titles.
    [Email Laralyn]

    When Disneyland first opened, the attractions were individually ticketed with the quality of the experience meriting a cheap A ticket or an expensive D (and later E) ticket. When you ran out of E tickets, you could buy more and the very best attractions were often on separate tickets for an additional fee. In the 1980's, both Disneyland and Walt Disney World switched to a single entry fee rather than individual tickets. Current free-to-play monetization logic implies that change would dramatically reduce revenue: subscriptions are "dead," premium games do a fraction of the business, and "best practices" say you're leaving money on the table when you don't charge regularly for individual activities.

    Yet in the years since the change, the Disney parks have expanded their offerings for that single park admission while becoming more and more successful and profitable. What makes the system work? How can we foster the kind of enthusiastic hobbyist purchase communities in our games that Disney successfully grows in the parks? This talk looks at examples of successful games that include aspects of the Disney park model, and includes monetization and retention ideas to help your game become the Happiest Game on Earth.

  • Jon ECCLES, Product Management, Pandora
    As a member of the product management team at Pandora, Jonathan Eccles drives the strategy, roadmap, and execution of Pandora's native ad products. His primary goal is to create ad experiences that empower brands to capture the intents and interests of Pandora listeners while encouraging their existing organic behaviors.

    Before joining Pandora, Jonathan was a product manager and tech lead at Thismoment. During his time there, he grew the social integrations and infrastructure of the company's SaaS platform, enabling Fortune 500 brands to organize and distribute content across social destinations.

    Prior to these roles, Jonathan played and produced music, managed an indie record label, and was a Product Manager at Avid Technology.
    [Email Jon]

    The concepts behind thinking user first are often applied to consumer products, but less so when it comes to app monetization. Join Jonathan Eccles as he discusses the core elements of how to think about your product from both a user and advertiser lens simultaneously, without losing the spirit of what each stakeholder needs.


  • 11:00 - 11:20


  • Sampada TELANG, Strategic Partner Lead, Google
    Sampada leads business development for Google’s top gaming publisher partners. Sampada has significant experience in mobile monetization and has focused on Gaming over the past several years. Prior to Google, Sampada was at InMobi, where she drove strategic partnerships and The Boston Consulting Group, where she drove strategic projects with C-level executives across multiple industries. Sampada earned her MBA from the Harvard Business School and B. Tech. from the Indian Institute of Technology, Delhi.
    [Email Sampada]

    In-app purchases comprise a large share of in-game revenue today but are driven by paying power users (a.k.a ‘whales’) which typically make up less than five percent of the total user base. Ads can supplement monetization for the remaining ninety-five percent of non-paying users, but concerns around cannibalization and user experience for the whales prevents developers from implementing ads. As the gaming industry moves toward a hybrid of monetization models, targeting users across platforms becomes key. How do you show the right screen to the right user at the right time?

  • Nicole LAZZARO, Founder and President, XEODesign, Inc.
    Steve MERETZKY, VP of Creative, GSN
    Chelsea HOWE, Creative Director, EA Mobile
    Scott FOE, Chief Product Officer, Ignited Artists
    Nicole Lazzaro is a world-renowned game researcher, designer and speaker who makes games more fun. She discovered the Four Keys to Fun in 2004, a model used by hundreds of thousands of game developers worldwide. She used this model to design the iPhone's first accelerometer game in 2007, now called Tilt World, which aims to plant one million trees in Madagascar. Nicole has been named one of the most influential women in the gaming industry by Fast Company, Forbes and Gamasutra. Nicole's work on user experience and emotion spans over two decades, and she has worked with some big names such as EA, Ubisoft, D.I.C.E., and The White House.
    [Email Nicole]

    It's hard to have a serious conversation about gaming without mention of Steve. It's also hard to have a humorous conversation about gaming without mention of him. Steve's contributions to the industry began in 1981 at the legendary adventure game company Infocom, where his titles included Planetfall, The Hitchhiker's Guide to the Galaxy (in collaboration with Douglas Adams), Leather Goddesses of Phobos and Zork Zero. Steve is currently vice president of creative for GSN Games, the cross-platform games division of GSN (Game Show Network). Prior to joining GSN Games, Steve was vice president of game design for Playdom, a division of Disney Interactive. Previously, Steve co-founded Boffo Games and held senior creative posts at Blue Fang, Floodgate Entertainment and WorldWinner.com, GSN's cash tournaments site. Over his prolific career, Steve also consulted with teams at Activision, Blizzard, EA, Harmonix and Hasbro, to name a few. A former board member of the IGDA, Steve organizes the Free to Play Design & Business Summit at the GDC, as well as the annual Game Designers Workshop. Steve holds a Bachelor of Science in construction project management from MIT, but otherwise assures us that he did not waste his four years there.
    [Email Steve]

    Chelsea is currently creative director at EA Mobile in Austin. Her professional journey took her from clicking cows at Zynga, to researching the psychology of games at SuperBetter Labs, and most recently to releasing Family Guy: The Quest for Stuff at TinyCo. On the side, Chelsea teaches playful interaction design at California College of the Arts, runs the San Francisco global game jam, and designs experimental indie games like The End of Us and Choice Chamber. In 2013, she co-founded the Queerness and Games Conference and joined the Game Developers Conference Board of Advisors. The previous year, she was one of Fast Company’s 100 Most Creative People in Business and received the Microsoft WIG Rising Star award.
    [Email Chelsea]

    Mobile Gaming Hall of Fame-inducted game designer/producer Scott Foe is a sixteen-year veteran of the games industry who began his career as a member of the team that developed and launched the Sega Dreamcast, the world's first online games console. Foe's Reset Generation was the first free-to-play game nominated for an Interactive Achievement Award and was listed by Pocket Gamer beside Angry Birds as "one of the most-important handheld games of all time." While at Nokia, Foe designed the world's first social/mobile games network.
    [Email Scott]

    The most-popular talk in Casual Connect history returns! You think monetization design is evil? Well, we'll give you evil! Watch as three free-to-play luminaries battle on-stage for hearts and wallets! You, the audience, will decide: Who is the most-evil game designer?

  • Teut WEIDEMANN, Sr. Online Supervisor, Ubisoft Blue Byte
    Teut Weidemann is a senior games specialist and consultant for Ubisoft Blue Byte. He was a part of the team who created The Settlers Online, the browser game of the year. Teut has been working in the games industry since the 1980's and has shipped over 100 titles on multiple platforms. After working for Apple Computer and Microsoft Games, he founded his own development company, Wings Simulations, in 1996. The company shipped the highly awarded Panzer Elite for Psygnosis, a former Sony company. After selling his company, he joined CDV as CTO where he oversaw all development. Since 2007, Teut has been working as a consultant assisting gaming companies to become successful online.

    When world-renowned free-to-play authority Teut Weidemann dissected World of Tanks monetization at Casual Connect Europe, over 10,000 industry professionals tuned in for the eye-popping facts and figures. Well, Teut's back with more numbers. This time, League of Legends is under the monetization microscope. Come find out why players spend and just how much they're spending. Best of all, this forty minute featured talk has a wild, surprise ending!


  • 11:30 - 11:50


  • Bill YOUNG, Industry Veteran and Games as Media Expert
    Bill Young has spent the last 15 years helping developers and publishers better monetize their games, often by creating innovative content partnerships with brands. He began his gaming career in 1999 at casual games site Shockwave.com as an Account Executive, integrating brands into and around flash games & shorts.

    In 2003, he joined Ziff Davis Game Group, where he was one of the creators of 1UP.com, a highly ambitious social networking site for gamers. Bill then joined the launch team at Massive Incorporated, serving both the ad sales and business development teams through the acquisition by Microsoft in 2006.

    During his six years at Electronic Arts (2007 - 2013), he drove numerous breakthrough programs based on his "Marketing At A Margin" philosophy (essentially - that the marketing of video games is in and of itself, "entertainment," and that brands are more than happy to support those efforts financially). Examples include consumer code programs, sweepstakes, co-op media buying, branded entertainment, as well as web, console, and TV shows.

    Bill lives in Oakland, California with his wife and two children.
    [Email Bill]

    Advertising is a key pillar of monetization within a gaming environment, but to get those dollars, a developer must talk the language of brands. Get an inside look at how gaming is promoted and sold to brands internally at ad agencies, and learn the framework of how to talk to brand teams and the details that really resonate in order to sell the space. Bill Young you will walk away with an understanding of what brands need to hear in order to fork over their dollars!

  • Panel Continues...
  • Teut Weidemann's Session Continues...

  • 12:00 - 12:20



  • 12:30 - 12:50


  • Justin FORTH, Head of Global Business Development, PubNative
    Justin Forth is the Head of Global Business Development for PubNative, the first native-only SSP that can be accessed through an API, enabling publishers to break away from the standardization of native formats. Prior to PubNative, Justin worked closely in the mobile game monetization and user acquisition world with leading marketing experts AppLift, and at Android ad network Getjar before that. Originally from New England, he is a graduate of UC Davis and is the biggest NY Jets fan on the West Coast.
    [Email Justin]

    Not ruining the user's experience is one of the top 3 priorities of any developer, but so is making money. In a time where apps and games are littered with ads in every form, the user experience is ultimately changed from its original concept. But there is a new way that both publishers and consumers can get what they're looking for. Publishers are looking for a way to monetize from their traffic and consumers just want to play their game or read their news in peace. Monetizing through native ads is the best way to accomplish this. Want to target a specific group or want full transparency of where your offers are running? During this presentation, Justin Forth will go through the history of mobile ads and how native ads are shaping the future.

  • Mark ROBINSON, CEO, deltaDNA
    Fascinated by the potential of big data and games, Mark co-founded deltaDNA (formerly GamesAnalytics) in 2010 and has made it his personal mission to evangelize how analytics can change the games industry learning CRM techniques and business thinking from other market sectors. Mark has over 15 years’ data mining experience industry, across companies such as Heineken, Office Depot, Aviva and Unibet.
    [Email Mark]

    Without an upfront investment the F2P player has no automatic commitment to a game. As acquisition costs soar (often outstripping LTV), building a long-term relationship with your players is essential. This player relationship management session shares cross-genre data to understand different behaviors in the game lifecycle. It looks at who you are acquiring, the first 60 seconds, first time to payment plus re-engagement. Discover how to unlock the threshold of engagement using analytics and targeting techniques to help improve your player retention.

  • Nicole LAZZARO, Founder and President, XEODesign, Inc.
    Nicole Lazzaro is a world-renowned game researcher, designer and speaker who makes games more fun. She discovered the Four Keys to Fun in 2004, a model used by hundreds of thousands of game developers worldwide. She used this model to design the iPhone's first accelerometer game in 2007, now called Tilt World, which aims to plant one million trees in Madagascar. Nicole has been named one of the most influential women in the gaming industry by Fast Company, Forbes and Gamasutra. Nicole's work on user experience and emotion spans over two decades, and she has worked with some big names such as EA, Ubisoft, D.I.C.E., and The White House.
    [Email Nicole]

    Change is hard. Advances in game design and neuroscience can make it easy. Millennia of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Free to play game designers ignore this battle at their peril. Specially designed games can hack your player's brain to turn vicious cycles into virtuous ones to help the player get smarter, drive retention, and even fight climate change.Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.


  • 1:00 - 1:20


  • Scott PRATHER, VP Business Development, PlayPhone
    Lou FASULO, CEO, Z2Live
    Mark BALABANIAN, VP, Business Development, Turn
    Patrick CONNELLY, Marketing Manager, Reverb
    Moderator: Lewis ROTHKOPF, SVP Global Monetization Solutions, Millennial Media
    Scott Prather is VP, Business Development for PlayPhone, the world’s leading mobile gaming network and provider of mobile gaming solutions to top global carriers. At PlayPhone, Scott leads the teams responsible for business development and strategic partnership acquisition, carrier relationship management, content acquisition and developer relationship management. Scott directed the efforts that led to the development and launch of both SingTel’s and Verizon’s smartphone gaming destination on Android devices, WePlay and Games Portal respectively, as well as the acquisition of thousands of game developers and hundreds of games that are live on the gaming service.
    [Email Scott]

    Lou is CEO of Seattle-based Z2, developer and publisher of free-to-play games focused on great gameplay experiences coupled with great story-telling. The company’s top franchise, Battle Nations, is available on iOS, Android, Mac OSX and Windows. Prior to Z2, Lou lead the Publishing Team at NY based Sonic Boom Games including portfolio planning, sales, business development and marketing for the leading mobile games and UGC applications publisher. Previous to Sonic Boom, Lou was the Vice President of Distribution at Vivendi Games Mobile, now Activision, where he lead sales and partner management to achieve the number 6 sales ranking in North America. He secured distribution for the company’s mobile products on over 30 channels in the US, Canada, and Latin America. Lou helped launched the award-winning Surviving High School game - one of the first original IPs on mobile that consistently ranked among the top selling titles in North America for two consecutive years. Prior to Vivendi, Lou held management positions at AT&T Mobility (formerly Cingular Wireless), and oversaw content acquisition and product management of games and applications. Lou received his Masters Degree in Engineering from Clarkson University.
    [Email Lou]

    Mark Balabanian is Vice President of Business Development at Turn, the leading independent provider of media and data management solutions for digital advertisers. At Turn, Mark is responsible for video, mobile, data and technology partnerships. Prior to Turn, Mark was VP of Business Development at Peerset – a provider of social-interest data for digital advertising – which was subsequently acquired by KIT Digital. Mark was also a Principal at Sienna Ventures where he led investments in social, e-commerce and adtech start-ups. Earlier in his career, Mark was a media and technology investment banker in New York and San Francisco. He holds a BA in Economics from Harvard.
    [Email Mark]

    Patrick is Marketing Manager of Reverb, a personalized news discovery app that is a new way to discover news trending around the world. At Reverb, Patrick leads marketing efforts to deliver measurable mobile app growth and build user retention. These marketing programs encompass aspects of social media, PR, SEM, email, push and analytics. Patrick has previously worked on both the buying and selling side of mobile adverting, first at Universal McCann overseeing large integrated media campaigns and then in sales marketing at InPowered, the largest network of independent technology blogs. Patrick received a B.A. in Economics from the University of Pennsylvania.
    [Email Patrick]

    Active in the digital media community for more than fifteen years, Lewis Rothkopf is Senior Vice President, Global Monetization Solutions at Millennial Media, the leading independent audience platform in digital advertising. He joins Millennial via the company's acquisition of Jumptap, where he was SVP of Network Development and Publisher Acquisition.

    Prior to Jumptap, Lewis oversaw AMP, a sell-side data and media management platform, for multi-screen company Collective.

    Previously Lewis was Senior Vice President of Network and Exchange at BrightRoll, where he built, scaled, and managed the company's industry-leading video ad network, video ad exchange, and mobile inventory businesses.

    Earlier in his career, Lewis was head of distribution for NBCUniversal’s digital video syndication business. Additionally, he spent five years at DoubleClick (now part of Google), most recently as sales and account management leader. And as director of sales at LightningCast, one of the first video advertising companies, he helped ready the company for acquisition by AOL. Lewis is a graduate of Boston University and lives in New York City.
    [Email Lewis]

    More than ever before, developers have access to rich pools of data – both of the first and third-party varieties – that can enable them to create better, stickier, and more monetizable user experiences. What are some of the best practices that industry leaders have employed to make data-driven decisions? Can we now know, with unprecedented precision, the moment at which a user is likely to organically bounce out of a game? And if so, should that influence their advertising experience? Can we convert free users into paid through the use of smart internal marketing? Can we combine first and third-party signals to make game mechanics work better? Learn how your peers are leveraging “big data” to build better, smarter and more monetizable products.

  • Richard BISSO, CTO & Co-Founder, Hyperkinetic Studios, LLC
    Rich is a 13-year veteran of the games industry who has served in key design, production, and programming roles on everything from acclaimed, bestselling AAA titles like Spider-Man 2: The Game, to small-team indie projects. A graduate of Georgetown University’s School of Foreign Service in Washington, DC, Rich was most recently the technology and design lead at LOOT, a small, creative division of Sony DADC New Media Solutions. During his tenure at LOOT, his teams created award-winning games and video applications for a variety of prestigious clients on various platforms such as Android, iOS, PC, and console.
    [Email Richard]

    Is it possible to make money in games as a service without being "evil"? This session focuses on how to employ positive, player-centric psychological, business, and design techniques to grow and maintain your game as a service in a conscientious manner.

  • Juan GRIL, Studio Manager, Joju Games
    Steve MERETZKY, VP of Creative, GSN
    Dave ROHRL, Founder & CEO, GameHound Inc.
    Joju Games founder and studio manager Juan Gril has more than 16 years of experience developing casual games. Joju Games produces casual games for international clients including Atari, MTV Networks, and Disney.
    Juan is an advisor for the Free2Play Design and Business Summit at GDC, judge for the "Sense of Wonder Night" Game Festival at Tokyo Game Show and an editor of the IGDA Casual Games White Paper. The former head of Yahoo! Games Studios and a founding member of the team, he thinks video games are the coolest thing ever.
    [Email Juan]

    It's hard to have a serious conversation about gaming without mention of Steve. It's also hard to have a humorous conversation about gaming without mention of him. Steve's contributions to the industry began in 1981 at the legendary adventure game company Infocom, where his titles included Planetfall, The Hitchhiker's Guide to the Galaxy (in collaboration with Douglas Adams), Leather Goddesses of Phobos and Zork Zero. Steve is currently vice president of creative for GSN Games, the cross-platform games division of GSN (Game Show Network). Prior to joining GSN Games, Steve was vice president of game design for Playdom, a division of Disney Interactive. Previously, Steve co-founded Boffo Games and held senior creative posts at Blue Fang, Floodgate Entertainment and WorldWinner.com, GSN's cash tournaments site. Over his prolific career, Steve also consulted with teams at Activision, Blizzard, EA, Harmonix and Hasbro, to name a few. A former board member of the IGDA, Steve organizes the Free to Play Design & Business Summit at the GDC, as well as the annual Game Designers Workshop. Steve holds a Bachelor of Science in construction project management from MIT, but otherwise assures us that he did not waste his four years there.
    [Email Steve]

    Dave Rohrl has been producing and designing games for the last 20 years, creating mass market hits for a wide variety of companies including Playdom, Zynga, PopCap, Pogo, and The Learning Company. Dave likes surfing the front edge of the wave, focusing on online casual games since 2000 and free to play games since 2008. Dave is currently involved in multiple new ventures, including a design, monetization, and product strategy consultancy for free-to-play game companies, a game recommendation app, and an independent game developer. He also advises a few companies and serves as a mentor for multiple game incubators. Dave rarely sleeps, and when he does he feels horribly guilty about it. He lives in the San Francisco Bay Area with his two daughters, a struggling vegetable garden, and 500+ board games.
    [Email Dave]

    Dave Rohrl, Juan Gril and Steve Meretzky -- the game industry's three wisest men, or three wisest guys, depending on who you ask -- continue their long-running and popular annual analysis of the free-to-play (F2P) games space, covering all genres and platforms. Like all previous areas of the games business, such as console gaming during the 1990s, the F2P space is rapidly maturing. With that comes a move from revolutionary change to evolutionary change, and fewer new breakouts at the top of the charts. Change continues, but it means we have to look deeper and more carefully to see what it is ... and what it means. Come learn what those developments are, and hear practical advice about what it can mean for your games and your company.


  • 1:30 - 1:50


  • Panel Continues...
  • Jung SUH, VP Global Publishing, Yodo1
    A game industry veteran since 1995, Jung held product management and senior production roles at industry leaders Activision, Walt Disney, and Electronic Arts. He subsequently co-founded pioneering game rental company GameFly, where he was VP of content, and was most recently co-founder and CEO of mobile game developer Red Rocket Games (a Yodo1 studio partner based in Shanghai), leading development on three titles which became top 100 iOS hits: Hank Hazard, Mevo & the Grooveriders and Little Runner. Previous to working in games, he was an agent trainee in Digital Media at CAA, Hollywood’s leading talent agency.
    [Email Jung]

    OMG:TD!, a mid-core tower defense game co-developed by Beijing-based Yodo1, recently reached over 2.5 million users, becoming an international crossover hit. With cartoonish graphics and zany humor, the game has attracted a large playerbase of casual players, including females. This post-mortem will delve into the takeaways of how we sustained growth and usage, while also driving monetization long after its December 2013 launch.

  • Panel Continues...

  • 2:00 - 2:20


  • Art SANTOS, VP Business Development, MediaBrix
    Art Santos has been helping developers around the world make games for over 16 years. He has held senior level business development roles at gaming companies such as GameSpy, DemonWare and Kontagent. Find him at: www.linkedin.com/in/artsantos
    [Email Art]

    Developers are moving from the paid model to free to play (F2P) games and must take survival into their own hands. Hear gaming industry expert Art Santos explore what money-making options are available to developers. Learn how there is more to ad monetization than user acquisition. Explore how advertising can result in higher yield and happier players and find out how to make money from brands like Coca-Cola and Samsung through advertising that adds value for your users and value to your games. And the secrets of how advertising can impact your retention and engagement in positive ways.

  • Bob CHRISTOF, Director of Game Development, GamePoint
    Rik HAANDRIKMAN, Director of Business Development, GamePoint
    With over a decade of experience in the game industry, Bob has been overseeing the development of all GamePoint games for most of those years. In his role as director of game development, Bob has launched over a dozen games, simultaneously managing teams in two different countries. His knowledge on the inner workings of synchronous multiplayer games is second to none and has brought the world smash hits like GamePoint’s WordTornado and GamePoint Bingo.

    His prior experience in the business ranges from community management to journalism, which he practiced as a writer for gamer.nl, The Netherlands’ biggest game-related online magazine. He took both roles in an effort to fulfill his lifelong dream of being part of the games industry. Closing in on 15 years of work for the industry, Bob can rest assured knowing that that dream came true.
    [Email Bob]

    Rik oversees worldwide business development, marketing and growth for GamePoint. Building relationships with key partners around the globe, leading the trafficking teams and overseeing data and monetization projects, he has a wealth of experience on multiplayer games and the game industry in general.

    Prior to working at GamePoint, Rik held several positions in the dance event industry and spent a short stint as a professional trend watcher. His academic background in psychology, marketing, economics, international trade, art, culture and engineering have yet to materialize in a degree, but as he’s always happy to admit he’s “more of a big picture kind of guy”. Rik has frequently spoken at industry events throughout the world on topics ranging from free to play game mechanics to multiplayer game development.
    [Email Rik]

    With incredible retention, engagement numbers that are through the roof and some of the best monetization in the business, synchronous multiplayer works. At the same time, development is hard and expensive. Come hear GamePoint talk about their 16+ years of multiplayer game development experience. Riddled with actionable insights, workable advice and real world examples, this session includes a short run through of design choices made in the development of their upcoming title GamePoint Poker and the data that informed those decisions.

  • Neil HALDAR, VP of Business Development, GREE
    Alex ROSEN, VP of Product, GREE
    Raymond HOLMES, Creative Director, MunkyFun
    Neil Haldar is a 21+ year veteran of the videogame industry and is currently VP of business development at GREE International. Prior to joining, Neil managed business development for large-scale entertainment and gaming brands including MGM Studios, SkyZone Entertainment, and RocketNinja. While at MGM Studios, Neil was responsible for the lifecycle of James Bond video games and interactive products. He also comes with extensive development experience from early in his career through building games for the 3DO platform and has worked on over 120 games in his career on multiple platforms worldwide.
    [Email Neil]

    Alex Rosen is the vice president of product at GREE. He runs multiple games in the studio, both live and in production and also manages the business intelligence group, responsible for data analysis and optimization at the company. Previously, he was director of analytics & monetization at Funzio, a leading social gaming startup acquired by GREE in May 2012. Before Funzio, Alex worked at Google in the Google Apps for Enterprise group.
    [Email Alex]

    Raymond Holmes is the creative director of MunkyFun. He has been a producer and lead game designer for more than 17 years, working with a variety of genres and platforms before moving into mobile. Before joining MunkyFun, Raymond worked at Zynga as part of the Mafia Wars team and was the designer of the original FarmVille title. He has also worked at Playdom and Playfirst. He is a passionate gamer and is focused on designing great gameplay experiences for players worldwide.
    [Email Raymond]

    Neil Haldar will host an open and frank discussion about how to build and maintain a successful publisher/developer relationship. This discussion will feature team members from GREE's second party production team as well as the team from one of their developer partners. The discussion will include best practices, things that have worked or didn't work, and how to effectively address issues together.


  • 2:30 - 2:50


  • Leonard FRANKEL, Head of Business Development, Plarium
    Leonard Frankel oversees all biz dev activities in Plarium, the largest hard-core games developer on Facebook. The company’s strategy series includes titles such as Stormfall, Sparta and Total Domination. Leonard is richly experienced in both business and technology; he is responsible for locating investment opportunities in various markets for Plarium. He is also leading Plarium into mobile and browser platforms, establishing collaborations, and locating new technologies and services.
    [Email Leonard]

    These are two of the most important elements that should be integral to almost any game; especially so in free to play. A proper events system works towards improving engagement, monetization and even retention. In this talk, Leonard will walk through what we learned in Plarium in the four years of operating strategy games and how it can be applied to almost any game you create.

  • Kay CHAN, Associate Producer, East Side Games
    Kay Chan is an associate producer at East Side Games, an Indie studio in Vancouver, Canada. A fresh face in the video game industry, Kay is currently involved with Pot Farm, a game ranked in the top 100 grossing games on Facebook. She has also managed teams and projects in analytics and business development. Kay is an active supporter of the games community and leads Women in Games Vancouver and IGDA Vancouver.
    [Email Kay]

    Currently there is a trend of single player, free-to-play games introducing and improving multiplayer features in established games. In this talk, Kay will discuss how East Side Games added player communities and live game events to Pot Farm, a game that was released as a single player game in 2010. Using specific examples, she will show how these multiplayer features affected the game’s ecosystem and the impact these changes had on player behavior, gameplay, community, monetization and KPIs.

  • Nick BERRY, Data Scientist, Facebook
    Rocket Scientist, privacy ambassador, geek, consultant, TED speaker and blogger. Nick has worked in the games industry for over 20 years, including a dozen at Microsoft. Nick now, proudly, works at Facebook as a data scientist.
    [Email Nick]

    You've got a great game, but a very small marketing budget. What techniques can you employ to get your game seen by as many people as possible?


  • 3:00 - 3:20


  • Lisa MARINO, CEO, RockYou
    Previously RockYou’s chief operating officer, Lisa guided the company through its years as a social game developer, when it became one of the top five publishers on Facebook, and led its rebirth into a profitable in-game video ad network. She holds an MBA from Stanford.
    [Email Lisa]

    Can the game industry transcend its perception as a hit-driven business? Very few titles can reach the mega-hit status of FarmVille or Candy Crush, and even blockbusters struggle to remain profitable after their initial burst of popularity. The challenge is even greater for smaller hits that can’t consistently earn enough from IAP. This talk will analyze the problem, and propose a long-term solution for game developers who want more value from the great games they’ve worked so hard to create.

  • Mike LU, VP of Product, GREE
    Mike Lu is the VP of product at GREE where he oversees teams working on popular games like Crime City, Modern War, Kingdom Age, Legends of War and upcoming titles. His titles have reached top charts for both IOS and Android. He has over 10 years of product experience working in mobile social games and online media. Mike was the executive producer at Funzio when it was acquired by GREE and previously he was the general manager of popular social mobile gaming company RockYou and employee number five at Yume.
    [Email Mike]

    Presentation by GREE's VP of product, Mike Lu. With a focus on building a long life for games currently out on the app stores, topics will include discussions about live-ops, community communication, and best practices for adding in new content and features. Mike will illustrate and expand on these topics using examples, methodology, and numbers.

  • Glenn KILADIS, VP, New Market & Media Solutions, Chief Games Evangelist, Fiksu
    At Fiksu, Glenn leads the ideation of new mobile marketing & media solutions for games, brands, and agencies. He also built FreeMyApps, which quickly grew to become one of the world’s largest rewards based app discovery & engagement ad networks. Fiksu sees 50+ million DAU’S on its mobile marketing platform & works with 33 of the top 50 grossing game publishers. Prior to Fiksu, Glenn was VP, marketing, user acquisition & mobile ad monetization for HeyWire, a cloud based multi-screen SMS & social networking platform with over 5 million registered mobile users. Previously he was VP, marketing & game developer relations for Zeemote, a mobile gaming company, acquired by GAIA Holdings of Japan. There he worked with EA Mobile, Glu, Gameloft, Nokia, Sony, T-Mobile, Vodafone & others. He also held leadership positions at Digit Wireless, a mobile device UI/UX Co. and Logica (now Acision) the leader in mobile messaging delivering 2 trillion messages yearly.
    [Email Glenn]

    For most mobile game marketers, social channels, including Facebook, and now Twitter, are the most productive source for acquiring high-quality, transaction oriented players. In many cases, initial results are successful, but increasing scale and maintaining momentum over longer periods can be a challenge. How do you ramp up volume while maintaining sustainable player acquisition costs? What are the best ways to maintain performance while avoiding saturation and keeping campaigns relevant to only the target audiences? Fiksu’s talk will cover the tools and strategies to address these questions as well as share results from a study of 8 million downloads comparing the performance of Facebook for marketing games to other media. We’ll also look at Twitter’s all new Mobile App Promotion product suite, including the available tools to maximize performance, and highlight some initial results from Fiksu clients.


  • 3:30 - 3:50


  • Jarrod EPPS, Founder & CEO, CashPlay
    Jarrod Epps, CEO of Cashplay, has been launching, leading and successfully exiting companies in Europe since 1996. Managed by a team with more than 20 years combined experience in online and mobile transactions, Cashplay is the leading global provider of cash tournaments for mobile skill games, having the exclusive approval of Apple for unlimited global payouts on games in the App Store. In-line with closing Series A funding, in February of this year Cashplay opened new offices in San Francisco and is currently looking to double the size of the team.
    [Email Jarrod]

    This session will cover the legalities and structures of cash tournaments in your games, outlining the direct and ancillary income potential the newest generation of monetization is bringing to both indie and AAA games. Some of the key topics to be covered include:
    • What are the legalities and pitfalls to watch out for?
    • Which games can include cash tournaments?
    • What are the actual revenue and engagement metrics delivered through this model?

  • Elizabeth PRIESTMAN, EVP & Partner, Fuse Powered
    Jon WALSH, CEO, Fuse Powered
    As an industry leading mobile games executive, Elizabeth has marketed numerous top 10 free-to-play titles including Jaws Revenge, Scarface , Universal Movie Tycoon, Zombie HQ, My Sea Park and Retro Pinball. Elizabeth was bitten by the startup bug early. While still in high school, she started her first business, selling it three years later to attend university. After graduating from British Columbia Institute of Technology, she founded a digital marketing agency serving some of the world's leading brands such as Acura, AIG, Allstate, Bell, Cadbury, Heinz, Honda, Nissan, Rogers, Scotia and Universal Music. Elizabeth is a graduate of the British Columbia Institute of Technology, a mentor of entrepreneurism with the American Marketing Association's Hall of Legend's Program, a past member of the Young Entrepreneur's Association and recently attended Harvard Business School's Digital Marketing Program.
    [Email Elizabeth]

    Jon’s been a gaming entrepreneur his entire career. After graduating from business school he founded a game retail store, which went on to become the highest grossing independent retail game store in the country. Shortly after, he worked for Activision as the Canadian Sales Manager, then founded his own game retail game publisher called Groove Games. Groove grew to over $20MM in revenue in four years, publishing hit PC and console games including Marine Sharpshooter, Pariah and Playboy: The Mansion. In 2009, he founded Fuse and published a number of hit mobile games including Retro Pinball, Jaws, Jaws Revenge, Zombie HQ and Scarface, that collectively have had more than 25MM downloads. The publishing tools that Fuse built became so powerful and popular with development partners that Fuse transitioned from publisher to platform provider in the spring of 2013. Fuse now provides FuseBoxx, a platform that has since passed 200MM downloads and powers apps for millions of users every day, and AdRally, the industry’s first full managed ad mediation solution. Jon has his HBA and MBA from the Ivey School of Business, University of Western Ontario.
    [Email Jon]

    You don’t need to wait 30 days to know whether your title will be successful. The first 48 hours after launch will show all the telling signs, and, more importantly, give you enough time to adjust your path. This session will detail how to develop and measure against a hypothesis to understand whether you have acquired enough players, what they are doing, and whether they are engaged enough to spend, or come back. You’ll learn how to determine which metrics to benchmark against across player acquisition, session duration, sessions played, return rate, conversion, and progression. You’ll learn how to create a playbook, which will reveal very specific reasons you are not hitting your metrics and deliver clear, actionable direction to hit your goals.

  • Holly LIU, Founder & Chief of Staff & Culture, Kabam
    Holly oversees Kabam’s corporate culture and is responsible for driving Kabam’s vision, mission, and values for its more than 750 employees in offices around the world. Prior, Holly was VP of people ops and director of user experience. She led the product design for Kabam’s award-winning Kingdom’s of Camelot, and was also an initial designer for the mobile extension the 2012 top-grossing Kingdoms of Camelot: Battle for the North. Before co-founding Kabam, Holly was senior user interface designer for AOL, and also worked as a consultant for Arthur Andersen and Accenture. She was named to Forbes’ “Top 10 Women Entrepreneurs to Watch” in 2013 and one of Fortune’s “10 Most Powerful Women in Gaming.”
    [Email Holly]

    Holly Liu will be speaking about how passion is a necessary component to growing a business, but also how the pitfalls of passion can hinder success. She will also share practical advice on how to make sure passion for success is effectively harnessed in this new age of gaming.


  • 4:00 - 4:20


  • David MADDEN, SVP of Global Media Solutions, EA
    Volkan EDIZ, Director, Business Intelligence & Monetization, GREE
    Baudouin CORMAN, VP of Publishing, Americas, Gameloft
    Moderator: Damon MARSHALL, VP Business Development, SupersonicAds
    Dave Madden joined EA in April of 2011 as the senior vice president of global media solutions. In his role at EA, Mr. Madden oversees all media sales related activities in and around EA’s game properties across all platforms including console, online, social and mobile. Prior to joining EA, Mr. Madden ran business operations at WildTangent Inc., as its executive vice president of sales, marketing and business development. During his tenure there, WildTangent emerged as an industry leader with its distributed games service and its unique BrandBoost advertising platform. Before WildTangent, Mr. Madden was the executive vice president of sales and marketing at News Digital Media, the internet division of News Corporation and prior to that, got his start in media as the associate publisher of Runner’s World Magazine. Mr. Madden currently serves on the Board of the Interactive Advertising Bureau (IAB).
    [Email David]

    Volkan Ediz is director of business intelligence at GREE International, where he focuses on maximizing lifetime value of players across GREE International titles. He also heads all alternative monetization solutions (i.e video ads, offerwall, in-game product placement etc.) Before GREE, Volkan worked at Funzio, Linkedin, and Keystone Strategy. Volkan holds a Ph.D. degree from Carnegie Mellon University with expertise in machine learning and computational chemistry. His passion for big data and games led him to GREE, where his team turns social gaming data into actionable insights, and actionable insights into execution.
    [Email Volkan]

    As vice president of Publishing Americas for Gameloft, Baudouin is responsible for spearheading the company’s publishing efforts in North America and South America. He is in charge of leading the business operations, building the growth in the region and heading the global partnerships with Apple, Google, Microsoft and Amazon. Prior to his current position, Baudouin was director of sales and marketing for Gameloft’s Latin American division where he built from the ground up the distribution networks and the local operations. He developed the activities into a large scale business, making Gameloft the number one mobile games publisher in Latin America.
    [Email Baudouin]

    Damon has over 17 years of experience in consumer technology and connected entertainment. He heads Business Development for SupersonicAds, a leading full-service monetization platform for mobile and online games. Damon has held a number of roles in the video games industry, including having worked for IGN Entertainment, WeGame and Macrovision over the past eight years. His achievements include the successful acquisition of WeGame by Tagged.com in September 2011, managing the launch of IGN's independent games digital distribution channel and spearheading the "Indie Open House" project, a community outreach program providing aspiring game developers resources to help them achieve their goals. A native of Los Angeles, Damon lives in the Bay Area with his wife and two children.
    [Email Damon]

    Will implementing standard ad formats stunt the innovation of the mobile ad market? It’s been a hotly debated topic at most mobile conferences this year and is not likely to die down anytime soon. Developing standards has a positive impact on driving scale and investment from advertisers, but can sometimes stifle the innovation that drives engagement and brand awareness without interfering with the mobile user experience. Damon and his panel of advertising experts will examine what’s working and what’s not from both the advertisers perspective as well as that of the developer. There won’t likely be a definitive answer today, but it’s an on-going debate that we should all be discussing.

  • Sharon MAGEN, CRO, Appoxee
    Sharon is the chief revenue officer at Appoxee, and a veteran sales executive with a proven track record in the SaaS space. Sharon was one of ClickTale’s first employees where he grew revenues from a few thousands of dollars to more than $10M a year. Prior to that, Sharon headed the entire Eastern Europe operations in ICQ (acquired by Mail.ru). Sharon holds an MBA from INSEAD and a B.SC in Mathematics and Computer Science from Tel Aviv University.
    [Email Sharon]

    Based on analyzing the usage data of over 300 million users, it’s clear that up to 80% of users will abandon your app within the first 30 days. With so much effort spent acquiring new users, why not do more to retain the ones you already have? In this session, we’ll look at the art and science of mobile marketing automation. We’ll give some hard data, best practices and straightforward strategies for winning back dormant users, as well as show you how to optimize your communication to keep your active users engaged and spending.

  • Luke STEPLETON, Co-founder, 3BlackDot
    Tom CASSELL, YouTube Personality, The Syndicate Project
    Adam "Seananners" MONTOYA, YouTube Personality, SeaNanners Gaming Channel
    Jimmy YUN, CEO, Section Studios
    Mitch BERMAN, Managing Partner, Zen Media Entertainment Group
    Prior to forming 3BD, Luke Stepleton was director of entertainment partnerships and top talent management at Machinima, the world’s leading entertainment and gaming YouTube network. Stepleton has extensive experience working with talent and top brands such as Ubisoft and Taco Bell, to create integrations that effectively communicate a program’s narrative while being authentic to its viewer. Stepleton can also be seen in 3BlackDot’s successful mobile game, Zombie Killer Squad, in which he is featured as an in-game character. This is the first time that real YouTube celebrities are featured as characters in a video game.
    [Email Luke]

    Tom ‘Syndicate Project’ Cassell is the largest gaming channel in the UK with over 1 Billion total views, 7.3 Million subscribers, and 50+ Million monthly views. He has rocketed to the top of the Youtube gaming space with a blend of Zombie, Minecraft, and Travel shows. His engagement with his community makes him one of the largest social media gaming influencers in the world.
    [Email Tom]

    Adam Montoya, better known as SeaNanners, started his entertainment career in 2009 as a gaming content producer. Five years later, Adam has created a large online brand with over 950+ million total YouTube views, 60+ million monthly views, 4+ million YouTube subscribers, and more than 600,000 Twitter followers.
    [Email Adam]

    Jimmy is the founder and CEO of Section Studios, Inc., a multidisciplinary content creation studio with emphasis on visual development for games/entertainment. Jimmy got his start in multi-billion dollar corporations working on operations strategy, and with his love for art, founded Bluecanvas.com. Bluecanvas is a multi-genre artist network spanning across the world. Section Studios was a spinoff of Bluecanvas to pursue visual development across different technological platforms, mainly in gaming/entertainment. Section has partnered with many indie-game developers who come with different exciting gameplay ideas on various technological platforms to create an ultimate gaming world.
    [Email Jimmy]

    Mr. Mitchell Berman is a 30-year international, entertainment and technology media veteran, participating in the launch of 6 start-ups and a successful IPO. These initiatives span social/mobile TV, games, over-the-top video, video-on-demand, cable, satellite, digital music, interactive TV, IPTV, and subscription-based entertainment products and services. Currently, Mitch serves as a managing partner at Zen Media Entertainment Group focusing on investments in digital entertainment, social media, games and mobile commerce/banking start-ups. Mitch is a frequent speaker at industry conferences and serves as a member of the International Academy of Television Arts & Sciences.
    [Email Mitch]

    The traditional definition of “celebrity” has evolved to include those who influence a mass audience, no matter what the medium. Content networks such as YouTube provide a means of discovery and democratization of content that creates millions of dedicated, loyal followers. How can brands within the gaming realm leverage the power of a YouTube personality organically to drive organic user acquisition? Traditional entertainment studios are beginning to pay serious attention to YouTube stars and the influence their network can have on peer-to-peer user acquisition. This panel will be dedicated to answering a new and important question –how can entertainment entities, gaming companies and other brands utilize the individual fan base of YouTube talent to drive loyal, lifetime users?


  • 4:30 - 4:50


  • Panel Continues...
  • Shai MAGZIMOF, CEO & Co-Founder, Nextpeer
    Shai is the CEO and co-founder of Nextpeer - a mobile gaming multiplayer platform with more than 5,000 games using its SDK and over 100 million downloads. Before starting Nextpeer at age 20, Shai started his first company at age 19, Greplin, with a childhood friend after participating in Y-Combinator. Greplin later became Cue and was recently sold to Apple. As a child and teenager, Shai was interested in technology and taught himself programming and worked in several startups as a developer before graduating from high school. His favorite part of technology was always gaming, and he spent many hours playing computer games with his father as a child - always looking for the best new game to play together. The Nextpeer team of 13 people is currently based in Tel Aviv and is busy building the next generation of multiplayer gaming for mobile.
    [Email Shai]

    A proven method for increasing retention rates on mobile games is multiplayer features. Single player games are starting to lose steam in today’s market due to their limitations: their gameplay is either repeated ad nauseum or finite based on content length. Most mobile single player games only retain a player long enough to beat the game or grow tired of it’s core gameplay mechanic. Multiplayer provides the player with a feature that stimulates a desire for gameplay by making it more competitive and social. Some mobile games have seen multiplayer add another 50-100 hours to the game’s lifespan. A data driven lecture about the most important multiplayer components in mobile gaming and how to get more loyal users and a better social experience in your game.

  • Panel Continues...

  • Golden Gate, Lobby Level

  • July 24:
    Mobile

    Emcee: Pepe AGELL, Head of International, Chartboost

    Pepe Agell leads the International Expansion at Chartboost. In his role, he oversees the global expansion of the company’s publisher base, strategic partnerships, and customer relationship management (CRM) to ensure the highest standard of service and support. In addition, Agell translates feedback from and interaction with the company’s worldwide publishers to inform the technology development of the company’s leading direct-deal advertising marketplace. He holds a Mechanical Engineering degree from the UPC Barcelona and the ETH Zurich. Previous to Chartboost, he led product management and operations teams in both multinational (Hilti AG) and startups (3scale and Innovalley).
    [Email Pepe]

  • July 23:
    Mobile

    Emcee: Nick BERRY, Data Scientist, Facebook

    Rocket Scientist, privacy ambassador, geek, consultant, TED speaker and blogger. Nick has worked in the games industry for over 20 years, including a dozen at Microsoft. Nick now, proudly, works at Facebook as a data scientist.
    [Email Nick]

  • July 22:
    Mobile

    Emcee: Karen MORGAN, Founder & Creative Director, Soma 365 Media

    Karen creates, directs, produces and designs visually stunning content and sets the overall artistic direction for Soma 365 Media. Karen founded Soma 365 in 2001 as a solution to leverage her extensive experience in fashion, design and media. Clients include, AT&T, Nokia, Microsoft, Sinclair Broadcasting Group, Nordstrom, LVMH, and several of the 100 brand advertisers around the globe. Karen is responsible for the creation and management of original IP, Conscious Beauty an educational and entertainment based brand, targeting girls. The brand reached #19 on comscore video metrics with over 1 billion impressions to date. Karen directs every aspect of the creative development process including structural practices within technology, UX design, and platform and monetization opportunities. Prior to establishing Soma 365, Karen spent over fifteen years in front of the camera as well as behind the camera as a successful international model and art director. Largely due to Karen's cross-departmental direction, Soma 365 has evolved in to an effective and profitable hub for premium content discovery and commerce opportunity.
    [Email Karen]


  • 10:00 - 10:20


  • Understanding Opportunities & Options for Western Developers Looking to Enter the Asia Mobile Market
    Josh BURNS, Gaming Industry Consultant
    Josh is a consultant in the gaming industry working with game developers, game publishers and service providers focused on online and mobile gaming to support key business areas including strategy, market intelligence, marketing, game publishing, business operations, product management and business development. Previously he worked at 6waves, leading the US product management team for one of the largest publishers of games for Facebook, iOS & Android where he managed & launched over 100+ apps including those from top developers like Kabam, Nexon & Atari as well as games based on IP from Eminem, Disney, Dungeons & Dragons, Starz & BBC. Prior, he worked at Electronic Arts, in EA’s Pogo.com division supporting one of the largest casual games websites focusing on product management, customer insights, new platforms, market strategy & analytics.
    [Email Josh]

    With the Asia mobile gaming market predicted by some to exceed that of the US in a few years, the opportunity for mobile developers in Asia has never been greater. This talk will initially touch on the specific opportunities in Asia for Western mobile developers, including an overview of the key markets like South Korea, Japan and China as well as the complexities and differences of these markets compared to the West. The focus of the talk will be to provide a better understanding of the specific and unique distribution channels in these markets for games as well as best practices for sourcing a potential partner to help you enter these markets successfully.

  • Decoding Mobile Games Industry Consolidation
    Andy YANG, CEO, Upsight
    Andy Yang leads the strategic vision, global management and product and business development for Upsight – the most comprehensive analytics and marketing platform for app developers. Andy led the company through the merger of PlayHaven and Kontagent, and spearheaded growth to more than 25,000 apps, 700+ million monthly active users and 500+ billion in-app events per month.

    Consolidation in mobile is heating up: Game studios have combined forces; service providers are merging or gobbling each other up. What does this mean for the mobile games industry, and how will it impact developers and publishers? Enter Upsight CEO Andy Yang on the heels of the high-profile merger of app analytics company Kontagent + mobile monetization firm PlayHaven. Andy will shed light on why consolidation is becoming a significant trend, how it will benefit the industry in the next 3-5 years and provide strategies for developers to navigate the always evolving mobile games market.

  • Mobile Game Publishing Executive Roundtable | 10:00 - 10:50
    Nick MALAPERIMAN, Head of Publishing, Roadhouse Games
    Giordano CONTESTABILE, VP Product Management & Revenue, Tilting Point
    Tim HARRIS, Founder & President, Industrial Toys
    Walter DRIVER, Co-Founder & CEO, Scopely
    Barry DORF, VP of Partnerships & Alliances, DeNA
    Moderator: Ian ATKINSON, VP Product, Sleepy Giant
    Nick Malaperiman is the head of publishing at Roadhouse Games and the co-founder of Chunky Pig Marketing. Nick has formerly worked in Games Marketing for Nokia and EA, and fancies himself a marketing rogue for big brands, media, mobile & social games. He has 20 years of experience driving content marketing for mobile and console gaming, with a list of 50+ hits on multiple platforms, including FIFA, NHL, Call of Duty, Spiderman and Star Wars.


    Giordano Contestabile is vice president of product management at Tilting Point Media, and former executive producer of Bejeweled at EA. He began his career in broadcasting and journalism, hosting shows on networks such as MTV and writing for video game magazines. All the while, Giordano was working as an internet consultant during the dot-com boom in the mid-nineties. He founded his first company in 2001, trailblazing in the nascent trend and viral marketing services industry. Mr. Contestabile has since worked in telecom and mobile business development, before settling into his current home in mobile gaming. Giordano speaks six languages, including Italian, Portuguese, French, Spanish and Chinese.
    [Email Giordano]

    Tim Harris is co-founder and president of Industrial Toys, and founder and former CEO of Seven Lights, one of the first companies to embrace social gaming. Harris was also founder and VP of SMG Play, an in-game advertising pioneer. He has a deep interest in comic books and even owns an innovative and experimental comics store in Chicago. It comes as no surprise that he brought on “some kickass art talent from ex-Marvel and DC guys” to help Industrial Toys design their first game, Midnight Star. Industrial Toys is currently hard at work developing the next-generation sci-fi shooter for tablets.


    Walter Driver is the co-founder and chief executive officer of consumer mobile entertainment network Scopely. Driver founded Scopely in 2011 along with AdSense co-creator Eytan Elbaz and ex-MySpace architect Ankur Bulsara. Scopely’s rapid growth earned it recognition from Goldman Sachs as one of the Top Private Companies of 2012. Prior to Scopely, Walter founded and served as CEO of O Negative Media and Ignition Interactive, developing social applications on the Facebook platform and reaching approximately 50 million users. In 2012, Driver was recognized by the World Economic Forum as one of its Young Global Shapers. He holds a BA in English Literature from Brown University. network Scopely. Driver founded Scopely in 2011 along with AdSense co-creator Eytan Elbaz and ex-MySpace architect Ankur Bulsara. Scopely’s rapid growth earned it recognition from Goldman Sachs as one of the Top Private Companies of 2012. Prior to Scopely, Walter founded and served as CEO of O Negative Media and Ignition Interactive, developing social applications on the Facebook platform and reaching approximately 50 million users. In 2012, Driver was recognized by the World Economic Forum as one of its Young Global Shapers. He holds a BA in English Literature from Brown University.

    Barry Dorf has worked in the games industry for more than 18 years. He’s currently the head of strategic partnerships and business development at DeNA where he's responsible for initiating and fostering the relationships between a range of licensing partners such as Hasbro and the NFL. Dorf’s role also includes conducting external developer outreach to enhance DeNA’s portfolio of games.

    Prior to his current role at DeNA, Dorf was the Senior Director of Third Party at the company where he oversaw third party for DeNA’s Mobage gaming platform in the West. He's launched over 50 third-party games and supervised development of the Mobage Developer Portal. Prior to DeNA, Barry co-founded the social gaming network, GameStrata, and he spent 12 years at Electronic Arts working on the Madden NFL video game franchise and the Pogo platform.
    [Email Barry]

    Ian Atkinson is the VP of product management at Sleepy Giant, a leading provider of backend gaming technology and services. Mr. Atkinson is a veteran of the emerging digital and interactive entertainment markets, yet has a diverse background in investment banking and technology and operations consulting. He was working in finance prior to joining THQ in 2007 as a director of corporate development. From there he segued into director of global online games for THQ and has worked in gaming since. Ian also founded and operates gigaGame partner llc, a business accelerator providing advisory and tactical support to studios, publishers and individuals for online, mobile and social games.
    [Email Ian]

    What are the problems in mobile publishing right now? What are the biggest challenges for publishers? Why should developers seek publishers? In this session, a panel of mobile game publishing experts will come together and answer the tough questions facing the mobile gaming industry right now around game discoverability, competition in the market, avoiding pitfalls in deals, and what developers can do to optimize their partnership with publishers for success.


  • 10:30 - 10:50


  • More is Less? Less is More? Finding The Balance Point In Mobile Advertising
    Sigal BAREKET, Co-Founder and CEO, Taptica
    Sigal Bareket’s background consists of over 8 years of experience in the mobile apps and mobile content business, including app design and marketing. After holding senior management positions in multimedia, internet and interactive TV companies, Sigal served as the CEO of Logia Mobile who managed the content activities for Israel’s largest mobile operator, Cellcom, as well as for other leading operators around the world. Her background includes content development, app creation, mobile content marketing and content team management. Sigal also founded and managed Bookid, a startup company that turned classical children’s books into interactive mobile apps. Today, Sigal is co-founder and CEO of Taptica, having recently moved to San Francisco to expand the company’s North American branch.
    [Email Sigal]

    So, you have decided to do the right thing and market your application. Fortunately, you live in a world where everything is trackable, measurable, and transparent. You may be thinking, “I’ll try my luck and bid low. If I can get engaged users on this bid – it’s a win-win!” What if I were to tell you that in the advertising world, more is actually less, meaning, the higher you bid, the less you pay for a booking/ paying user? The key here is to find your balance point! How much it is worth paying, to get the right amount of new users at the desired level of engagement.

  • Pinpointing the ‘Next Big Thing’ with Data-Driven Insights
    Bertrand SCHMITT, CEO, App Annie
    Bertrand leads the charge at App Annie. He is a technology entrepreneur with 14 years of executive experience in the mobile, internet and analytics space across Europe, US and Asia. Previously, he was VP mobile for Gomez (web analytics) acquired in 2009 by Compuware for $295M, and before that he was COO and VP marketing at Zandan (mobile analytics) acquired by Keynote Systems. Bertrand also held management / founder roles at Neocom Multimedia and Arkadia Netsystems. Bertrand holds an MBA from The Wharton School and a Master in Computer Science from ISEP, France. Outside of running tech companies, Bertrand is usually found trying out the latest gadgets and reading on his tablet.
    [Email Bertrand]

    Identifying and acting on app market trends is nearly impossible without access to context-driven data insights. Luckily, App Annie CEO Bertrand Schmitt has the information to identify emerging trends before they happen. What is working in Japan that will soon thrive in the US? How can a messaging app in South Korea aid the London app economy? Mr. Schmitt will reveal how developers and publishers can use analytics to act on emerging trends and become the next great app leaders.

  • Panel Continues...

  • 11:00 - 11:20


  • The Changing Dynamics of the Chinese Mobile Market
    Jason PARK, Vice President of Operations, Spelllgun and Concept Art House
    Jason Park is the vice president of operations at Spellgun / Concept Art House and leads operations for both Concept Art House’s art service business as well as their China mobile publishing division, Spellgun. He was previously founder and CEO of Mobula, a mobile game studio that made real-time online core games. Prior to starting Mobula, he was general manager, global publishing at Perfect World Entertainment. Jason has also held senior roles at IGN Entertainment, Gala-Net, and Sony Computer Entertainment. One of the pioneers of Free to Play in the Western market, Jason has spent years operating MMOs and mobile games played by millions throughout the world.
    [Email Jason]

    China is rapidly becoming the largest mobile game business opportunity for top developers given its size, rapid growth, and monetization potential. However, the fundamentals of the market are quite different from the USA and European experience. Applying best practices from those markets to China, or entering the market with implicit assumptions derived from success in the West, is likely a recipe for underperformance in China. This talk is a must for any developer who seeks to tap into the massive monetization opportunity presented by China's mobile games.

  • Mobile Web: To Spree or Browse? | 11:00 - 11:50
    Ron POWERS, SVP Business Development, Arkadium
    Aimee MEEHAN, Area Vice President, GameHouse
    Alexander KRUG, CEO, SOFTGAMES
    Ngozi WATTS, VP Worldwide Gambling, Unity
    Moderator: Cindy JOHNSON, Director, Marketing & Partnerships, GSN
    Ron Powers is SVP of business development at Arkadium. In this role, Ron is focused on expanding the reach of Arkadium’s Arena Platform, a fully customizable and responsive white-label gaming service, by identifying opportunities with the world’s largest destination websites, including ISPs, portals, media, and entertainment companies. A games industry veteran, Ron brings 15 years of experience in business development roles including head of business development at PopCap Games and principal & vice president of business development at GameHouse.
    [Email Ron]

    Aimee Meehan is area vice president for GameHouse, a wholly-owned subsidiary of RealNetworks, where she oversees the GameHouse division’s mobile publishing business. During her tenure at RealNetworks, Meehan has led global account management and marketing teams for the company’s mobile and PC casual games titles, focusing on areas including customer acquisition, conversion, retention, and content acquisition. Prior to joining RealNetworks in 2003, Meehan worked in online advertising sales with shockwave.com. She holds a Bachelor of Arts in speech and communications from San Francisco State University.
    [Email Aimee]

    Alexander Krug holds a Master of Arts in Media Management having studied in Mittweida – one of Germany´s most respected media universities. Previous to SOFTGAMES, Alexander has worked at Yahoo! Germany and managed to re-launch their complete gaming portal. Alex has also co-founded two successful start-ups, a role that’s perfect for him given his ten-plus years of experience making big things happen.
    [Email Alexander]

    Mr. Watts is a seasoned attorney and business strategist with a track record of not only structuring M&A transactions and strategic partnerships for Fortune 500 companies but also in building startup companies. He has deep skills in finance, business development, law, product management, and marketing with particular domain expertise in the global gambling industry from online and mobile to land-based. Mr. Watts currently works for Unity and holds Engineering and Law Degrees from Northwestern University and an MBA in Finance from the Ross School of Business.
    [Email Ngozi]

    Cindy Johnson is director of marketing and partnerships at GSN Games. With more than a decade of entertainment marketing experience, Cindy oversees external strategy and communications with key content and distribution partners such as EA/Pogo, Endemol, PopCap, Hasbro, Sony Pictures Entertainment and FremantleMedia. Prior to joining GSN Games in 2006, Cindy held marketing management positions at House of Blues, WARQ-FM and WAAF-FM. In her spare time, Cindy is an avid music junkie and trains as an amateur silk aerialist.
    [Email Cindy]

    Mobile Web is a largely untapped platform that delivers high-quality gaming experiences to players and growing returns to publishers. While often dismissed as a viable distribution channel due to discoverability, technological and monetization challenges, mobile web offers the clear benefits of a streamlined, resource-saving development process, autonomy from third-party platforms and customizable business models. In this session, hear industry experts debate the future of mobile web. Are we just browsing or on the brink of an innovation spree?

  • From Slingshots to Karts and Swords - Angry Birds' Journey to New Genres
    Kalle KAIVOLA, Senior Vice President, Publishing, Rovio
    Kalle Kaivola is senior vice president of product and publishing at Rovio. Prior to joining the Angry Birds flock, he worked at Recoil Games and before switching to game development he spent almost a decade as a games journalist.
    [Email Kalle]

    Expanding from an extremely casual title to more traditional genres is both a challenge and an opportunity.


  • 11:30 - 11:50


  • The Next Frontier: Optimizing Mobile Gamer Acquisition, Retention and Monetization (A.R.M.) in Southeast Asia
    David KIM, CEO, Animoca
    After several years of pioneering work in internet and technology in the US and Asia, David Kim now serves as the CEO of Animoca. He previously served as CEO of Lycos after spearheading its acquisition by Daum Corporation, and CEO of mail.com Corporation, a leading personalized email and messenger service.
    [Email David]

    With its rapidly rising mobile penetration rates, growing 4G availability, and maturing ecosystem, Southeast Asia (SEA) is likely to be the next frontier for mobile game developers. However, only those companies that can navigate the region’s complexities effectively will succeed in SEA. Animoca’s David Kim examines the platforms and technologies that are driving Southeast Asia’s amazing growth, while prescribing tips and exploring best practices to help mobile game developers excel in the region.

  • Panel Continues...
  • How Publishers Help Indie Devs Tackle the Freemium Conundrum
    Levi BUCHANAN, Sales Director, Chillingo
    Levi Buchanan is a 15 year veteran of the video game industry. From pioneering mobile game coverage at IGN to spearheading partner relations at Chillingo with hits such as Angry Birds and Cut The Rope, Levi has been a strong advocate for mobile as a dominant force in entertainment.
    [Email Levi]

    Helping indie developers strike a balanced ecosystem between monetization and entertainment in freemium games can be challenging in today's marketplace. Games are only successful at generating revenue when they're entertaining for people to play. Leading mobile game publisher, Chillingo sales director, Levi Buchanan can share insight and tips on how indie devs can achieve success based on case study examples.


  • 12:00 - 12:20


  • LUNCH BREAK
  • LUNCH BREAK
  • LUNCH BREAK

  • 12:30 - 12:50


  • SPONSORED SESSION: Keys to Successful Android App Marketing in Asia
    Choy WAI CHEONG, Director & COO, Metaps
    Choy has over 10 years of experience and a deep track record in business development, evangelism, marketing and sales. Choy is spearheading Metaps as the Director and COO of its regional headquarters in Singapore, and is responsible for overseeing operations in North America and Europe. He is also focused on building strategic alliances and leading Metaps to expand business in Southeast Asia and beyond.
    [Email Choy]

    Choy Wai Cheong will discuss the current state of the Android market throughout Asia, highlighting what changes we have seen in the past 6-12 months. He will analyze the market on both a macro- and micro-scale, reviewing the sales and growth of the region as a whole, and will also identify which marketing methods are successful in specific regions and why. Finally, Choy will present regional case studies to demonstrate how to effectively market your app and pinpoint particular market differences within the region.

  • LUNCH SESSION: The Best Time or The Worst Time: Opportunities and Choices for Mobile Game Starters in China
    Mag YANG, CEO & Co-Founder, Geoe Game (Beijing) Co., Ltd
    Mag Yang is CEO and co-founder of Geoe Game (Beijing) Co., Ltd, the Beijing-based mobile game developer founded in March 2013. Its first mobile game, 新三国萌将录 has successfully been holding the position of top 100 grossing apps in iTunes Store China. Prior to founding Geoe Game, Mag Yang was producer of Cannan Online, a browser-based MMORPG which has been published in more than 10 countries and areas around the world.
    [Email Mag]

    Thousands of mobile game developers have emerged in China since 2013, sharing the rapidly growing market (1 billion USD in 2012, 2 billion USD in 2013). How to choose the right team members to get started, how to make a profitable game title and how to achieve unique success are the key topics to be discussed in this session.

  • LUNCH SESSION: Building a Pop Culture Phenomenon: 30 Years of Tetris
    Casey PELKEY, VP Marketing, Tetris Online, Inc.
    A 24-year veteran in the video game industry, Casey Pelkey joined Tetris Online, Inc. in 2007 after spending the previous 17 years with Nintendo of America, Inc. As vice president of marketing for Tetris Online, Pelkey is responsible for worldwide marketing and advertising, public relations, brand management, and business development for the company’s online properties.
    [Email Casey]

    Before we were flinging birds and clashing clans, we were dropping Tetriminos and clearing lines with Tetris, the original casual game. This June, Tetris turns 30. It’s one of the most popular video game brands in the world, with billions of games played annually. Casey Pelkey will share insights into how to keep a game born in the ‘80s part of our gaming and pop culture for three decades and even more relevant today.


  • 1:00 - 1:20


  • Tango, Samba and Mariachis: The Latin American Mobile Market
    Sabrina CARMONA, Associate Producer, Behaviour Interactive
    Sabrina Carmona is the associate producer at Behaviour Interactive. She has worked as a game producer for many years. Sabrina also co-founded the Brazilian studio, MangoLab, and was the executive coordinator for the CS:Games academic research group in Sao Paulo, Brazil.
    [Email Sabrina]

    In this lecture, Sabrina Carmona of Behaviour Interactive, will elaborate on current data from the Latin American mobile market. She will also discuss the characteristics of the studios involved, and the reasons why Latin America is a great opportunity for the international gaming industry.

  • What Technologies Will Change the Face of Mobile Gaming? | 1:00 - 1:50
    Greg HARTRELL, Lead Product Manager, Google
    Jean-Christophe CIMETIERE, Marketing Director America, Unity
    Brian SHIH, Product Manager, Pocket Gems
    Moderator: Kyle RUSSELL, Writer, TechCrunch
    Greg Hartrell is lead product manager on Google Play game services, devoted to helping developers make incredible games with Google Play. In his spare time, he enjoys jumping from platform to platform, boss battles and matching objects in threes. Before Google, Greg was Studio Head at Capcom/Beeline and lead product management for Xbox Live/360 core platform.
    [Email Greg]

    Jean-Christophe (aka “JC”) runs Unity’s Marketing Americas team getting Unity out in front of the development community. JC wrote his first lines of code years ago on his father's Apple IIe, trying to build a game and never left the developer world since then. He started his career in Paris (France) as a developer, working on LOB apps with various client-server 4GL & languages and later started the consulting branch of his company in Boston, advising clients on their app platforms and architecture. He joined Microsoft in 2003 as the Visual Studio marketing manager in France and moved to Redmond in 2007, focusing since then on developer outreach, spending the last few years fostering the developer partner ecosystem in the mobile space for Windows Phone & Windows.
    [Email Jean-Christophe]

    Brian Shih is a product manager at Pocket Gems, making games. Previously, he was a product manager at Google working on Google Finance and Google Reader. Brian also co-founded a Y-Combinator-funded startup before joining Google. Brian attended Franklin W. Olin College of Engineering in Needham, MA. As part of the second graduating class, he helped to design the curriculum and create the culture for a brand new college. While at Olin, he studied electrical and computer engineering, human factors and interface design, and entrepreneurship.
    [Email Brian]

    Kyle Russell is a writer at TechCrunch. Previously, he reported on Apple, enterprise, and streaming media at Business Insider.
    [Email Kyle]

    Since the launch of the first smartphone, evolving technology has been drastically changing mobile games. Now that most everyone has a high-powered gaming computer in their pockets, player expectations have grown considerably. But things are just getting started. New technologies are helping mobile developers to create visually stunning games that delight and connect players like never before. These technologies include:
    ● 3D game engines
    ● New scripting languages
    ● Synchronous multiplayer
    ● Analytics & visualization platforms
    ● Cross-platform

  • Transcending the Marketplace: Resources and Strategies for Independent Studios
    Walter DRIVER, CEO, Scopely
    Walter Driver is the co-founder and chief executive officer of consumer mobile entertainment network Scopely. Driver founded Scopely in 2011 along with AdSense co-creator Eytan Elbaz and ex-MySpace architect Ankur Bulsara. Scopely’s rapid growth earned it recognition from Goldman Sachs as one of the Top Private Companies of 2012. Prior to Scopely, Walter founded and served as CEO of O Negative Media and Ignition Interactive, developing social applications on the Facebook platform and reaching approximately 50 million users. In 2012, Driver was recognized by the World Economic Forum as one of its Young Global Shapers. He holds a BA in English Literature from Brown University. network Scopely. Driver founded Scopely in 2011 along with AdSense co-creator Eytan Elbaz and ex-MySpace architect Ankur Bulsara. Scopely’s rapid growth earned it recognition from Goldman Sachs as one of the Top Private Companies of 2012. Prior to Scopely, Walter founded and served as CEO of O Negative Media and Ignition Interactive, developing social applications on the Facebook platform and reaching approximately 50 million users. In 2012, Driver was recognized by the World Economic Forum as one of its Young Global Shapers. He holds a BA in English Literature from Brown University.

    Independent mobile game developers have a tough road in an exceedingly crowded and very expensive app marketing landscape. The most successful indie developers tend to either go against the grain, break through with a new genre, or an orthogonal approach to monetization or with the help of a partner that can help them scale. Walter Driver, CEO of Scopely, will offer strategies for indie devs to including working with a partner to help scale their audience, building recognizable branding and aesthetics, creating their own unique categories to stand out from the crowd.


  • 1:30 - 1:50


  • Mobile Game Pricing Strategies: Why I’ll Never Ship Another $.99 Game
    Matt SHEA, EVP Products and Technology, Head of Studio, WildTangent
    Matt Shea is responsible for WildTangent’s overall technology and product development and is the head of the company’s mobile games studio, WildTangent Studios. Under his direction, WildTangent Studios launched iOS and Android titles including Polar Bowler, Word Science, Penguins! Escape and Polar Bowler 1st Frame. Additionally, he led development for the award-winning WildTangent Games mobile service and Android App. Prior to WildTangent, Shea held the position of engineering director for games at Go2Net, Inc. In that role, he oversaw large-scale online game sites including PlaySite, Lycos Games and Hasbro's Games.com. Matt got his start in the games industry at Sony Interactive Studios working on 3D graphics and massively multiplayer games while he received his B.S. degree in Computer Science from the University of California at San Diego. In 2013, Matt was named to the Puget Sound Business Journal’s “40 Under 40” list for his outstanding achievements. Matt has numerous patents in the area of games, digital currency and advertising. He has been with WildTangent since 2002.
    [Email Matt]

    Pricing mobile games is a delicate balancing act. Gone are the days of long development cycles as developers must tighten budgets with narrowing game launch windows. Whether you are making a free-to-play or paid title, mobile game launch plans have similar components and must include pricing analysis to be successful. But what if your research suggests your game should be a paid title? Or what if your ad budget isn’t big enough to make a dent on the “Free” charts. Matt Shea, Head of WildTangent, will discuss strategies for ROI in game marketing and share why pricing a game at $.99 is likely not the way to go. ​

  • Panel Continues...
  • Mobile Marketing and User Acquisition Trends - 2014 and Beyond
    Bryan BUSKAS, SVP of Sales & Performance Advertising, AdColony
    Bryan Buskas is senior vice president of sales - performance advertising at AdColony where he leads all aspects of the performance advertising (user acquisition) business with the world’s leading mobile app developers and direct response advertisers. Mr. Buskas held multiple positions over five years with Activision in key brand management, sales, and analytics roles.
    [Email Bryan]

    Bryan Buskas of AdColony will refresh his popular developer survey – which was a hit at Casual Connect 2013 – and unveil insights for the first time on the latest trends and strategies for user acquisition and monetization straight from the top grossing devs to you. The new developer “future-casting” research presentation will pull insights and show change in attitudes over the past year on topics such as, “What advertising channels are currently being used by Top Grossing mobile developers?”, “What user acquisition channels and ad formats are most effective at achieving campaign goals?” and “What trends from last year are on the down and out?”

    With aggregated data and real input from the biggest developers in the world on important topics like mobile video, social, and more, Bryan will discuss the ever changing mobile marketing landscape and give attendees a dose of reality on what’s working and what’s not. In a highly competitive landscape where many devs keep their marketing tactics and spend close to their chests, this new research will deliver a high quality, not-to-be-missed Casual Connect talk!


  • 2:00 - 2:20


  • Welcome to China! Analysis of the Huge Potential of the Chinese Market for Casual Games
    Alice KONG, Sr. Account Manager, 17mobi
    Alice Kong, the senior account manager at 17mobi, joined the company, which aims to become the best mobile network service provider, and serves numbers of big brand costumers. She holds a MA degree from the University of Leicester and worked as a game media editor gaining rich experience in the mobile game industry.
    [Email Alice]

    As the competition in mobile casual games marketing is becoming more intense, it is time to look for new areas——Welcome to the Chinese mobile games market! More than 300 million Chinese users are waiting for your products, while numbers of native games are looking for global users. 17mobi will provide details of the Chinese casual game market and help you build the connection between China and overseas.

  • Messaging Apps: A New Frontier for Gaming Developers to Acquire and Engage Gamers | 2:00 - 2:50
    Jim YING, VP Game Publishing, Tango
    Josh BURNS, Gaming Industry Consultant
    Dennis YI, Business Development Manager, GAMEVIL USA
    Moderator: Chris TANQUARY, Strategic Partnership Lead, Samsung Media Solutions Center America
    Jim Ying is VP of Game Publishing at Tango, where he signs and publishes games through the Tango platform. Before joining Tango, Ying was VP of Publishing & Partnerships at GREE International, where his team managed GREE’s Partners Fund, relationships with developers and partnerships with mobile ad vendors in addition to driving discussions with game publishers and platforms in China and Korea. Leading up to that, he served as SVP of Publishing and led the US office at 6waves, where he managed the product, marketing and bizdev teams. Earlier in his career, he held positions at RealNetworks GameHouse, Microsoft Xbox and Monitor Consulting.
    [Email Jim]

    Josh is a consultant in the gaming industry working with game developers, game publishers and service providers focused on online and mobile gaming to support key business areas including strategy, market intelligence, marketing, game publishing, business operations, product management and business development. Previously he worked at 6waves, leading the US product management team for one of the largest publishers of games for Facebook, iOS & Android where he managed & launched over 100+ apps including those from top developers like Kabam, Nexon & Atari as well as games based on IP from Eminem, Disney, Dungeons & Dragons, Starz & BBC. Prior, he worked at Electronic Arts, in EA’s Pogo.com division supporting one of the largest casual games websites focusing on product management, customer insights, new platforms, market strategy & analytics.
    [Email Josh]

    Dennis Yi is the business development manager at GAMEVIL USA, one of the world’s leading mobile game publishers. Responsible for identifying and executing strategic partnerships, Dennis is always on the lookout for great games and new business opportunities. Prior to joining GAMEVIL, Dennis worked at free-to-play pioneer Nexon America, where he helped introduce Western content to Nexon’s portfolio of F2P titles.
    [Email Dennis]







    [Email Chris]

    Over the past year, messaging apps have begun to open up new opportunities for game developers. These opportunities require everyone to rethink the idea of a messaging app, which typically is just associated with texting and calling. Today's next generation messaging apps are undergoing a transformation into becoming "mobile platforms." Messaging services are concentrating on building out SDKs and gaming centers within their apps. These initiatives are still in the early days and the payoff for such opportunities are potentially very big for game developers given the sheer scale of messaging apps such as Tango which has more than 200m registered users. The opportunity here is for game developers to create their games with messaging platforms in mind and leverage these channels as a powerful new way to drive virality and reach new players.

  • Mobile Update: Data-Driven Strategies for Profiting on Smartphones and Tablets
    Simon KHALAF, CEO & President, Flurry
    Simon is an expert in the field of mobile applications and development. He has been an entrepreneurial executive for 20+ years, and has built numerous consumer, media and enterprise solutions with companies including JustOn, Novell, Vernier, Volera and Worldtalk.
    [Email Simon]

    Leveraging the latest analytics data from over 1.3 billion devices per month, Flurry CEO Simon Khalaf will dive deep into the worldwide mobile game market. Viewing data by OS, country, device type, demographic and game genre, Khalaf paints a vivid picture of the market and its biggest opportunities. The audience will get data-driven strategy, design and monetization recommendations aimed at profiting in mobile.


  • 2:30 - 2:50


  • It’s a Global Playground: Here’s Why You Need to Pay Attention to Both Emerging and Mature Gaming Markets to Maximize Monetization
    Anders EVJU, Chief Marketing Officer, PlayPhone
    Anders Evju is a mobile games industry veteran who has directed the development and management of mobile entertainment services since their inception in the mid-1990s. Anders is currently chief marketing officer at PlayPhone, the world’s leading mobile gaming network and provider of mobile gaming solutions to top global carriers. For more information on PlayPhone, visit www.PlayPhone.com.

    While the majority of mobile gaming growth is coming from emerging markets, mature markets are still top revenue generators and important to the success of your game. To achieve optimal monetization potential in both emerging and mature gaming markets, it’s essential to incorporate new distribution channels in your go-to-market strategy. This presentation will explore the expansion of new game stores across the globe and how you can leverage them to maximize your game’s revenue.

  • Panel Continues...
  • Win the Race: The Brains and Beauty of Mobile Advertising
    Gil DUDKIEWICZ, CEO, StartApp
    Gil Dudkiewicz is the founder and CEO of StartApp, a NY based mobile advertising platform that helps developers and advertisers monetize, distribute and advertise apps. The company offers a variety of innovative products including exit ads, 3D OfferWall, native ads, interstitials, display ads and rich ads. StartApp has over 195M monthly active users, has been downloaded more than one billion times and is embedded in 100,000 apps. StartApp monetization products are TRUSTe certified.

    Gil is a serial entrepreneur. He was the entrepreneur in residence at the Cedar Fund. Prior to this, he was the CEO of SweetIM, which he joined as a pre revenue company with 5 employees, leading them to be very profitable and winning the Technology Rising Star Award by D&T Fast 50 Competition during his tenure. SweetIM was acquired by Perion Network (NASDAQ: PERI) on November 2012 for $41 Million. He was also founder and CEO of MyDTV/MeeVee a personalized TV Guide and TV search. Gil is a member of the board of directors of the IAB Mobile Center. He holds an MBA from UC Berkeley and a B.Sc. in Engineering from the Technion. He lives in NYC with his wife and kids.
    [Email Gil]

    One of the biggest challenges in the mobile advertising world today is how to advertise without compromising user experience. In this session, we’ll reveal our secret recipe for the right mix of user experience and monetization strategy.


  • 3:00 - 3:20


  • The Essential Steps for Mobile Games Success
    Dan JORQUERA, Games Engineering, Mindgrub Games
    Dan Jorquera is a graduate of University of Baltimore's Game & Simulation Design program. A game designer, programmer, artist, web designer, and writer, he has helped produce numerous games, websites, children's books, interactive software, and videos. Most recently his work includes development on the popular mobile game, Windsquire from Mindgrub Games. His programming and software experience includes Unity3D, Corona's mobile SDK, and Adobe's Creative Suite. Dan has spoken at several universities about game design and how to break into the industry. He is currently part of the Mindgrub Games team, and has previously worked for Lockheed Martin, Lorikeet Learning, and e4e Interactive.
    [Email Dan]

    Since its inception in 2007, Mindgrub has grown to 50+ employees, made over 75 apps and has learned a tremendous amount along the way. Last year, Mindgrub officially launched their games division, and now has five titles available in the Google Play and AppStores. In the early years, putting a cool game in the store was all you needed to do. Today, with millions of apps and games available for download, Mindgrub has found that there are six key ingredients to rising above the noise and creating a successful mobile game. In this presentation, Dan Jorquera will discuss the steps taken when releasing a game in order to drive downloads, increase popularity, and get a ROI.

  • How Tencent WeChat Will Impact Mobile Gaming
    Lei ZHANG, US General Manager, Chukong Technologies
    Lei Zhang, US general manager of Chukong Technologies, is responsible for the company's American and European operations. Previously, he co-founded Yeeyan, a translation social networking site dedicated to eliminating language barriers. Lei has also worked for major technology companies in the Silicon Valley, including Oracle, AOL, and Yahoo, in software development and product management roles.
    [Email Lei]

    Lei Zhang, US general manager of Chukong Technologies, will give an overview of how WeChat is already changing the mobile game market in China and how its influence will seep into the West. Chukong predicts Tencent will take about 20 to 30 percent of mobile game revenue in China, but the company’s lasting impact will hinge on whether Tencent chooses to become a true, open gaming platform or remain a closed, curated publisher.

  • The Key Factors in Buying Media Successfully in the Mobile Space
    Adam JAFFE, VP Marketing, Social Point
    Adam Jaffe leads an international marketing department working hard to promote Social Point's main titles. Adam comes to Social Point with over six years of online gaming experience. Prior to Social Point, Adam held high level positions at SGN and Playtika. Adam also currently sits on the advisory board of a number of gaming and technology companies and holds a BA in International Business and Philosophy from Linfield College.
    [Email Adam]

    Are you a mobile developer? Do you seek to better understand how to gain tracking and exposure through paid marketing? Then come listen to Social Point’s VP of marketing, Adam Jaffe, share his views on mobile marketing, tracking and analytics. By the end of his talk, you will be better equipped to tackle the large and ever-changing landscape of mobile marketing.


  • 3:30 - 3:50

  • Redefining Core & Midcore Users for Mobile Games
    Sandeep SHETTY, General Manager, Reliance Games
    Amit KHANDUJA, Executive Vice President, Reliance Entertainment
    Sandeep Shetty heads product management and live operations for Reliance Games, a leading mobile games developer and publisher based in India. Sandeep joined Reliance Games in 2012 and lead the company’s transition from paid games to freemium games. Currently leading a team of product managers and data analysts, he manages a portfolio of over 10 live games with over 40 million users. With game industry experience spanning over 13 years from PC retail games, MMOGs, social games and now mobile games, Sandeep has learned what it takes to evolve along with the industry.
    [Email Sandeep]

    Amit Khanduja is the executive vice president at Reliance Entertainment – Digital and currently overseas company's global operations. Having more than 15 years of high-technology consumer and enterprise experience prior to joining Reliance, Amit was the MD APAC for Tira Wireless, a mobile technology and platform company. Amit has held key positions at several leading companies and start-ups, including Sun Microsystems, HP, and Tira Wireless. Amit holds an MBA from Oxford, UK and a Bachelor's Degree in Computer Engineering from University of Bangalore, India.
    [Email Amit]

    Mobile has ushered in a new era of games which defy the rules set by traditional video games. A large section of the industry is struggling to adapt to the new rules of the rapidly changing mobile gaming market. Adapting means shedding the 20-30 years of console, PC video games legacy and looking at game development in a whole new light. Reliance Games' General Manager Sandeep Shetty, will take you through the process of shedding the baggage and help understand how different audiences are playing mobile games and why these definitions need to be redefined for the mobile platform.

  • Building a Successful Cross-platform Game
    Greg RICHARDSON, CEO, Rumble Entertainment
    Greg Richardson is founder and CEO of Rumble Entertainment, a company dedicated to developing and publishing irresistible and beautiful cross-platform multiplayer game experiences. Greg has been a veteran and a visionary of the video games industry for over 20 years. After leading product development as senior vice president of Eidos Interactive, Greg joined Electronic Arts as vice president and general manager of EA Partners. Greg served as an investor with Elevation Partners, where he helped source and lead the investment in BioWare and Pandemic, combining and transforming the two companies and eventually serving as CEO of the newly formed BioWare/Pandemic until the company's sale to EA.
    [Email Greg]

    Even with the increased focus on mobile platforms, the importance of the device on which users play games will take a back seat in the future while virality and the social gaming experience will continue to be the driver of entertainment for everybody, everywhere. This talk follows the development of the action-RPG KingsRoad by Rumble Entertainment which is available on browsers, Facebook and mobile devices (iOS and Android) and offers cooperative gameplay across all these platforms. The development philosophy is not based on platforms and metrics, but on long-term sustainability and a lasting experience for all players alike.

  • The Secret Science Behind Higher Quality Downloads, Increased Player Retention and Longer Term Customer Value and ROI | 3:30 - 4:20
    Matt BRUCH, Sales Lead, Liquid Wireless, Publishers Clearing House
    Andrew BIRNBRYER, Director of Business Development North America, AppLift
    James PENG, User Acquisition & Monetization, Storm8
    Moderated by Dean TAKAHASHI, Lead Writer, GamesBeat
    Matt Bruch is a sales manager for Liquid Wireless, a Publishers Clearing House Company, and joined the organization in 2010. Matt leads a five-person mobile sales team focused on monetization for all of PCH’s mobile properties and works to develop partnerships with direct response marketers. He and his team have grown the company’s app promotion business from 5,000 installs/month to more than 250,000 installs/month. Matt graduated from Bowdoin College with degrees in Economics and English.

    Andrew Birnbryer joined AppLift as its first US employee and is the director of business development in North America. As a self-proclaimed “video game nerd,” Andrew is focused on growing the leading mobile games marketing platform in North America. Before joining AppLift, Andrew was the youngest VP at publicly traded City National Bank, focusing on commercial finance. Andrew holds a Bachelor of Arts in Economics from UC Berkeley. He is also an avid freestyle skier and kickball enthusiast.
    [Email Andrew]

    James Peng leads global user acquisition and monetization for Storm8's complete portfolio of 40+ titles. Storm8 is a leading mobile social gaming network and developer with more than 50 million monthly active users and 600 million downloads across 300 million devices worldwide. Prior to joining Storm8, James worked at H.I.G. Capital, a $9 billion private equity fund, where he evaluated, structured, and executed leveraged buyouts in partnership with management teams. Prior to that, he worked as an investment banker for Lazard, where he advised on various M&A and restructuring deals.
    [Email James]

    Dean Takahashi is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. He previously worked at the San Jose Mercury News, the Wall Street Journal, the Red Herring, the Los Angeles Times, the Orange County Register and the Dallas Times Herald. He is the author of two books, Opening the Xbox and The Xbox 360 Uncloaked.
    [Email Dean]

    With more than 1M apps available across multiple platforms, app developers worldwide are constantly looking for ways to drive higher quality downloads and increase retention rates. Moderated by industry expert Dean Takahashi, lead writer for GamesBeat at Venturebeat, this panel will explore the ins and outs of the science that goes into driving higher quality downloads, increasing player retention and longer term customer value and ROI in the app and mobile landscape. In conjunction with Jason Cianchette, general manager of Publishers Clearing House's Liquid Wireless platform, Andrew Birnbryer of AppLift and James Peng of Storm8, the discussion will also focus on the ins and outs of player engagement, increasing app store rankings, ad testing and ad optimization and the ongoing importance of ratings and reviews. The panelists will discuss specific case studies of successful app launches and how they have been able to maintain player engagement, excitement and drive retention across a number of popular apps.


  • 4:00 - 4:20


  • Increasing In-App Revenue with Metric Driven Design and Emotional Targeting
    Rob WEBER, Co-Founder, NativeX
    Rob Weber co-founded NativeX in 2000. As CEO from inception through November 2007, and as senior VP thereafter, Rob grew NativeX into a leading distributor of mobile and web applications. Today, Rob oversees the growth of the NativeX Network, an application network that increases revenue, distribution, and engagement for iOS, Android and Web apps. Since establishing his first website in 1995, Rob has co-founded other interactive media businesses, including a free application editorial site and a display ad network. In 2006, Rob shared the Ernst & Young Entrepreneur of the Year award with his twin brother, and partner, Ryan Weber. Rob was also named to the 2007 Inc. 5,000 CEO's Under 30 list.

    This session will explore how to leverage emotions and design in order to capture more in-app revenue. It will cover different approaches to metrics driven design with supporting case studies. In addition, developers will learn the six fundamental design principles used to move customers through the advertising funnel.

  • The Secrets of Cross-platform Development in a Mobile World
    Tiffany KWONG, VP of Games Partnerships, TrialPay
    Tiffany Kwong is currently vice president of global partnerships, where she leads business development for TrialPay's mobile platform and is responsible for monetization and user acquisition growth. She has extensive experience in the gaming industry and led the company's early success on the Facebook platform, powering the earned economy for all app developers. More recently she has helped TrialPay to become the leading cross-platform monetization and user acquisition platform for top mobile developers like Zynga, Kabam, Big Fish Casino and Glu Games.

    Everyone from game developers to ad networks are adopting a mobile-first mentality. Emphasizing mobile doesn't mean neglecting other platforms -- there are significant benefits to cross-platform development, especially on Facebook. As the platform provider for monetization on Facebook with a robust mobile business, TrialPay is in a unique position to offer learnings about building games and apps for both platforms.

    Facebook has strong benefits as a development platform: there's no need to wait for store updates, there are no device issues, and the user acquisition market is less competitive. TrialPay will take you through the tools, tips, and tricks that will deliver Facebook and mobile success, with special emphasis on the strategies of top developers like King, Kabam, and Wooga who have a thriving presence on Facebook as well as mobile.

  • Panel Continues...

  • 4:30 - 4:50


  • Data-Driven Success in China
    Ibrahim DAI, Chief Evangelist, TalkingData
    Mr. Ibrahim Dai is the chief evangelist of TalkingData, China's leading data service provider for mobile internet. He has a solid professional background in TMT industry with rich executive experience in the mobile Internet field. Before joining TalkingData, Mr. Dai served as senior solution manager at BEA/Oracle in charge of TMT solution design and delivery for global key customers.
    [Email Ibrahim]

    As mentioned in our report with SuperData, published in this May, the Chinese mobile games market will reach $3 billion this year, surpassing the US market. Obviously, there are tremendous opportunities in this market; but, what is the most critical experience and know-how that you need to find success in China? Along with the most updated market data of the 1st half of 2014, TalkingData will give you a systematic introduction of the data operation methodology in the Chinese ecosystem and share with you best practices for mobile game operations in China.

  • High School Story: Making Money & Making a Difference
    Oliver MIAO, CEO, Pixelberry
    A father of twins, Oliver leads Pixelberry Studios in creating mobile games that make a difference. Pixelberry partnered with The Cybersmile Foundation, a cyberbullying non-profit, to create a special cyberbullying quest in their Top 50 (iOS and Android) game, High School Story. The quest has raised over $300,000 for Cybersmile’s help line. Over 100 High School Story players reach out to Cybersmile every week, and over 1,000 players have been helped to date. The Pixelberry team remains amazed by the impact the game has had and hopes that more companies will join in making a difference through games.
    [Email Oliver]

    Pixelberry Studios succeeded in turning High School Story into a Top 100 game by focusing on the player. They took this focus on players even further by launching a cyberbullying campaign in their game. Learn how their partnership with a non-profit increased acquisition, retention, and monetization, while saving lives.

  • How to Succeed in the New Gaming Ecosystem
    Josh YGUADO, President, SGN
    As president and COO of SGN, Josh Yguado oversees game studios, game operations and marketing at the company. Yguado is an industry leader in mobile application development and monetization and has been featured at many events including Digital Hollywood, Mobile Games Forum, Casual Connect and Game Monetization USA. Yguado is a co-founder of SGN and has overseen over 10x growth at the company over the past two years. Before SGN, Yguado was VP of business development at Fox and first worked with SGN co-founders Chris DeWolfe and Aber Whitcomb on the acquisition of MySpace. Previously in his career, Yguado worked at MTV Networks and Univision Communications launching new businesses and investing in new content initiatives. Yguado graduated with honors from Harvard University and has an MBA from Harvard Business School.
    [Email Josh]

    Over the last several years, the games industry has undergone a massive evolution in almost every aspect. These changes have benefitted some developers and left others in the dust. Any developer can get lucky once or twice but to continue to thrive in this increasingly competitive ecosystem, game companies must be leaders in all of the following areas:
    - Cross-Platform: Over the years we've seen a constant evolution in platforms. This change is inevitable and companies looking to build for the long-term must learn to generate revenue from multiple platforms and avoid dependence on one.
    - Nimble Product Development: Companies need to quickly hone in on what's working, while pivoting away from what's not. The most successful developers rely on low-cost prototyping, relentless A/B testing, and accessible analytics available to product managers and game designers in real-time.
    - Smart Marketing: Accurate cohort-specific marketing data is key to profitable user acquisition. Developers who are "buying blind" will always be at a disadvantage.


  • Imperial, 2nd Floor

  • July 24:
    Kids & Family

    Emcee: Dan MAGAHA, Director of Operations, GameSalad, Inc.

    Dan Magaha is the Director of Operations of GameSalad, Inc., a software development studio which has democratized the development of games by empowering non-programmers build and publish their dream games. A 15-year veteran of the game development industry, Dan has been credited on over a dozen games, including beloved franchises such as Sesame Street and Sid Meier's Civilization. Dan holds BS and MS degrees in Information Systems from the University of Maryland, Baltimore County, as well as PMP and CSM certifications. He lives in Austin, TX with his wife and two children.
    [Email Dan]

  • July 23:
    Business: Funding, Partnerships, New Markets

    Emcee: Joleen Winther HUGHES, Founder & Principal, Hughes Media Law Group

    Joleen Winther Hughes is founder and principal of Hughes Media Law Group. Her team drives business and secures longevity for emerging technology companies including some of the world’s leading mobile app brands. She is also a former rock music promoter and owned a successful artist management and production company during the height of Seattle’s grunge music explosion.
    [Email Joleen]

  • July 22:
    Development: Production, Technology, Engines, & Platforms

    Emcee: Che-Yuan WANG


  • 10:00 - 10:20


  • The Power of Play: Designing Digital Toys for Kids
    Caroline INGEBORN, COO, Toca Boca
    Caroline Ingeborn is the COO of Toca Boca, a play studio that makes digital toys for kids. In her role, she oversees production, marketing, finance and operations across the company’s two offices in San Francisco and Stockholm. Since its first product launch in 2011, Toca Boca has released 24 apps that have been downloaded in over 160 countries worldwide. With nearly 68 million total downloads to date, Toca Boca apps focus on stimulating kids’ imagination so that they can play and have fun in a safe digital environment.

    Before joining Toca Boca, Ingeborn helped build the corporate development and M&A at Bonnier, which is where she met Toca Boca co-founders Björn Jeffery and Emil Overmar. Prior to that, Ingeborn held M&A positions at Lehman Brothers which later became Nomura.
    [Email Caroline]

    In just three years, Toca Boca, a digital play studio for kids, has released 24 apps that have been downloaded 68 million times in over 160 countries. Hear the Swedish company's story from COO Caroline Ingeborn who will discuss the importance of both play and freedom for kids and how companies should be looking at play in the digital world.

  • How to be Successful in Taking a Game to a Global Audience
    Michael ZHANG, CEO, ZQGame
    Michael is a serial entrepreneur in online/mobile gaming, e-commerce and social network businesses. As the President (Overseas) of ShenZhen ZQGame and CEO of ZQGame Inc. (U.S. Subsidiary), Michael is in charge of global strategies, M&A, game publishing, licensing and operation for MMO client, browser and mobile games. In 2008 he co-founded Ray Flame Entertainment Inc., an MMO-browser/SNS game publisher/developer. Prior to Ray Flame, Michael was the GM of THS International Inc., the world's largest MMORPG virtual currency provider, and before that, he was U.S. GM of an online game publisher, VestGame Entertainment.
    [Email Michael]

    The Asian game market will account for 82 percent of the growth within the entire global game industry this year, generating more than $36.8 billion in revenue (45 percent) of the $81.5 billion total in 2014. We will discuss how to take a global approach in product and company strategies as well as M&A opportunities in both East and West markets. These topics will include: choosing local distribution, finding the right user acquisition partners, localization, culturization and game operation strategy in different regions. We will also share our perspectives as a global publisher and what makes a viable mobile product.

  • Rise of Wearables: Innovations, Impacts and Opportunities in Cloud Gaming
    Corey ROSEMOND, Business Development Director, Plantronics
    Corey Rosemond is the business development director for the gaming group at Plantronics, a leader in performance audio solutions across various industries servicing all of the Fortune 500, militaries and governments worldwide. Previous to Plantronics Corey has worked in a variety of business development and marketing roles at Microsoft, HP and consulted for global companies in the gaming space for over 20 years.
    [Email Corey]

    Current advances allow wearable devices to monitor and track our activities and actions, and anticipate and react in a variety of ways and situations. But that’s only the tip of the iceberg. Why are we seeing such an explosion of wearable technologies now – what’s fueling this wave? How might the gaming industry leverage these new technologies, and what can we expect when these devices become increasingly connected and context-aware? Heading, pitch, and roll data could register a head nod or shake. Tracked movements could be used in conjunction with mobile controllers to navigate game environments more intuitively. These are just a few examples of how wearables could help create more nuanced gaming experiences. In this session, Corey Rosemond, business development director for Plantronics’ Gaming group, will address the rise of wearable technology – including impacts and opportunities for developers in gaming – as the rise of wearables continues and how it can complement Cloud gaming in general.


  • 10:30 - 10:50


  • Kids and Families on Mobile Devices
    Matt MCDONNELL, COO, Famigo
    With a varied past as an outward bound sailing instructor, elementary school teacher, and non-profit administrator, Matt does a little bit of everything at Famigo, an Austin, Texas-based startup that builds technology to protect kids and families on mobile devices. A native of Scranton, Pennsylvania, Matt holds a B.A. in Philosophy from Colgate University, an MBA from the College of Charleston and is currently taking a leave of absence from the University of Texas School of Law to focus his attention on Famigo. Follow Matt on Twitter @mmmcdonnell.
    [Email Matt]

    The way media is consumed has changed vastly over the past five years. No longer do big media companies need to focus on the big screen or the television--the screens are becoming much smaller, and the way that families consume media has completely changed. With over 75 percent of streaming videos consumed by toddlers and kids occurring on mobile devices, it is time to build products that capitalize on this shift. The new world of ubiquitous mobile devices creates many issues to consider in protecting our children. Join Matt as he addresses these issues head on with actionable advice for building products for children.

  • Big Brands Need Your Games – The Power Of Partnerships
    Nancy MACINTYRE, CEO & Co-founder, Fingerprint
    Nancy MacIntyre is the CEO of Fingerprint, a technology company that offers a mobile enterprise solution for leading global brands. Fingerprint curates content and builds licensed networks for companies like Samsung and Sylvan. Having hailed from Leapfrog, Lucas Arts and Hasbro Interactive Nancy brings a lifetime of casual gaming expertise.
    [Email Nancy]

    By 2017 mobile/online games are anticipated to grow to a $60 billion business and big brands are taking notice. As games dominated global app revenue in 2013 (capturing 72%), new opportunities arise for developers to turn profits. In “Big Brands Need Your Games - The Power Of Partnerships,” Nancy MacIntyre (Fingerprint CEO and former LeapFrog Exec) will share her expertise in navigating partnerships to open monetization and distribution opportunities and will serve-up strategies for growing a successful app dev shop.

  • Top 10 Tips for Getting Your Android Game Running Great on TV
    David ISBITSKI, Developer Evangelist, Amazon Apps & Games, Amazon
    Dave Isbitski has been a professional speaker, trainer and technology evangelist for over a decade. He has taught full-day courses on a variety of topics covering everything from mobile apps development to the cloud and web. Dave has helped launch numerous technology platforms, frameworks, programming languages and consumer devices while at both Microsoft and Amazon. He is an author for Lynda.com, can be found on twitter as @TheDaveDev, and blogs at davedev.net as well as the official Amazon Mobile Apps and Games Developer blog.
    [Email David]

    Android gaming has come to the living room with the arrival of Android powered devices such as Amazon Fire TV and Ouya! Gamers can now enjoy their favorite mobile game through a console-like experience on the big screen. Before you publish your game there are some important things you will need to consider. What does your game’s 10 foot experience look like, how will your touch controls convert to a controller based experience, how will you sync game progress across all of your players devices, and what are the TV-specific gotchas like overscan. Using Amazon Fire TV as an example, this session will cover the Top 10 things you need to know to get your game running and looking great on TV.


  • 11:00 - 11:20


  • Casually Connecting with Kids…and their Purchasing Parents | 11:00 - 11:50
    Marcos SANCHEZ, VP of Global Corporate Communications, App Annie
    Vicky RIDEOUT, President, VJR Consulting
    Dean MUTOVIC, Director, Consumer Products, Interactive Licensing, Sony Pictures Entertainment
    Rex ISHIBASHI, Co-Founder & CEO, Originator, Inc.
    Stefan MAKHOUL, Head of Business Development, Interactive, DreamWorks Animation
    Moderator: Jean MATHEWS, Consultant, iMAGINATE
    Before joining App Annie, Marcos served as the director of marketing at Egnyte, a leading enterprise file sharing company. Marcos, who was on the founding team of iBand—which was later acquired by Macromedia— has more than 16 years of experience working with startups. Previously, Marcos served as a communications strategist at Clarabridge and has held various positions in marketing and product management, including lead PR strategist for launches of VeriSign, CyberSource, Software.net and Quote.com.
    [Email Marcos]

    Vicky Rideout is a leading researcher in the field of children’s media use. She has authored numerous studies for academic and non-profit organizations, including the decade-long Generation M study for the Kaiser Family Foundation; Zero to Eight: Children’s Media Use in America 2013 for Common Sense Media; Parenting in the Age of Digital Technology for Northwestern University’s Center on Media and Human Development; and Learning at Home: Families’ Educational Media Use in America for the Joan Ganz Cooney Center at Sesame Workshop. She is the editor for Reviews and Commentaries at the Journal of Children and Media. Her research has been published in peer-reviewed journals such as Pediatrics, American Behavioral Scientist, the Journal of Marketing and Public Affairs, and the Journal of the American Medical Association. Ms. Rideout received her B.A. from Harvard and her M.A. from the Maxwell School of Public Affairs at Syracuse University. You can learn more about her work at www.vjrconsulting.com.
    [Email Vicky]

    Dean is currently the director of interactive licensing for Sony Pictures Entertainment. Dean is focused on creating interactive licensing and marketing partnerships for all of Sony Pictures' film and TV properties across mobile, console, online and other gaming platforms. Prior to this role, Dean worked in international strategy and business development at The Walt Disney Company and has previous private equity and investment banking experience at Kayne Anderson Capital Advisors, Credit Lyonnais Securities, and UBS. Dean is an MBA graduate of the UCLA Anderson School of Management. Dean received his BA in Economics from Columbia University.
    [Email Dean]

    Rex Ishibashi’s entrepreneurial career reflects his passion for media, entertainment, and technology. Rex is the co-founder and CEO of Originator Inc., the leading developer/publisher of education+entertainment mobile apps for kids. He has previously held various roles at Electronic Arts including as the head of business & corporate development and the co-founding of EA.com in the late-90's, and most recently as President of EA Japan. Rex was also part of the early executive teams at Wired, Kontiki, and the 3DO Company (IPO in 2003). Rex has also advised a number of ventures including Elevation Partners, SecondLife, Chowhoud/CBS Interactive, Matrix/Sandisk, Blurb, and MOG/Beats.
    [Email Rex]

    A mobile & casual games industry veteran, Stefan is currently head of business development for interactive at DreamWorks Animation. He has partnered with many leading publishers to release 30+ games based on family-friendly properties, including How to Train Your Dragon, Shrek, Kung Fu Panda, and Madagascar. Prior to his current role, he worked at Activision Publishing. Stefan received his MBA from USC Marshall School of Business and his Bachelor’s degree from University of California, Berkeley.
    [Email Stefan]

    Jean Mathews founded iMAGINATE, a consulting firm that specializes in strategy and business development within the app space. Jean works with a wide variety of clients from indies to major studios, such as Kabam, Adult Swim Games (Turner Broadcast), Disney XD’s Slugterra (by NerdCorps), Roadhouse Interactive, and Harmonix. She helped Bolt Creative’s Pocket God grow beyond iPhone into a multi-million dollar brand whose story made the cover of Entrepreneur Magazine (Nov 2012). In addition, she forged a deal with powerhouse Sony Pictures and Playfirst to launch a mobile game for hit animation Hotel Transylvania. Prior to launching iMAGINATE, Jean accumulated more than 15 years of digital experience at Disney Interactive, Universal, Sony Pictures and Accenture: Media & Entertainment Strategy. She completed her M.B.A. from the Johnson Graduate School of Mgmt at Cornell and bachelors in entrepreneurship from USC Marshall School of Business.
    [Email Jean]

    How do industry players succeed when targeting kids & family? This dynamic panel consists of children’s major entertainment studios, publishers, developers, and researchers. Listen to their insights as to what works and what doesn’t from a functional, monetization, and marketing point of view. Jean will delve into a number of questions including what qualifications a developer should have, whether kids & family vary internationally, and trends to be on top of.

  • Big Brands Seeking Start-Ups | 11:00 - 11:50
    Gavin TEO, Investment Manager, Comcast Ventures
    Balaji GOPINATH, VP Emerging Technology AMPT, Turner Broadcasting System, Inc.
    Moderator: Lloyd MELNICK, Sr. Director Social Casino, Zynga
    Gavin is an experienced gaming product manager and former strategy consultant to the consumer products and healthcare industries, turned VC. He can provide tactical advice in growing and monetizing gaming products from the ground up based on his previous positions at Zynga’s FarmVille , Xbox, and Bain & Company.
    [Email Gavin]

    Balaji Gopinath is vice president of emerging technology at Turner Broadcasting, a Time Warner company, and the founder, managing director of Media Camp, the first media focused accelerator in the startup space. Over the last twenty years, Balaji has worked with leading media and entertainment companies spearheading digital initiatives in global roles as a GM, SVP and VP at both private and public companies including CTP, Scient, NCR, Delivery Agent, and Nike. He was instrumental in helping launch Hotwire.com and Sephora.com among others in the dot com era. He is a startup junkie, has been a founding member of several companies, is an angel investor, and has been involved with corporate development, corp VC, and investment roles. Balaji earned a Bachelor of Science degree from Massachusetts Institute of Technology.
    [Email Balaji]

    I have been a central part of the senior management team (CCO, GM and CGO) at three exits (Merscom/Playdom, Playdom/Disney and Spooky Cool/Zynga). For the past three years, I am the senior director responsible for VIP CRM and assisting with licensing for Zynga's social casino organization (Hit It Rich!, Zynga Poker, Riches of Olympus and Duck Dynasty Slots). I previously was GM for international publishing at Playdom/Disney and before that the chief customer officer at Merscom (where I initiated and negotiated our sale to Playdom).
    [Email Lloyd]

    Some of America's biggest and most beloved brands are turning to accelerators as a new way to identify emerging technologies and fuel corporate innovation. Execs from Comcast and Turner will weigh in on this new trend. What are the opportunities, how will it change the game, and what does it mean for you?

  • 10 Production Lessons in Moving from AAA to Mobile
    Gordon WALTON, President, Art+Craft Entertainment
    Gordon Walton has been building computer games for over 35 years. He is currently president of Art & Craft Entertainment, a mobile games company focused on experiences that create and nurture communities. Previously, he was VP/exec producer at Playdom Austin, VP/co-GM at Bioware Austin, VP/exec producer at Sony Online Entertainment, Maxis, Origin and Kesmai Corporation. He also led development at Konami of America and Three-Sixty Pacific, and his own independent studios.
    [Email Gordon]

    This talk has two parts: First, the five surprising lessons I learned moving from large AAA productions to mobile development, including the things I had to unlearn from large AAA production experience. Also covered are the five lessons from AAA that will become more important as mobile evolves into bigger teams and higher-quality productions.


  • 11:30 - 11:50


  • Panel Continues...
  • Panel Continues...
  • Publishing-as-a-Service: The Six Deadly Sins
    Eric GOLDBERG, Managing Director, Crossover Technologies
    Eric is a 30-year veteran of the game, mobile, and consumer internet industries, serving in capacities ranging from game designer to executive. Since 2002, Eric is or has been a board member of, advisor or consultant to AOL, AT&T Wireless, Centerscore, Digital Chocolate, Electronic Arts, Exponential, Gaia Online, Goldman Sachs, HipLogic, In-Fusio, Juice Wireless, Kayak (dba Blaze), Lifetime, LimeLife, Meredith, Mforma (dba Hands-On Mobile), Moloon, Namco Bandai, Oberon, Openwave, PaymentOne, PickTeams (fka GoCrossCampus), Playdom (fka YouPlus), PlaySpan, Reaxion, rmbr, RocketOn, Square Enix, StoryToys, Thumbplay, Unplugged, Vindigo, Warner Music, Wireless Generation, and three US venture capital firms. Eric was most recently the president and co-founder of Unplugged, for which he secured distribution with four of the five largest North American carriers. Previously, he served as president and founder of Crossover Technologies, one of the first consumer online companies, for which he secured AOL, BMG, Discovery Channel,Intel, Microsoft, Prodigy (IBM/Sears/CBS joint venture), Random House, Sony, Time Warner, and Viacom as clients and distribution partners; and, prior to that, as president of West End Games, the adventure game company for which he published, among 40+ titles, Star Wars, Ghostbusters, Star Trek, and Junta. His award-winning games include Paranoia, Tales of the Arabian Nights, The Tom Peters Business School in a Box, and MadMaze, the first online game to draw one million players. He is a three-time winner of the Origins Award for Best Role-Playing Game and a two-time winner of the Game Designers Guild Select Award. Eric is a regular speaker at the major North American games, wireless and online conferences, including CTIA, MECCA, Internet World, The Conference Board, DMW, GDC, GDC Mobile, MES, AGC, MGC, Casual Connect, LA Games Conference, and E3, and has served as a programs advisor or advisory board member for the latter seven conferences. He was previously a board member for the New York New Media Association and New York University`s Center for Advanced Digital Applications.
    [Email Eric]

    The seismic shift from product to service leads directly to the unbundling of game publishing, but requires that publishers and developers with publishing ambitions master the core competencies of Programming, Deployment, Direct Marketing, Monetisation, Analytics, and Operations. The majority of mobile, browser-based, and social game publishers struggle, however, have their games underperform potential revenues by unforced errors in one or more of these keys to digital publishing. This session reviews the most frequent mistakes and missed opportunities in the Brave New Service World, and describes how to benefit from the mistakes others have made (or how to avoid making the same mistake again!) A must-attend for companies that have world-class publishing ambitions, and a should-attend for those who need to be competitive in digital game publishing.


  • 12:00 - 12:30


  • LUNCH BREAK
  • LUNCH BREAK
  • LUNCH SESSION: Lessons Learned from Launching a Game with a Global Team
    Mitch ZAMARA, Game Design Lead, FunPlus
    Mitch Zamara is a game design lead at FunPlus, specializing in social and mobile games, metrics and monetization. Prior to joining FunPlus, he was a senior game designer at Storm8. Mitch has also held game design leadership positions at Chubby Bunny Media and MTV Networks. He has served in game design and quality assurance testing roles at Zynga, gnizama, Bandai Namco Games America and Atari. Mitch began his career in online sales, user interface design and product management at Avid Technology.
    [Email Mitch]

    In this talk, Mitch Zamara of FunPlus, will share his experience in designing and launching a cross-platform global mobile game, with development and game design/product management teams based in Beijing and San Francisco, respectively. It will cover his experiences working and living in China (while not speaking the language), working internationally from San Francisco, getting the FunPlus team to adapt to Agile development, and adapting to every obstacle (language, culture, etc.) that could occur along the way.


  • 12:30 - 12:50


  • LUNCH SESSION: Teens and Commerce
    Jo WEBBER, CEO & Founder, OINK
    Dr. Jo Webber founded Virtual Piggy, Inc in 2008 and serves as the chief executive officer. Virtual Piggy (OTCQB: VPIG) is the provider of Oink, a now international, mobile-first payment solution that is available online and in-store and even offers parental controls. Oink’s innovative platform is being utilized by major retailers and gaming publishers to reach millions of consumers in a safe, legal, and effective manner. Webber is an expert in payment technology and has appeared in Forbes Magazine, The Wall Street Journal, and FOX Business News among many others. Prior to Oink, Webber was CEO of EnergySolutions International where she directed two strategic acquisitions and the successful sale of the company. Webber has a Ph.D. in Quantum Physics from University of Nottingham Trent/Manchester University.
    [Email Jo]

    With teens leading the charge in engagement across gaming and the rapid development of new kinds of commerce experiences across digital and physical goods, the market is evolving. Find out what you need to know about this continuously expanding opportunity, and how it applies to COPPA, CARU, m-commerce, and the next generation of gamers.

  • LUNCH BREAK
  • LUNCH SESSION: OpenGL® ES 3.0 and Beyond: How To Deliver Desktop Graphics on Mobile Platforms
    Cristiano FERREIRA, Application Engineer, Intel
    With a lifelong obsession with video games, Cristiano pursued a degree in computer science, finally graduating in 2013 after numerous internships covering a broad range of responsibilities. Upon completion of his final internship at Intel, he was hired on full time where he now works in the developer relations division to enable developers targeting x86 mobile platforms. Cristiano has contributed multiple Windows 8 and OpenGL® ES feature samples to the development community while providing diligent technical support to independent software vendors.
    [Email Cristiano]

    See how the latest release of OpenGL® ES brings the power of desktop graphics to the mobile development space. Android devices are shipping with powerful graphics hardware. Many of these devices share the same capabilities as desktop PC systems. We'll give an overview of the latest features of OpenGL® ES 3.0 and OpenGL® ES 3.1 and demonstrate the power of these features with illustrative examples giving developers the tools for delivering the most powerful mobile graphics experience possible.


  • 1:00 - 1:20


  • Game-Based Cultural Storytelling: Exploring and Extending Culture Through Games 1:00 - 1:50
    Alan GERSHENFELD, Founder & President, E-Line Media
    Amy FREDEEN, CPA & CGMA, Chief Financial Officer & Executive Vice President, Upper One Games
    Alan is President and Co-Founder of E-Line Media, a leading publisher of games that engage and empower. Previously Alan was SVP of Activision Studios and a member of the executive team that helped rebuild game publisher Activision from bankruptcy into an industry leader. Alan currently serves as a Founding Industry Fellow at the Center for Games and Impact at Arizona State University. He is on the Board of FilmAid International and Advisory Boards for PBS Kids Next Generation Media and Joan Ganz Cooney Center (Sesame Workshop). He is also former Chairman of Games for Change.
    [Email Alan]

    Amy is a valued cultural adviser to Upper One’s development teams and helps to ensure that the games are faithful to Alaska Native people and cultures. In her role as CFO, she brings extensive experience in aligning resources to meet strategic objectives. Amy also serves as CFO and EVP of Cook Inlet Tribal Council (CITC) and its for-profit subsidiary, CITC Enterprises Inc. (CEI). Amy is on many boards, including the Make-A-Wish Foundation of Alaska & Washington and Alaska Center for the Performing Arts, and is the President & Chair of International Funders for Indigenous Peoples. Amy was also appointed by U.S. Department of Interior to the Bureau of Indian Affairs Contract Support Costs Workgroup. Originally from Chugiak, Alaska, Ms. Fredeen is of shared Inupiaq and German descent.

    In the modern era, there has been increasing concern that the rapidly changing and digitally infused nature of life in the 21st Century has resulted in youth becoming increasing disconnected from the classic stories and wisdom of their elders. To help address this challenge E-Line Media and the Cook Inlet Tribal Council, a pioneering Alaska Native social service organization, have partnered to develop a portfolio of games designed to celebrate, share and extend cultures, especially those under-represented in digital games. The first game being released in this genre is called Never Alone (Kisima Initchunna), an atmospheric puzzle platform game for consoles and PC. This panel will explore the unique partnership between leading game designers and indigenous elders and storytellers and social entrepreneurs.

  • The Power of Deal or no Deal
    Kimilyn WHITAKER, Global Head of Franchise Management, Endemol
    Kimilyn Whitaker is the Global Head of Franchise Management, Endemol. In this role, Whitaker is responsible for driving Endemol’s global licensing business for unscripted, scripted, and syndicated properties, including core franchises “Fear Factor,” “Wipeout,” and “Steve Harvey.” She oversees category management, brand and franchise management, marketing and licensee relationships, retail relationships, and collaborates with the creative teams to deliver compelling and innovative branded products to market. Whitaker joined Endemol as Vice President, Franchise Management, Endemol Worldwide Brands, North America in 2010. Prior to joining Endemol, Whitaker was Global Director of Merchandising Jonas Lifestyle & Brand Management for Disney Consumer Products. She was responsible for developing and managing the overall business strategic direction for all aspects of the Jonas Brothers’ brand. Earlier, Whitaker spent 20 years holding executive positions in the franchise and fashion worlds at Tadashi, Lilly Pulitzer, ABS, and Nordstrom.
    [Email Kimilyn]

    An exploration of how Endemol supercharges a gaming franchise, generating revenue on multiple platforms while also cross-promoting the brand. Learn how social, RMG, land-based, consumer products and live events all play into the mix.

  • Mind the Gap: A Survey of Cross-platform Frameworks
    David FOX, Founder, Double Coconut
    David Fox is CEO of Double Coconut, a game development studio that delivers connected mobile games and entertainment apps for its clients. In the past, he co-founded iWin, Inc., where he helped guide development of best-selling titles such as Jewel Quest and Family Feud. He also held executive roles at Digital Chocolate and Telltale Games. He is the author of several best-selling books about Internet technologies and culture, and his writing has appeared in publications such as Salon, Gamasutra, and Game Programming Gems.
    [Email David]

    Never in the history of the games industry has "write once, run anywhere” been more possible. But how to make sense of all the different coding languages, platforms, and frameworks? David Fox’s company, Double Coconut, has delivered numerous cross-platform titles using a number of different technologies. He will share some hard-fought, real-world tips for rolling out games across a fractured desktop, handheld, and tablet landscape.


  • 1:30 - 1:50


  • Panel Continues...
  • Going the Angel and VC Route for Your Gaming Company
    Lina CHEN, CEO & Co-Founder, Nix Hydra
    Lina Chen is the co-founder & CEO of Nix Hydra, the world's only purveyor of egg-centric apps backed by both teenage girls and venture capitalists. The company has more than $5.6M in funding and made the hit virtual pet game Egg Baby, which has 9M downloads. Lina manages company strategy, hiring, and ca$h money. She also serves in a range of roles that need filling including: marketing, analytics, and filling out forms for the government. She is also a major contributor of egg puns and wacky ideas. Previously, Lina negotiated international mobile deals for Grooveshark, a streaming music start-up, and worked at the William Morris Agency, one of the largest entertainment agencies in the world. Lina graduated from Yale and was definitely not in Slytherin House. Her hobbies are not having hobbies, because "who has time for hobbies?" Lina grew up in South Africa, where she once rode an ostrich. Her favorite games include Sim City, Neopets, Scorched Earth, Orca Slap and Burrito Bison.
    [Email Lina]

    This talk will cover the many lessons learned after raising over $5.6M in angel and VC funding for a mobile gaming startup. It will cover finding and pitching investors, closing the deal, doing due diligence (on your investors!) and managing investor relations after the money is in the bank.

  • 5 Keys to Success When Building HTML5 Games
    Jesse FREEMAN, Developer Evangelist, HTML5 & Games, Amazon
    Jesse Freeman is a developer evangelist at Amazon focusing on HTML5 & gaming. As an expert in his field, Jesse has worked for Microsoft, MLB, HBO, the New York Jets, VW, Tommy Hilfiger and many more. In addition to development, Jesse has a background in Art with a Masters in Interactive Computer Art from the School of Visual Arts. He can be found on Twitter at @jessefreeman. Jesse also speaks at conferences and does workshops, which you can find out more about on his website at http://jessefreeman.com.
    [Email Jesse]

    JavaScript is an incredibly versatile language and is great for rapidly building fun casual games. In 2013, Jesse made 12 games for the One Game A Month game jam and came in third place out of hundreds of developers. It was an eye opening experience and in this talk, he’ll go through the five key things you need to know to speed up your development, make better games and build truly cross-platform HTML5 games.


  • 2:00 - 2:20


  • Designing Educational Games for Fun: Throwing out the Chocolate-Covered Broccoli
    Jenna HOFFSTEIN, Founder, Little Worlds Interactive
    Jenna is a Boston-based game designer with a mission to make meaningful and personality-filled games. In 2013 Jenna founded her own studio, Little Worlds Interactive, to make the best possible educational games; games full of fun, adventure, and high-quality educational content. Jenna has experience designing and developing across a number of platforms, and has worked at larger studios including Turbine and Stomp Games, as well as with indie studios like Giant Spacekat and Lantana Games. She delights in discovering new things and wants to share her joy with the world.
    [Email Jenna]

    Educational games struggle, and often fail, to provide entertaining experiences while delivering high-quality educational content. Instead of rewarding players with fun for getting an answer right, this talk will explore how to make the learning itself fun.

  • Indie Entrepreneurship: Lessons from the Trenches | 2:00 - 2:50
    Amy DALLAS, Co-Founder, ClutchPlay Games
    Robin HUNICKE, Co-Founder, Funomena
    Marguerite DIBBLE, President, gametheory
    Jenna HOFFSTEIN, Founder, Little Worlds Interactive
    Moderator: Jason DELLA ROCCA, Co-Founder, Execution Labs
    Amy Dallas is one of the four founding partners of ClutchPlay Games, a small but scrappy game studio in Portland, Oregon. Founded in 2012, the ClutchPlay team has worked on several indie and work-for-hire titles including Little Chomp which was selected as one of six titles featured at the 2013 PAX East Indie Showcase and their new title Skullduggery! due for release this fall. As the producer / chief of ops, Amy wears a lot of hats at ClutchPlay and divides her time between being a tireless organizer, an accomplished cat-herder, a skilled bomb-diffuser, a fearless lion-tamer, a compassionate hand-holder, an experienced whip-cracker, a relentless team-builder, and a producer of some pretty badass projects. Before starting ClutchPlay, Amy has worked at several game companies, including EA Maxis, and Ngmoco.
    [Email Amy]

    Robin Hunicke is the co-founder of the independent game studio Funomena, located in the heart of downtown San Francisco. A game designer and producer by training, she has a background in fine art, computer science and applied game studies. She has been designing, making and teaching about games for over 12 years. Her most recent title was the award-winning Playstation Network title Journey. An outspoken evangelist for diversity of thought, design and participation in game design and game culture, Robin co-organizes the annual Experimental Gameplay Workshop at GDC. She lectures extensively on the "Mechanics, Dynamics, Aesthetics" model of game design, and believes game developers can create novel, experimental designs by focusing on the feeling.

    Upon graduating from Champlain College, Marguerite formed Birnam Wood Games, now known as gametheory, a video game production company with three other graduates. gametheory produces its own IP in addition to and contract projects for clients and engagement consulting. In the past two years, it has seen the release of over a dozen titles on iOS and Android platforms. Pathogen was the most recent independent release; it won several awards and received high accolades and reviews. It also ranked in the AppStore #1 Board Game on iPhone/iPad in 11 countries and hit Top 100 Games in over 40 countries. Marguerite is passionate about supporting community growth and bringing more creative media and technical business into Vermont with the integrity and brand that VT products and lifestyles provide.
    [Email Marguerite]

    Jenna is a Boston-based game designer with a mission to make meaningful and personality-filled games. In 2013 Jenna founded her own studio, Little Worlds Interactive, to make the best possible educational games; games full of fun, adventure, and high-quality educational content. Jenna has experience designing and developing across a number of platforms, and has worked at larger studios including Turbine and Stomp Games, as well as with indie studios like Giant Spacekat and Lantana Games. She delights in discovering new things and wants to share her joy with the world.
    [Email Jenna]

    Jason Della Rocca is the co-founder of Executions Labs, a first-of-its kind, hybrid game incubator and go-to-market accelerator that helps independent game developers produce games and bring them to market. Formerly, he served as the executive director of the International Game Developers Association (IGDA) for nearly nine years, and was honored for his industry building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine’s “Power 50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide.
    [Email Jason]

    Indie is not just about a certain visual aesthetic or gameplay experimentation. Indie is also about being economically sustainable and having the means to keep creating independently. Thriving, let alone surviving, as an indie requires an entrepreneurial skill set (and tenacity) not often discussed. This panel will explore the entrepreneurial side of “indieness” as we hear from four different indie studio cofounders and leaders.

  • How iOS 8 Changes Everything & Makes HTML5 Massively Relevant in 2015
    Albert LAI, CEO, Big Viking Games
    Albert is a serial entrepreneur and has been the co-founder/CEO of six technology companies, including Big Viking Games, Kontagent, BubbleShare and MyDesktop. He co-founded Kontagent (now Upsight), which was funded by Facebook and pioneered the use of big data in games. Albert was one of the youngest ever to be invited to speak at TED and frequently speaks about emerging technologies.
    [Email Albert]

    Big Viking Games has used HTML5 to create immersive mid-core games whose gameplay is identical to rival native apps. In this session, Albert will talk about the changes in iOS 8 that will finally make HTML5 a massively important technology for the tech and game industry. Join Albert as he talks about what the future holds for HTML5 games and what business and technical barriers need to be overcome and lessons learned in the past three years on the platform.


  • 2:30 - 2:50


  • User Testing Made Easy
    Barbara CHAMBERLIN, Director, NMSU Learning Games Lab
    Amy Smith MUISE, Partnerships Manager, NMSU Learning Games Lab
    Barbara Chamberlin directs research and development at NMSU Learning Games Lab. She has always hated user testing, and has focused her research on finding a more efficient, enjoyable way to get the kinds of feedback from kids that makes learning games better. She's been developing learning games for almost 20 years, and her PhD is in instructional technology from the University of Virginia.
    [Email Barbara]

    Amy Smith Muise works at NMSU’s Learning Games Lab directing promotion and partnerships for their educational tools. Usually funded by grants, all of the work developed at the Learning Games Lab is based on research. Amy works to find ways to place the tools in front of learners, and develop partnerships to promote the tools.
    [Email Amy]

    Developers at the Learning Games Lab at New Mexico State University have developed a series of user testing strategies and approaches that could easily be used by other designers of media for kids and families. Researchers will share their strategies and tools used during testing.

  • Panel Continues...
  • The Best Ways to Kill an Online Game (And How to Avoid Them)
    Brendan VANOUS, Sr. Developer Relations Engineer, PlayFab, Inc.
    As the head of developer relations for PlayFab, Brendan Vanous works to help developers be awesome at massive scale. Most of his 18 years in the industry have been spent in the planning and creation of online features across a broad range of titles. Prior to PlayFab, he spent seven years as a lead developer representing networking and Xbox LIVE for Microsoft’s Advanced Technology Group, affording him a unique perspective on the highs and lows of back-end services for games.
    [Email Brendan]

    There have always been plenty of great ways to trip up a game, both technical and not. But now that so many games are run as a service, the opportunities to screw them up are truly impressive -- and this talk will showcase some of the most nefarious, including several that we've seen up close and personal. Oh, and of course, what you can do to avoid them...


  • 3:00 - 3:20


  • Girls Make Games: What You Need to Know About the Upcoming Generation of Girl Gamers and Game MAKERS
    Laila SHABIR, CEO, Learn District Inc.
    Laila Shabir is the co-founder and CEO of LearnDistrict, an indie educational games studio. An MIT graduate, Laila spent the first few years of her post-graduation life on Wall Street and left a lucrative career to pursue educational games with her husband. Laila is also an advocate for women in games and runs summer camps around the world that teach game development to middle and high school girls.
    [Email Laila]

    In this post-mortem session, Laila will share what she and her team have learned from running workshops and summer camps teaching middle and high school girls how to make games. Hear about the Girls Make Games methodology: how they approached both students with no gaming background and those with modding experience (12 year olds who passionately modded Minecraft!) together in the same camp. Learn what parts of their curriculum worked and didn't work with this group. And finally, get a sneak peek into what the future of the video games industry looks like with a more diverse development team.

  • Funding the Next Billion Dollar Gaming Company | 3:00 - 3:50
    Sandy MILLER, General Partner, Institutional Venture Partners
    Greg BALLARD, SVP - Social, Mobile & Emerging Platforms, WB Games
    Phil SANDERSON, Managing Director, IDG Ventures
    Ed CLUSS, Partner, Signia Venture Partners
    Moderator: Michael METZGER, Principal, Covert & Co.
    Sandy Miller joined Institutional Venture Partners (IVP), a premier later-stage venture capital and growth equity firm, in 2006. He focuses on later-stage venture and growth equity investments in technology, internet, and digital media companies. Sandy has more than 35 years of venture capital and technology investment banking experience and has served on over 25 public, private, and philanthropic boards. He was recognized as one of the top 100 venture capitalists in the world by his inclusion in all the Forbes Midas Lists since 2007. Sandy has led investments in AddThis, Carbonite, Care.com, Constant Contact, Data Domain, DataLogix, FleetMatics, LiveOps, Merchant e-Solutions, Ngmoco, On Deck, One Kings Lane, Placeware, SkyStream Networks, SuperCell, US Internetworking, Vonage, and Zynga.
    [Email Sandy]

    L. Gregory Ballard is the SVP of social, mobile and emerging platforms and heads up the WB Games Studio in San Francisco. Previously, Greg has served as president and CEO at Glu Mobile, CEO at SONICblue, CEO at MyFamily.com, later renamed as Ancestry.com; and CEO at 3Dfx. Earlier, he served as CEO and COO for Warner Custom Music, a division of Time Warner, Inc. Ballard was also president of Capcom Software as well as COO and CFO of Digital Pictures. Ballard is presently on the Board of Directors for DTS, Inc. and has served on the Board of Directors for xFire, an online gaming platform and community purchased by Viacom in April 2006, and on the public boards of THQ (NASDAQ: THQI), Pinnacle Systems and IGN.
    [Email Greg]

    Phil Sanderson is managing director of IDG Ventures in San Francisco. His investment focus is primarily in gaming, music technology, ecommerce, search and adtech. Phil started his career at Goldman Sachs and Robertson Stephens. After 5 years of Wall Street, he received an MBA from Harvard and has been a VC for 18 years and counting. He is active in the Silicon Valley venture community, and currently co-chairs and founded the VCNetwork, a non-profit comprising over 1,000 Silicon Valley General Partners. Phil is an ultra marathoner, and has completed more than 40 races over 50K, including seven 100-mile races. He loves music, both as a fan and a tech investor. Phil is an avid gamer, and has worked in game finance for 20 years. He can be followed on Twitter @SanFranciscoVC and on his blog SFVC.com.
    [Email Phil]

    Ed is an experienced executive, entrepreneur, and investor. He has been CEO of several venture backed companies encompassing hardware and software, internet and communications. Most notable was InfoGear Technologies, a company he sold to Cisco for $300m in 2000. InfoGear developed and launched the original "iPhone" in 1997, selling 100,000 units in various channels including retail. As VP of marketing and corporate development at Aspect Telecommunications, he helped the company become the 2nd highest appreciating public stock company during his final five years at the company. Ed was also CEO at two other companies, Aveo and NextHop. Presently, Ed is a board member at Cie Games, Mind Pirate, MomentFeed and Nativo and is active with Signia’s investment in Pepperdata. He received his BS and MS engineering degrees from MIT and graduated with highest distinction (Baker Scholar) from Harvard Business School where he also received the McKinsey award in Marketing.
    [Email Ed]

    Michael is a Principal at Covert & Co., a next-generation investment bank providing premium M&A and financing services to media and technology companies globally. Previously, Michael was a Vice President at New Century Capital Partners and advised Yahoo’s Mobile Marketing and Advertising group. Michael has also held senior management and engineering positions at AT&T, IBM and Mindspeed. He holds 5 patents in the field of Communications and also serves as Vice-Chair and Board Director of the German American Business Association (GABA) in Southern California. Michael received an MSEE from the University of Ulm, Germany and his MBA from the Anderson School of Management at the University of California, Los Angeles.
    [Email Michael]

    The investors of Supercell, Kabam, Zynga, Funzio (Gree) and ngmoco (DeNA) will discuss the most exciting opportunities in mobile/online gaming, virtual reality/wearables, gamification, and next-gen distribution platforms.

  • From Localizing to Monetizing: Top 10 Tips On Conquering The Global Market
    Jani PENTTINEN, CEO & Founder, Transfluent
    Jani Penttinen is an entrepreneur, globetrotter, and a photographer. He has significant experience in international business, and has a strong background in programming and technology. After working as a business manager in Europe, Asia, and the U.S, Jani has become an advocate for cross-cultural communication. He is passionate about technologies that make it easier for people around the world to communicate with each other.

    Jani started Transfluent in Finland back in 2011, and he moved to Silicon Valley in 2012 to expand the U.S. market as well as to increase connections within the Bay Area. In his free time, Jani enjoys swimming with his three kids, and taking pictures. Transfluent's goal is to break down the language barriers that exist all around the world by combining the power of human translators and technology.
    [Email Jani]

    The easiest way to multiply the earnings from your game is to sell it to the global markets. It’s much easier and more cost effective than porting to other platforms, let alone creating sequels. Most of the time, the same exact game sells equally well, or even better, in another market. Here are the top 10 most effective strategies in getting your game ready for global domination, presented by Jani who has seen it all; from AAA console titles to the top selling mobile apps.


  • 3:30 - 3:50


  • 23 Secrets of Game Design for Tween Girls
    Kim VERBON, Founder, YamSam
    Kim Verbon is the founder of YamSam, a 2014 startup for game creation and consultancy focused on games for children. In the fast-paced industry of casual games development, Kim designed, produced and oversaw the creation of over a hundred games in her job as Sr. Producer and Head of Game Design at Spil Games, including hit apps for tween girls such as Sara’s Cooking Class and Shopaholic World. Her experience ranges from shooters to dress-up and the genres are as versatile as the technology--she's seen and done it, from download games to F2P Flash games to premium apps to HTML5. With over a decade of experience in the games industry, Kim is still overjoyed that her dreams turned into reality: making games for children. Kim’s hobbies include experimental cake baking, eating sprinkles for breakfast (it’s a Dutch thing) and petting unicorns with her 2 daughters.
    [Email Kim]

    Did you know there’s a cute animal hierarchy? That geek is the new pink? And that the simplest games might have more depth than you ever realized? Leave your adult mindset at the door and enjoy this playful lecture on game design for tween girls. Only if it pleases and sparkles, of course. Are you looking for the key insights on developing for tween girls? We’ll be zooming in on typical game mechanics, lessons learned over the years, the importance of simplicity & complexity, current and emerging trends, character design, which details matter and where to get inspiration.

  • Panel Continues...
  • FarmVille Anywhere: Reimagining an Iconic Social Game for the Mobile Generation
    Jason EVERETT, Executive Producer, FarmVille 2: Country Escape, Zynga
    Stan PATTON, Senior Game Designer, FarmVille 2: Country Escape, Zynga
    Jason Everett has spent more than 15 years in the games industry leading game development teams. He currently serves as executive producer on FarmVille 2: Country Escape. Prior to this role, he was executive producer on CastleVille Legends and ChefVille at Zynga. Before joining Zynga, Jason served as executive producer and product director at Disney Online Studios, running Disney’s massively multiplayer games Pixie Hollow, Pirates of the Carribbean Online and Toontown Online.

    Stan Patton serves as a senior game designer on FarmVille 2: Country Escape. Prior to this role, he worked on product management and systems design on CastleVille Legends and FrontierVille. Prior to Zynga, Stan worked in design and engineering roles on video game franchises such as Tomb Raider and Tony Hawk, and created the acclaimed mobile game Rinth Island.

    FarmVille, a franchise that ushered in a new era of free, social gaming on the web recently made its debut on mobile with the launch of FarmVille 2: Country Escape. Join senior game designer Stan Patton and executive producer Jason Everett as they share challenges and key lessons from bringing FarmVille 2: Country Escape to mobile.


  • 4:00 - 4:20


  • A Practical Guide to COPPA: Does COPPA Apply to You and If So, What are Your Options?
    Keith DENNIS, Co-Founder & CEO, AssertID, Inc.
    Keith is CEO and co-founder of AssertID, Inc. a SF bay area company which just launched their ConsentID™ VPC Service. ConsentID™ is a first of its kind fully automated COPPA-compliant Verifiable Parental Consent (VPC) cloud service. Keith is a serial entrepreneur having co-founded three technology start-ups previous to AssertID.
    [Email Keith]

    COPPA is a U.S. federal law designed to protect the privacy of pre-teens online. Mobile app developers and publishers would be wise not to ignore COPPA – to do so can result in significant fines and just as importantly, can tarnish their brand. The intricacies of COPPA can be complex and nuanced and for many app publishers confronting them is low on their list of priorities. If pre-teens are among your users, you need to understand COPPA!

    This presentation will attempt to strip away much of COPPA’s legalese to provide a simple, practical guide for app developers to determine if COPPA applies to them and if so, to clarify their options for achieving compliance.

  • SPONSORED SESSION: Mobile First Markets: Informed Mobile Development and Monetization in Emerging Markets
    Lance JOHNSON, VP Business Development, vserv.mobi
    Lance is based in Silicon Valley and leads Business Development for Vserv in North America. He has over a decade of experience in the Mobile space, as an Executive, Advisor and Investor. Prior to Vserv, he has worked with leading Mobile & Technology companies such as MIH Group, Nokia, Amdocs and Yahoo! amongst others.
    [Email Lance]

    Armed with behavioral data from over 421 million global mobile users served through Vserv’s platform, Lance Johnson of Vserv.mobi will discuss how game developers can identify mobile first markets and capitalize on global emerging market geos, the fastest smartphone growth markets in the world.

  • Producing for Cross-platform: Why Do It & How to Do it Successfully
    Jill (Schneiderman) WILSON, SVP Game Development, SGN
    As SVP of game development, Jill Schneiderman oversees all aspects of SGN’s production, from concept through lifecycle. She is responsible for both the strategic planning and day-to-day operations of the company’s industry-leading cross-platform game development. Prior to SGN, Jill held business development, international sales and marketing roles at a board game company, Imagination Games. Jill serves as an advisor to the Casual Games Association and, in her spare time, plays competitive backgammon in the Bay Area, where she currently resides. She graduated from the University of Southern California, and was born and raised in NYC.
    [Email Jill]

    Jill Wilson, SVP of game development for SGN, discusses why being cross platform is core to the SGN strategy and how you too can achieve success going cross platform. Learn the advantages of producing for multiple platforms at once and hear tips on how to handle production for both initial development and maintaining the live game.


  • 4:30 - 4:50


     
  • Market Update & What’s Trending in M&A
    Alina SOLTYS, Sr. Analyst, Corum Group
    Alina Soltys joined Corum Group in 2010, located out of their Seattle headquarters working on client engagements in the financial and research capacity. Prior to this, she worked as an acquisitions specialist at a real estate development firm specializing in acquiring multi-family properties throughout the Pacific Northwest. During her college years, Alina was an intern within the Mergers and Acquisitions Group at Colliers International where she contributed in marketing, finance as well as strategic growth and positioning. Alina graduated from the Foster School of Business at the University of Washington, specializing in Finance and Entrepreneurship.
    [Email Alina]

    Successful and innovative companies are using M&A and inorganic means to drive growth in today’s competitive, fast-paced environment. This talk presents an overview of the industry’s buying trends, investment rounds, what drives value from buyers and predictions for the gaming industry at large.

  • How to Make Your PC Game Not Suck on Mobile
    Jaremy RICH, Director of Product Management, DropForge Games
    Jaremy is the director of product management for DropForge Games and is currently overseeing the production of Card Hunter Mobile. He previously worked at PopCap as a senior product manager, driving retention and monetization feature design for Bejeweled Blitz, Zuma Blitz and other leading mobile and social products.
    [Email Jaremy]

    How do you optimize a PC title for the tablet audience effectively? DropForge Games shares insights and lessons learned as they bring the award winning free-to-play PC game, Card Hunter to mobile. From redesigning the UI/UX to rethinking in-game monetization, porting a game to mobile is often a tough but worthwhile challenge. Jaremy will share the studio's thought process and learnings from planning to execution.


  • Franciscan, 2nd Floor

  • July 24:
    Developer Experience

    Emcee: James PRUCEY, CEO, Canned Bananas

    James Prucey began developing applications back in 2008. His most popular title was Lock N Roll, which was downloaded over 3 million times and remained the #1 dice game in Japan for over a year.
    [Email James]

  • July 23:
    Creative: Game Design

    Emcee: Greg LEMON, CEO, Greg Lemon Interactive

    Greg Lemon is a bay-area developer, animator, professor and entrepreneur. His professional experience in digital and interactive media includes work in film, games, interactive exhibits, and education, with project sizes ranging from small independent productions to blockbuster hits. Greg's passion is to create amazing, animated, interactive experiences for users in a wide variety of digital mediums, and to teach others to do the same. When he's not hacking away at code or adjusting keyframes, Greg loves to cook, hike, listen to classical music, play hockey and hang out with his family.
    [Email Greg]

  • July 22:
    Creative: Game Audio and Art

    Morning Emcee: Zach PRESENT, Co-Founder & Creative Director, Present Creative
    Afternoon Emcee: Aaron WALZ, Composer & Sound Designer, Walz Music & Sound

    Zachary Present is creative director and co-founder of Present Creative. He’s been in the business of making art for games for over 10 years. He is responsible for building and leading creative teams, overseeing production, establishing and maintaining visual direction, brand identity and the visual quality bar of the studio. A proud papa to two beautiful kids, teacher of Capoeira, motorcyclist, and a jack-of-all-trades, Zachary is the “proverbial super hero” of getting stuff done.
    [Email Zach]

    Aaron M. Walz, is a composer and sound designer for mobile, social, AAA and casual games with a BA in Music. He runs Walz Music & Sound, is a co-founder and managing partner of the Game Audio Alliance, LLC, and is a long-term on-site contractor at Kabam, where he works on titles like Heroes of Camelot, Dragons of Atlantis and Wartune. He wrote the theme song for Ravenwood Fair (John Romero), is the composer of the RPG series Aveyond, and produced voice overs and music for Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. In addition to audio creation, Aaron is also experienced with implementation and middleware. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival (for Hardwood Hearts) and Game Tunnel’s “Best Sound” for Aveyond. Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards. Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the board of directors as the marketing chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He is the audio speaker content adviser of the Casual Connect game conference for the Casual Game Association. His biggest influences are the great Japanese game composers. He also enjoys tennis, bowling, cooking and wine tasting.
    [Email Aaron]


  • 10:00 - 10:20


  • How to Leverage a Genre System in Strategic Mobile Game Development
    Patrick WALKER, Manager, Business Analysis & Insights, EEDAR
    As head of mobile insights at EEDAR, Patrick evaluates mobile game data, mechanics, and trends to inform client business strategy. Patrick has given talks at conferences in the US, Europe, and Asia, including GDC. He is responsible for giving on-site presentations to all EEDAR clients, which includes all top publishers in the industry.
    [Email Patrick]

    As the mobile gaming market matures there is an increased need for using market classification to inform game green light and development. EEDAR’s head mobile analyst, Patrick Walker, will show how EEDAR uses its mobile genre system to guide client strategy through principles such as increasing attainable market, implementing genre hybridization, and practicing demographic-informed business model optimization. Segmented data from EEDAR’s annual syndicated consumer survey on gamer demographics and gameplay patterns will be shared as part of the presentation.

  • What Game Designers Need to Know About The Cloud
    Ian VOGEL, Sr. Design Manager, Amazon Game Studios
    Ian comes to Amazon Game Studios after 16 years of creating games, including work on Age of Empires Online, Bioshock, System Shock 2, Swat 4, and Thief: The Dark Project. He’s been in key roles at the likes of Microsoft Game Studios, Irrational Games, Airtight Games, and, Looking Glass Studios. His current role is studio manager at Amazon Game Studios, where he spearheads first party game development to give gamers fun, innovative experiences. Ian began as a pre-med student and graduated from Cornell University with a BA in Film and English.
    [Email Ian]

    In this session Ian will speak about the way that cloud computing is offering game designers powerful new tools and creative opportunities. Ian will discuss the key lessons learned during development, while showing examples from upcoming Amazon Game Studios titles and explore the tech suite that could impact creative minds.

  • Where Art and Games Collide: Using Gaming Tools and Conventions to Make "Non-games" for "Non-gamers"
    Kelly Richard FENNIG, Consultant, National Film Board of Canada
    Kelly Richard Fennig is a producer & designer and a founding member of Ton Up Interactive. Working with the National Film Board of Canada, he was the project director for Circa 1948. Past companies included Slant Six Games, United Front Games.
    [Email Kelly]

    Designing a game for people who have some level of familiarity of games is simple, but there is a challenge to make a game-like experience for people who rarely, if ever, "play video games". Kelly wishes to share what he learned, what he thinks makes "games" different from "art" and how to develop for this small but developing market of "interactive storytelling" using the tools and skills from the gaming industry.


  • 10:30 - 10:50


  • Development Trends
    Wanda MELONI, CEO, M2 Research
    Wanda Meloni is the founder and senior analyst at M2 Research, a company that specializes in research, forecasting, and market analysis for the games industry. Meloni’s credentials include an M.B.A. from the Monterey Institute of International Studies, over 20 years experience as a consultant/analyst, and is also the editor-in-chief of Gaming Business Review. She has also written for, or been quoted in, publications such as the Wall Street Journal, Forbes, the New York Times, Fortune, and others.
    [Email Wanda]

    M2 Research has conducted in-depth research on development trends of game developers. Wanda Meloni's presentation will highlight some of the issues confronting game developers as well as look at where the growth opportunities are and the make up of the games community in 2014.

  • Warhammer® 40,000™: Carnage Postmortem
    Kayla KINNUNEN, Game Director, Roadhouse Interactive
    Kayla has spent 15 years in game development from QA tester to development director. She has managed teams and projects from front-end development to audio production, and has had the privilege of contributing to several leading game franchises including FIFA, NHL, NBA, Need for Speed, SSX, James Bond, and Madden.
    [Email Kayla]

    Roadhouse Interactive set out to bring the classic, core IP Warhammer® 40,000™ to both enthusiast and casual audiences on mobile devices. In May 2014, Warhammer® 40,000™: Carnage launched globally as an action arcade, side scrolling mobile game. See how Roadhouse adapted the gameplay style for more mainstream audiences, and improved game control functionality for players of all skill levels. Hear how Roadhouse also designed and translated the title to engage core enthusiast gamers and fans of the globally-recognized Warhammer brand.

  • Why Art Matters in Mobile and Casual Games
    James ZHANG, Founder & CEO, Concept Art House
    James is the founder and CEO of Concept Art House. Under James' leadership, the company has grown from a 5 person team in 2007 to over 100 employees in 2013, doubled revenues each year, and signed on some of the biggest names in the gaming industry, including Zynga, EA, Pocket Gems, Blizzard, Disney, CrowdStar and DeNA. Prior to founding CAH, James accumulated a decade of experience as a concept artist, art director, and studio executive. He began his career as a concept artist at LucasArts Entertainment Company, helping set vision for bestselling video games, including Star Wars and other original properties. In 2004, he moved on to Factor 5, a leading console game developer, where he became art director on one of the first Playstation 3 titles, Lair. The following year, James assumed the role of vice president of Massive Black, an art outsourcing company, where he oversaw the vision and production of studio projects until the founding of CAH. James is also a regular contributor to international game industry events and publications like ImagineFX, Fantasy Magazine, Inside Social Games, ChinaJoy and the Game Developer Conference.
    [Email James]

    Concept Art House has delivered art into 15 of the all time top 30 social and mobile games. In this talk, James Zhang, CEO of Concept Art House and a leading videogame art director, will explain how art can directly impact user acquisition, user retention and monetization. Specific before and after examples will be used to show how games were taken to a higher level of monetization by selective improvement in art assets, UI and by improvements to the overall look and feel of well known games. A must for any developer who has a game that could be reinvigorated, reskinned or relaunched.


  • 11:00 - 11:30


  • User-Generated Content in Social Casino. Get Creative!
    Paweł WEDER, Chief Product Officer, Ganymede
    Paweł Weder is one of the most experienced game producers in Poland. He has been working in the gaming industry for 15 years, developing games from the design and production stage to marketing and onto successful sales. Paweł has previously worked for Ubisoft and Reality Pump. He currently serves as the Chief Product Officer at Ganymede, focusing on product and market strategy. He also develops strategies for new and existing products, markets and industries to meet each company’s growth objectives. He also executes games market research, including market segmentation and trends. Currently he builds and manages Poker Texas Holdem and Bingo, social casino games available to players across the world.
    [Email Paweł]

    Give your loyal and creative users something to do! Let them build and drive your game. In this session you will learn why it is so important that your game's super fans create content. You will also learn how to customize the experience for your genre and how to reward, retain and monetize a creative user.

  • Beyond Messaging: How to Play in the Era of Post-Platform Human Connection
    Stevie CASE, VP Revenue, Layer
    You might know her as KillCreek rather than Stevie Case -- the world's first female professional gamer. Back in the day, Stevie beat Quake designer John Romero at his own game, and went on to join one of the first eSports leagues as a pro. Stevie jumped next into game creation, working her way up from QA tester to level designer, producer, and later CEO of her own mobile games studio. Over the past decade, Stevie has specialized in digital goods and microtransactions, serving as VP sales at PlaySpan, a games industry technology provider acquired by Visa in 2011. Now she's VP revenue at Layer -- the open communications layer for the internet. Stevie describes herself as a hardcore gamer, a mom, wild Kansan prairie child, a certified sailboat skipper, a piano-playing activist, and an adventure-seeker. Her favorite game is still Tetris Attack on the SNES.
    [Email Stevie]

    Communication to facilitate human connection is a fundamental human need. Passionate gamers find ways to connect, talk, share, and play together -- whether a developer provides those channels or not. What once took the form of BBSs, chat rooms, and IRC is now complex in-game chat, connectedness through messaging apps like Line and Whatsapp, and creation of new content and community in Twitch Chat. Rich platform-agnostic communication can extend a game’s reach and depth of experience. Learn from great use cases how to put your users and content at the center of the conversation.

  • On Being a Generalist: A Critical Role in Building a Collaborative Culture
    Sara ENGELHARDT, Lead Artist, Wicked Fun, Inc.
    Sara Engelhardt is currently lead artist at the indie game studio Wicked Fun Inc. She has worked as a digital artist making mobile and social media games, as well as on console games at Microsoft Game Studios. Sara considers herself a digital art generalist - she has worked as a technical artist and character rigger, as well as in concept art and illustration. Previously, she was a concept artist on the Xbox One title Project Spark.
    [Email Sara]

    I call myself an art generalist at my own risk. During my years in the gaming industry, I’ve heard many myths and opinions about generalists, specialists, T-People, and other shapes of people from my mentors, recruiters, and peers. This session will be a reflection on theories surrounding the generalist role, how my experience on projects and in art teams compares, and the pros and cons of being a creative generalist. Most importantly, the discussion will focus on how the generalist isn’t just about production flexibility, but how generalists play a crucial role in your creative team’s collaborative culture.


  • 11:30 - 11:50


  • Preparing for the Android Future: Lessons in Design and Development for the Google Play Store
    Omar SIDDIQUI, Founder and CEO, Kiwi, Inc.
    Omar Siddiqui is the CEO and co-founder of Kiwi, an Android-focused mobile game developer based in Palo Alto. Prior to Kiwi, Omar served as the vice president of product and executive producer at Disney Playdom, building the studio that produced a number of the company's top social games.
    [Email Omar]

    With the strides that the Android market has made recently, mobile game developers who want to make money need to have a cross-platform strategy in place. For many devs, this means catching up on the state of the Android market, and fast! Omar Siddiqui co-founded Kiwi, Inc. with a focus on successful Android game development, and he will discuss how developers should approach Android game design as well as how those development methodologies can make developers more successful overall.

  • Games as Brand Extension and Invention
    Nick FORTUGNO, Co-Founder & CCO, Playmatics
    Nick Fortugno is a game designer and co-founder of Playmatics. Fortugno has been designer, writer, and project manager on dozens of games, serving as lead designer on Diner Dash, the serious game Ayiti: The Cost of Life, the award winning Breaking Bad: The Interrogation, as well as games with Red Bull, Disney, AMC, the Red Cross/Crescent, PBS, CPB, NYPL, and USAID. Nick is co-founder of the Come Out and Play festival, and teaches at Parsons The New School of Design.
    [Email Nick]

    Nick Fortugno looks at the ways that games have been used by narrative properties for brand extension. Nick looks at some notable examples of games used for cable shows and movies to discuss what the design intent and strategies are used to take the story of a property and bring it to another medium. Given these successes, Nick offers a vision of other ways games could be used to explore narrative and initiate brands rather than derive from them.

  • 5 Common Mistakes When Outsourcing Game Art and How to Do It Right
    Zach PRESENT, Co-Founder & Creative Director, Present Creative
    Ben SUTHERLAND, Co-Founder & CEO, Present Creative
    Zachary Present is creative director and co-founder of Present Creative. He’s been in the business of making art for games for over 10 years. He is responsible for building and leading creative teams, overseeing production, establishing and maintaining visual direction, brand identity and the visual quality bar of the studio. A proud papa to two beautiful kids, teacher of Capoeira, motorcyclist, and a jack-of-all-trades, Zachary is the “proverbial super hero” of getting stuff done.
    [Email Zach]

    Ben Sutherland is the CEO and co-founder of Present Creative. He’s a powerhouse of ability with hands on skills ranging from animation, illustration, UI/UX and art direction, though now-a-days his focus is on pipeline design, group management, and game design. Getting his professional career started in the mid-nineties during the wild frontier of the World Wide Web, Ben has had his hand in a myriad of successful enterprises. Besides running Present Creative, Ben currently is on the board of directors at One Sock Prince (an indie gaming company) as well as Protoscape, a small web design and multimedia production company.
    [Email Ben]

    Working with outsourcers allows for an almost instant expansion of resources while reducing costs, but quick starting a team can bring its own set of problems and risks. How can you decrease the risk associated with working with outsourcers? What are the best practices when onboarding a whole team of content creators and how do you direct a decentralized team towards a single target?

    In this talk, Zach and Ben will go through some of the most common issues they have run into over the last decade of art outsourcing and the solutions they have implemented to mitigate this risk and allow for smooth production.


  • 12:00 - 12:20


  • LUNCH BREAK
  • LUNCH BREAK
  • LUNCH BREAK

  • 12:30 - 12:50


  • LUNCH SESSION: Where's the Money in HTML5 Game Development?
    Chris HUGHES, Co-Founder & President, FGL
    Chris is co-founder and president of FGL.com, which has helped web and mobile game developers make millions annually. He is also an indie game developer himself. He has spoken at several gaming conferences including GDC, Flash Gaming Summit, and Casual Connect on the topics of monetizing and distributing web and mobile games. He also has several published articles on the topics of monetizing and distributing web and mobile games. He has a BS and MS in Computer Science from Sacred Heart University.
    [Email Chris]

    HTML5 is a hot topic in game development right now, but how can a developer make money with an HTML5 game? This session will cover the general state of the HTML5 game market as well as the different ways a developer can make money with an HTML5 game now and in the future.

  • LUNCH SESSION: Finding Inspiration for Game Design Everywhere You Look
    Greg LEMON, CEO, Greg Lemon Interactive
    Greg Lemon is a bay-area developer, animator, professor and entrepreneur. His professional experience in digital and interactive media includes work in film, games, interactive exhibits, and education, with project sizes ranging from small independent productions to blockbuster hits. Greg's passion is to create amazing, animated, interactive experiences for users in a wide variety of digital mediums, and to teach others to do the same. When he's not hacking away at code or adjusting keyframes, Greg loves to cook, hike, listen to classical music, play hockey and hang out with his family.
    [Email Greg]

    This course will focus on practices and strategies to help developers find inspiration for game design concepts in all areas of life. The components of game design will be examined from an academic point of view, and correlated to real-life activities and experiences that provide similar cognitive and emotional stimuli to their users. The course will look at how reality and games influence each other, and how developers can pull fresh ideas from examining this symbiotic relationship. The course will culminate with a list of ideas to help developers break out of habitual input patterns, forcing them to adapt to new stimuli and naturally develop new ideas as a result.

  • LUNCH BREAK

  • 1:00 - 1:20


  • The Achilles Heel of Mobile Games: Discovery & Monetization | 1:00 - 1:50
    Keith KATZ, Co-Founder, Execution Labs
    Shmuel TENNENHAUS, VP Marketing, Big Fish
    Mario WYNANDS, Managing Director, PikPok
    Moderator: Christine LEE, Director of Business Development, Americas, Chartboost
    Keith Katz is co-founder of Execution Labs, a first-of-its-kind talent platform for mobile game developers. As business chief, he oversees the company’s business functions and works closely with game teams in areas like user acquisition and player monetization. He was VP monetization at OpenFeint (acquired by GREE), VP marketing at Cellufun and head of North American marketing for Gameloft. He started his gaming career at Atari.
    [Email Keith]

    Shmuel is 33 and some people think he looks much older than that. At 21, he was ordained as a rabbi and also began writing about himself in the 3rd person. Shmuel resides in Seattle with his beautiful wife, handsome son and imaginary cat. He loves cheesecake and steak, but not at the same meal due to religious purposes.
    [Email Shmuel]

    Mario Wynands is the Managing Director and co-founder of PikPok, a leading digital publisher across mobile, tablet, and desktop. In his 17 years at the New Zealand based company, he has led studio operations, built a successful game portfolio and overseen the creation of many engaging console titles including Shatter®, GripShift®, and Speed Racer The Videogame, as well as multiple hits in the smartphone and tablet space including Flick Kick® Football, Into the Dead® and the BAFTA nominated Super Monsters Ate My Condo. Wynands is a graduate of Victoria University in Wellington with degrees in business management and computer science, and has studied at MIT Sloan.
    [Email Mario]

    Christine Lee manages the North America business development team at Chartboost, the largest revenue platform powering the business of mobile games. In her current role, Christine oversees all North America publisher relations, strategic partnerships and advertiser relationships. She previously managed entertainment and games at AdMob, and continued to work with both console and mobile game developers when the company was acquired by Google. Prior to her work at Google/AdMob, Christine supported the digital advertising solutions team at Microsoft.
    [Email Christine]

    Games are at the forefront of how to monetize users, yet focus on user retention. The new economy for mobile games has a faster growing potential audience - more than any other sector in games. As titles have found resonance with players, monetization models have emerged for games including charging consumers directly, running ads within the game, and instigating the consumption of virtual goods or other in-app purchases. Discovery models have also evolved as developers are focused on finding valuable users so they can continue to test and find the balance of monetization and user experience. This panel will be an in-depth, detailed discussion on how Big Fish Games, PikPok and Execution Labs interpret this competitive outlook on the marketplace of the new app economy, providing first-hand experience on the advantages and disadvantages of various models and monetization methods.

  • Adventures on Foot: The World through Ingress
    Brandon BADGER, Product Manager, Niantic Labs, Google
    Brandon Badger, a Stanford alum (BA Econ ’02 MS CS ’03), is the Product Manager for Niantic Labs. He’s been a Product Manager on Google Maps, Google Books, YouTube, and Niantic Labs.
    [Email Brandon]

    Brandon Badger of Google’s Niantic Labs will discuss how powerful mobile devices are enabling developers to create interactive entertainment experiences like never before – and not just in the virtual world. Location-based technologies are allowing games to bridge the gap between the real and virtual worlds and opening up the door for an entirely new genre of games and how people interact with them. Brandon will address the evolution of mobile and location-based games, the dawn of a new age of real world games and players have changed the way they connect, interact and socialize through findings from their first project, Ingress.

  • Painless Animation for the Mobile Web
    Matt NEPSA, Co-Founder & Creative Director, Absolute Hero Games
    Matt Nepsa is a game artist and designer with a career-long dedication to embracing the newest tools and technologies in game art production. He has been making and designing casual games for mobile and desktop since 2001. He is co-founder and creative director of Absolute Hero Games, a Seattle-based casual game studio specializing in casual HTML5 browser games for desktop and the mobile web.
    [Email Matt]

    As the mobile web continues to boom, appetites within the game industry are briskly increasing for mobile web content. The growing HTML5 game development community brings with it the demand for new solutions and tools to improve and replace the ones we’ve been working with for so long, and the lack of good HTML5-compatible tools has sent animators back to the dark ages. The good news is that help is on the way. In this session Matt will give an introduction and overview of the features and benefits of using Esoteric's Spine 2D skeletal animation editor. Artists, animators and developers alike will learn how this breakthrough solution provides rich, complex animated content, fully optimized and seamlessly exported for Javascript web games.


  • 1:30 - 1:50


  • Panel Continues...
  • Chasing the Goddess: Designing to Include Women into the Equation
    Terry REDFIELD, Founder & Creative Director, Wicked Fun, Inc.
    Terry Redfield has been playing games since she could toddle. She started her career at 3DO in '96 on High Heat Baseball and explored core games for several years before being fortunate enough to work on the award winning title, Psychonauts. She started her first start up, Real Life Plus in 2009 to explore the world of casual games. Working with clients like Disney, she helped design features for retention and monetization, including features for the 2011 Casual Game of the Year, Gardens of Time. Most recently she started a new company, Wicked Fun, to focus on games for everyone.
    [Email Terry]

    There are more women playing games today than ever before and yet there seems to be a lack of new and interesting content on emerging platforms designed with them in mind. In this lecture, we will use science and mythology to explore the three distinct age bands when women's lives and bodies change dramatically. We will discuss how this important market research may translate into design choices that could widen a games appeal more broadly, therefore increasing monetization.

  • Theory & Ear Training 101, Game Music, and You
    Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Aaron M. Walz, is a composer and sound designer for mobile, social, AAA and casual games with a BA in Music. He runs Walz Music & Sound, is a co-founder and managing partner of the Game Audio Alliance, LLC, and is a long-term on-site contractor at Kabam, where he works on titles like Heroes of Camelot, Dragons of Atlantis and Wartune. He wrote the theme song for Ravenwood Fair (John Romero), is the composer of the RPG series Aveyond, and produced voice overs and music for Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. In addition to audio creation, Aaron is also experienced with implementation and middleware. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival (for Hardwood Hearts) and Game Tunnel’s “Best Sound” for Aveyond. Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards. Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the board of directors as the marketing chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He is the audio speaker content adviser of the Casual Connect game conference for the Casual Game Association. His biggest influences are the great Japanese game composers. He also enjoys tennis, bowling, cooking and wine tasting.
    [Email Aaron]

    Many game composers and sound designers are missing some links in their fence of knowledge: music theory and ear training. Noobs or experts alike, this session aims to teach and remind you of concepts and ideas you can utilize in your game music creation. Educated and creative composition techniques make your work faster, elevate our art form, and foster a better game experience with interesting, memorable tunes. Curious developers who like music can also benefit from this session.


  • 2:00 - 2:20


  • Creating A Mobile App With Longevity | 2:00 - 2:50
    Amy DALLAS, Co-Founder, Clutch Play Games
    David ZEMKE, Director of Business Development, DeNA
    Mike SANDWICK, Manager, Business Development and Business Operations, TinyCo.
    Bart VAN DEN BERG, Founder, Blue Giraffe Games
    Joleen Winther HUGHES, Owner, Hughes Media Law Group
    Amy Dallas is the one of the four founding partners of ClutchPlay Games, a small but scrappy game studio in Portland, Oregon. Founded in 2012, the ClutchPlay team has worked on several indie and work-for-hire titles including Little Chomp which was selected as one of six titles featured at the 2013 PAX East Indie Showcase and their new title Skullduggery! due for release this fall. As the producer / chief of ops, Amy wears a lot of hats at ClutchPlay and divides her time between being a tireless organizer, an accomplished cat-herder, a skilled bomb-diffuser, a fearless lion-tamer, a compassionate hand-holder, an experienced whip-cracker, a relentless team-builder, and a producer of some pretty badass projects. Before starting ClutchPlay, Amy has worked at several game companies, including EA Maxis, and Ngmoco.
    [Email Amy]

    David Zemke is a director of business development at DeNA. He is a seasoned mobile professional with over 17 years of experience working with a diverse group of game publishers such as Sega, Glu Mobile, LucasArts and Electronic Arts. Prior to his current role, Zemke worked at Sega for two years where he handled iOS and Android publishing and launched several major titles including Sonic and Sega All Stars Racing and Sonic the Hedgehog. Zemke was also the director of global marketing at Glu Mobile for four years. Zemke has created marketing campaigns and launched titles on multiple platforms for high-profile entertainment brands including Star Wars, The Dark Knight, the X-Games, Transformers and Monopoly.
    [Email David]

    Mike Sandwick works on the business development team at TinyCo, a top free-to-play mobile game developer based in San Francisco. At TinyCo, Mike focuses on two key areas: leading TinyCo's partnerships with Apple, Google, Amazon, and Facebook, and developing the go-to-market strategy for TinyCo's licensed games. Most recently, Mike coordinated the launch marketing for Family Guy: The Quest for Stuff, a top-5 grossing game that has been featured by Apple and Google. Prior to joining TinyCo, Mike worked on the business development team at Heyzap, a mobile ad startup also based in SF. Mike received his undergraduate degree from Wesleyan University in Middletown, CT.

    Bart is co-founder and CEO of Blue Giraffe. He has a creative & technical background in online media & gaming and has been working with retail & consumer brands in Europe since 2004. Together with veteran developers, artist and game designer of GameHouse/Zylom, he set up the casual game studio Blue Giraffe in 2012.
    [Email Bart]

    Joleen Winther Hughes is founder and principal of Hughes Media Law Group. Her team drives business and secures longevity for emerging technology companies including some of the world’s leading mobile app brands. She is also a former rock music promoter and owned a successful artist management and production company during the height of Seattle’s grunge music explosion.
    [Email Joleen]

    A panel of top-notch developers and executives from around the mobile world! Innovative gameplay, clever visuals, strategic licensing and a smart business backbone are all key components to building and sustaining your mobile brand. Come learn how some of our clients and friends have made, or are making, the transition from startup to established brand and what you can do to set your company up for long-term success.

  • Five Years to Get It Right….Designing Games for Women (or any Audience)
    Jeffrey TSENG, Co-Founder & CEO, Crowdstar
    As co-founder and CEO of Crowdstar, a leader in female gaming and entertainment, Jeffrey Tseng leads the company's strategy and direction. After spending years designing some of the largest female-friendly fashion entertainment games, Jeffrey continues to push the industry by building disruptive fashion platforms to entertain and engage females around the world.
    [Email Jeffrey]

    Since 2009, Crowdstar has been designing and publishing female-focused games. As the gaming market grows, so has the market for women, with research showing that gaming is the #1 activity for women on mobile. Jeffrey Tseng, co-founder and CEO of Crowdstar, will discuss his philosophy on game design and how emotional attachment outweighs the prototypical philosophy around gaming mechanics and monetization. Find out how Crowdstar takes a laser focus around understanding their audience to drive all decisions on game design and how the process can be applied to any game.

  • What’s in a Name?: Trademarks, Games, and Audio
    Mona IBRAHIM, Senior Associate, Interactive Entertainment Law Group
    Mona Ibrahim has spent over half a decade representing and educating independent game developers in a broad range of legal matters, with a particular emphasis on intellectual property and asset licensing. Prior to opening her own firm in 2010, Mona successfully managed the trademark practice of Imua Legal Advisors in Seattle, WA. During her years of private practice she worked closely with new independent developers from company inception to game launch. She has successfully represented independent developers in a range of transactions, including publishing and licensing deals, console agreements and distribution agreements. Mona made educating the independent developer community her mission long before entering the legal practice over five years ago. She is a frequent speaker at industry conferences such as PAX Dev, Casual Connect, and LOGIN. Her articles covering a broad range of legal topics have appeared in both legal and industry periodicals, and she is a frequent featured writer at Gamasutra. Mona continues to represent the indie contingent at Interactive Entertainment Law Group, lending her unique outlook and practice experience to the firm.
    [Email Mona]

    This talk will take a close look at the uses, rules, complications, and upkeep of your trademark and brand. We will also discuss how audio can be used under trademark law, the differences between copyrights and trademarks and the benefits/uses of both in game audio, and other practical points of interest concerning this often murky area of the law. Some international concerns will also be taken into consideration.


  • 2:30 - 2:50


  • Panel Continues...
  • Get Off The Treadmill!
    Chelsea HOWE, Creative Director, EA Mobile
    Chelsea is currently creative director at EA Mobile in Austin. Her professional journey took her from clicking cows at Zynga, to researching the psychology of games at SuperBetter Labs, and most recently to releasing Family Guy: The Quest for Stuff at TinyCo. On the side, Chelsea teaches playful interaction design at California College of the Arts, runs the San Francisco global game jam, and designs experimental indie games like The End of Us and Choice Chamber. In 2013, she co-founded the Queerness and Games Conference and joined the Game Developers Conference Board of Advisors. The previous year, she was one of Fast Company’s 100 Most Creative People in Business and received the Microsoft WIG Rising Star award.
    [Email Chelsea]

    Does your live game need exponentially more content every month? Does your release schedule look like a lego wall? GET OFF THE TREADMILL. Once we understand the relationship between novelty and attention, we can explore ways to retain players beyond content updates. We'll discuss designs that get devs off the content treadmill - or at least let someone else run on it.

  • How To Squeeze the Most Out of Your Voice Actors
    Lea GULINO, Voiceover Actor, JE Talent
    Lea is a voice actor who has recorded for 2K, Big Fish, Telltale, Sega, Activision, Riot and many others. She voiced several SIMs for EA’s most recent SimCity release and is also the voice of R.U.B.I for Kixeye’s War Commander. Lea offers a unique perspective, having worked on camera, on stage and behind the mic, as well as behind the scenes as an assistant’s assistant to premiere casting director Meg Simon in New York. She possesses a contagious energy and has been known to fill speaking halls to capacity with her lively and informative presentations. Lea is a graduate of New York University and the Academy for the Arts in Hartford, CT. She now resides and records aboard her classic 50’ Chris Craft Cabin Cruiser docked in Sausalito, CA.
    [Email Lea]

    Join Lea Gulino, a versatile voice actor who has worked on projects of all shapes and sizes, as she dispels the mystery and eases the stress of finding, hiring and working with voice talent. Learn how to get the best reads possible, how to bottle creative energy and how to squeeze the most out of your voice actors even after the session is over.


  • 3:00 - 3:20


  • Engage Your Community - How to Turn Your Players Into Fans on an Indie Budget | 3:00 - 3:50
    Ken SETO, CEO, Massive Damage Inc.
    Sebastien BORGET, Co-Founder, COO, Pixowl
    Joshua NILSON, Co-Founder, CEO, East Side Games
    Moderator: Morgan HALL, Co-Founder, Hidden Door Interactive
    Ken is an experienced mobile app and game designer who is currently the CEO/co-founder of Massive Damage. Massive Damage is a Toronto gaming studio dedicated to building the future of massively multiplayer games on mobile. They’ve released a hit top grossing hit game called Please Stay Calm, a location-based, massively multiplayer zombie apocalypse game for the iOS and Android.

    He is also the co-founder of Endloop Mobile, a leading mobile development studio building some of the most entertaining and innovative iPhone and iPad applications on the market, garnering media attention from Wired, Mashable, WSJ and others.

    Ken is well regarded for his passion and expertise in mobile, gaming, and user experience design.
    [Email Ken]

    Sebastien co-founded Pixowl Games studio to fullfill his vision of mobile games reconnecting family & friends and turn his passion into his dream job. Sébastien manages the operations of Pixowl's 30 people international team. He has supervised the production and marketing of the studio's most popular titles: Doodle Grub and The Sandbox (10+ million players in total). His work was awarded by the double nomination of The Sandbox in App Store Best of 2012 & 2013!
    [Email Sebastien]

    Josh Nilson is the CEO and co­founder of East Side Games, a proudly independent studio creating humorous and addicting social/mobile games. Their cult classic game Pot Farm is still going strong on Facebook four years later and has had over 8 Million unique players. Dragon Up took home Best Art in a game at last year’s Indie Prize at Casual Connect. East Side Games strongly believes in community driven design, building games pitched internally, and having the best culture around. And they have the best hoodies in the business, seriously.
    [Email Josh]

    Morgan has been working in Vancouver’s video game industry for over 8 years. She has worked for companies including Electronic Arts, Ubisoft, East Side Games, and Rockstar Games. She is currently the creative director and co-founder of the startup Hidden Door Interactive. She believes that marrying industry experience with well crafted analytics is the best way to address all aspects of development, from economy balancing to customer support.
    [Email Morgan]

    Connecting with your community is crucial to your game’s success. Establishing a personal connection through community turns players into fans. Day 1 fans will play more, provide valuable content and support for your game. It is like any other business in the world, great service equals happier, repeat customers.

  • Gaming Meets TV and Film: Blockbuster or Bust?
    Mark GAZECKI, Co-Founder & Executive Producer, MegaZebra
    Henning KOSMACK, Co-Founder & CEO, MegaZebra
    Mark is a serial entrepreneur having founded several VC-backed companies in the games and Internet sectors. He co-founded MegaZebra, one of Europe’s leading cross-platform games company, and GameGenetics, a games distribution business with more than 100 billion monthly game ad views. He is also a founder of HoneyTracks. Earlier in his career he was a partner at Atlas Venture and worked at Goldman Sachs and Bain & Company. Mark holds an MBA from Harvard Business School (HBS), and is now a member of its European Leadership Committee.
    [Email Mark]

    Henning is the CEO of MegaZebra, one of Europe's leading social gaming companies. MegaZebra's hit titles include Mahjong Trails, Solitaire Castle, and Suburbia. For more then 10 years, Henning has been actively involved in the fields of innovation and investments, as investor, entrepreneur, and board member. He also headed up the corporate development activities at Siemens' communications division, which was then merged with Nokia Networks. Selling off their handset unit to Microsoft, this is now Nokia’s main business area.
    [Email Henning]

    TV-series and film are mass-entertainment formats. Games have become just that over the past few years driven by mobile- and social platforms. There have been a number of attempts to merge TV-/film-type experiences with gaming. Quite frankly, this has led to more failure than success. Nonetheless, with Suburbia we have been taking a shot at merging storytelling and episodic content with a gaming experience. For many people merging TV and games is the next holy grail. We believe the same and will talk about how we fuse the two, and learnings we had in the process.

  • Game Audio Polish: Make Your Audio Shine!
    Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Korby SEARS, Freelance Sound Designer & Composer
    Greg RAHN, Audio Director, Kabam
    Moderator: Jesse HOLT, Co-Founder, Absolute Hero Games
    Aaron M. Walz, is a composer and sound designer for mobile, social, AAA and casual games with a BA in Music. He runs Walz Music & Sound, is a co-founder and managing partner of the Game Audio Alliance, LLC, and is a long-term on-site contractor at Kabam, where he works on titles like Heroes of Camelot, Dragons of Atlantis and Wartune. He wrote the theme song for Ravenwood Fair (John Romero), is the composer of the RPG series Aveyond, and produced voice overs and music for Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. In addition to audio creation, Aaron is also experienced with implementation and middleware. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival (for Hardwood Hearts) and Game Tunnel’s “Best Sound” for Aveyond. Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards. Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the board of directors as the marketing chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He is the audio speaker content adviser of the Casual Connect game conference for the Casual Game Association. His biggest influences are the great Japanese game composers. He also enjoys tennis, bowling, cooking and wine tasting.
    [Email Aaron]

    Korby Sears is a Seattle-based composer, sound designer, animator, and senior producer who has created audio in the worlds of gaming, mobile, and advertising since 1999. He has won such honors as a Stranger Genius Award, a Seattle Weekly Music Award, and a Seattle Magazine Critic's Award. Clients include Pop Cap, Cranium, Publicis, Oberon, Ubisoft, Wunderman, Discovery Bay Games, Nickelodeon, Disney, LucasArts, and HIT Entertainment. He is the creator of several critically and commercially successful audio-based live event series, including Iron Composer (bought by Sony’s Game Show Network to be a televised series), The Pop Smear Test, and Francees Farmer Organ Karaoke.
    [Email Korby]

    Greg Rahn has been composing music for games since the early 90’s with over 200 game soundtracks to his credit. He currently oversees audio production for Kabam's game teams in San Francisco, Beijing and Vancouver. Kabam is known for their blockbuster games Kingdoms of Camelot, The Godfather: Five Families, The Hobbit: Armies Of The Third Age, and many others. Greg recently formed Kabam’s own record label- Kabam Tunes, which publishes and distributes Kabam’s game soundtracks worldwide.
    [Email Greg]

    Jesse Holt is the audio director and CSO at Absolute Hero Games, located in Seattle, WA. He is former audio director at GameHouse Studios and DoubleDown Interactive and has hundreds of released titles to his credit. Jesse is a founding member of the Game Audio Alliance which has been dedicated to sharing information with other audio designers and composers, as well as community building.
    [Email Jesse]

    It’s getting close to the end of a game development cycle, the release date is fast approaching and all the major work is done. Your sound effects are completed, the in-game music is composed, and the stingers ready to sting. It’s all getting implemented and playable. Now, it’s time to add some final polish! During this panel discussion, Jesse will discuss the idea of "audio polish," as well as a variety of production tips, implementation methods, and special industry tricks and tools that he and some of his contemporaries use to put the finishing touches on sound effects, music and voice-overs in a game to make them award-winning material.


  • 3:30 - 3:50


  • Panel Continues...
  • Organic Installs: Designing an Effective Viral Loop
    Yaniv NIZAN, Co-Founder & CEO, SOOMLA
    Yaniv Nizan is the CEO and Co-Founder of SOOMLA, an open source company allowing mobile game developers to share resources and data. Yaniv is also an Expert blogger on Virtual Economies at Gamasutra and a speaker at different industry events.
    [Email Yaniv]

    Why do some games convert 50 percent of their users to Facebook Connect while others only get 2 percent? What tricks do games use in order to get thousands of ratings and what's the perfect timing to ask users to share and rate? Based on research spanning games from both sides of the spectrum, SOOMLA's CEO and co-founder, Yaniv Nizan, is able to provide a clear recipe for increasing your game's viral installs.

  • Work It Like Phil Spector: Audio Creation for Mobile Device Speakers Smaller Than Your Nostrils
    Korby SEARS, Freelance Sound Designer & Composer
    Korby Sears is a Seattle-based composer, sound designer, animator, and senior producer who has created audio in the worlds of gaming, mobile, and advertising since 1999. He has won such honors as a Stranger Genius Award, a Seattle Weekly Music Award, and a Seattle Magazine Critic's Award. Clients include Pop Cap, Cranium, Publicis, Oberon, Ubisoft, Wunderman, Discovery Bay Games, Nickelodeon, Disney, LucasArts, and HIT Entertainment. He is the creator of several critically and commercially successful audio-based live event series, including Iron Composer (bought by Sony’s Game Show Network to be a televised series), The Pop Smear Test, and Francees Farmer Organ Karaoke.
    [Email Korby]

    In the last decade, while technology was throwing us audio creators 5.1, 7.1, and 10.1 sound systems to play with, the rest of the entire globe collectively yelled “Let’s get small!” - and mobile became king. Portability and convenience has trumped all other aspects of audio and video on tablets and phones – trampling resolution and clarity underfoot like so much Sonic Godzilla detritus. But don’t let the Low Res era of external mono speakers get you down – fight back! Freelance sound designer and composer, Korby Sears will show you how to get the most out of mobile audio, addressing frequency range considerations, composition choices, clever concatenation schemes, and mono AM transistor radio tricks from Phil Spector’s 1960s “Wall of Sound” era that are surprisingly now relevant again.


  • 4:00 - 4:20


  • User Acquisition for Start-Ups
    Christian CALDERON, Head of User Acquisition, Dots
    Christian Calderon is a data-minded marketer with a passion for econometrics and video games. His professional specialty lies in predictive forecasting for freemium products. Christian started his career as an investment banker at Merrill Lynch, J.P. Morgan and Needham & Company, where he specialized in the gaming industry. He later held revenue and marketing roles at KIXEYE and Dots, where he is now the head of user acquisition.
    [Email Christian]

    Performance marketing is a relatively mysterious activity for most startups as it has become increasingly more difficult to compete with the big guys. Dots recently launched their new title TwoDots which drove over 10 million installs in the first month and hit #1 in over 50 countries. Join this session with Dots head of user acquisition, Christian Calderon, to discover how startups can be more effective in their performance marketing.

  • An Engagement Focused View of the User and Game Design
    Tomo MORIWAKI, Co-Founder, Chief Creative Officer, Hyperkinetic Studios
    Tomo has 17 years of game development experience and has been a primary driver of award-winning AAA game development for 14 years, most notably in the role of creative director on Spider-Man 2: The Game. Throughout his career, he has led large and small teams to produce a wealth of successful products. Recently, Tomo been working as a design consultant, and has been developing his skills in free-to-play techniques, which he has applied to games published for PC, iOS, and consoles.
    [Email Tomo]

    How to see your interactive experience as system of mechanisms for driving engagement, mitigating the negative consequences of repetition, and leading users to become self motivating creative participants in your service.

  • Running a Central Service Audio Department at a Premier Social Gaming Company
    Greg RAHN, Audio Director, Kabam
    Greg Rahn has been composing music for games since the early 90’s with over 200 game soundtracks to his credit. He currently oversees audio production for Kabam's game teams in San Francisco, Beijing and Vancouver. Kabam is known for their blockbuster games Kingdoms of Camelot, The Godfather: Five Families, The Hobbit: Armies Of The Third Age, and many others. Greg recently formed Kabam’s own record label- Kabam Tunes, which publishes and distributes Kabam’s game soundtracks worldwide.
    [Email Greg]

    Join us for a deep dive into the world of audio production at Kabam. Using a central service model, Kabam's San Francisco-based audio team handles the audio for game teams in Beijing, Vancouver and San Francisco. Audio director Greg Rahn has a lot to share about designing audio for games, the production process and the engineering challenges his team faces while creating enriched audioscapes for Kabam's portfolio.


  • 4:30 - 4:50


  • Rebooting a 4 Year Old Title to The Top of The Charts
    Ramine DARABIHA, Chief Product Officer, Halfbrick
    Ramine Darabiha is chief product officer at Halfbrick. Earlier, he was R&D manager at Rovio Entertainment and ran a cloud computing startup.
    [Email Ramine]

    Age of Zombies is one of Halfbrick's older titles. We rebooted it to test our games as a service strategy and try insane ideas. Come hear about how today's marketplace made it possible to resurrect our zombie game.

  • Crowd Design: How a Large Group Can Create a Great Game | 4:30 - 5:20
    Ernie PANG, Co-Founder & CEO, Bake450
    Mathilde PIGNOL, Co-Founder & Chief Creative Officer, Roboto Games
    Martha SAPETA, Game Design Lead, Rushmo
    Moderator: Rob CARROLL, CEO, ROC Applications
    Ernie is founder/CEO Bake450 Inc. Indie Studio behind Bread Kittens game. Previously, director at Nextive, a mobile development studio in SF/LATAM working with clients like Zynga, Crowdstar, and GSN. Nextive was acquired by Globant in 2011. Prior to mobile development, he was technical team lead at IBM Automation Services. Masters degree from Washington University. A giant nerd at heart.
    [Email Ernie]

    Mathilde is founder and CCO of Roboto Games, an independent games developer. In 2007 she founded ZipZapPlay, a free-to-play games studio acquired by PopCap and Electronic Arts. Prior to games, Mathilde designed a variety of interactions at frog design, eBay and Carnegie Mellon. She still plays Tetris on the original Game Boy.
    [Email Mathilde]

    Martha got her starting designing systems for rpgs and mmorpgs. She then transitioned to casual games, and has been designing casual Facebook and mobile games for the last five years.
    [Email Martha]

    Rob is the CEO of ROC Applications, where he works with developers to create their strategies for game mechanics, user acquisition, monetization and metrics. Rob has been in the industry for twelve years. His background is in production, design, and he specializes in free to play games.
    [Email Rob]

    Creating a game with a large team has always been a tough challenge for game designers, how do you focus the conversation, capture good ideas and create a working design with a room full of people? Our panel will discuss their experiences designing with large teams and how they made it work. To show the process in action, during the panel our team will work with the entire audience to help design a new game from scratch.

  • Q&A Panel: Last Dance, Last Chance for Questions
    Jesse HOLT, Co-Founder, Absolute Hero Games
    Korby SEARS, Freelance Sound Designer & Composer
    Greg RAHN, Audio Director, Kabam
    Moderator: Aaron WALZ, Composer & Sound Designer, Walz Music & Sound
    Jesse Holt is the audio director and CSO at Absolute Hero Games, located in Seattle, WA. He is former audio director at GameHouse Studios and DoubleDown Interactive and has hundreds of released titles to his credit. Jesse is a founding member of the Game Audio Alliance which has been dedicated to sharing information with other audio designers and composers, as well as community building.
    [Email Jesse]

    Korby Sears is a Seattle-based composer, sound designer, animator, and senior producer who has created audio in the worlds of gaming, mobile, and advertising since 1999. He has won such honors as a Stranger Genius Award, a Seattle Weekly Music Award, and a Seattle Magazine Critic's Award. Clients include Pop Cap, Cranium, Publicis, Oberon, Ubisoft, Wunderman, Discovery Bay Games, Nickelodeon, Disney, LucasArts, and HIT Entertainment. He is the creator of several critically and commercially successful audio-based live event series, including Iron Composer (bought by Sony’s Game Show Network to be a televised series), The Pop Smear Test, and Francees Farmer Organ Karaoke.
    [Email Korby]

    Greg Rahn has been composing music for games since the early 90’s with over 200 game soundtracks to his credit. He currently oversees audio production for Kabam's game teams in San Francisco, Beijing and Vancouver. Kabam is known for their blockbuster games Kingdoms of Camelot, The Godfather: Five Families, The Hobbit: Armies Of The Third Age, and many others. Greg recently formed Kabam’s own record label- Kabam Tunes, which publishes and distributes Kabam’s game soundtracks worldwide.
    [Email Greg]

    Aaron M. Walz, is a composer and sound designer for mobile, social, AAA and casual games with a BA in Music. He runs Walz Music & Sound, is a co-founder and managing partner of the Game Audio Alliance, LLC, and is a long-term on-site contractor at Kabam, where he works on titles like Heroes of Camelot, Dragons of Atlantis and Wartune. He wrote the theme song for Ravenwood Fair (John Romero), is the composer of the RPG series Aveyond, and produced voice overs and music for Cherry Credits’ regional releases of Dragon Nest and SD Gundam Capsule Fighter. In addition to audio creation, Aaron is also experienced with implementation and middleware. Aaron has received several awards for his work including “Best Game” at Microsoft’s Independent Games Festival (for Hardwood Hearts) and Game Tunnel’s “Best Sound” for Aveyond. Ravenwood Fair was also nominated for Best Audio at the GDC Online Awards. Aaron sings and records with several projects and performs with the Golden Gate Men’s Chorus, where he serves on the board of directors as the marketing chair. Aaron strives to create music for media that stands alone as a worthy contribution to art. He is the audio speaker content adviser of the Casual Connect game conference for the Casual Game Association. His biggest influences are the great Japanese game composers. He also enjoys tennis, bowling, cooking and wine tasting.
    [Email Aaron]

    After an afternoon being bombarded by ideas and thoughts from industry experts, no doubt there are some unsolved mysteries. Or perhaps you had some questions and topics all along that we have not covered. Here is your opportunity to ask the gathered professionals your burning game audio questions. We will cover music, sound design, voice over, administration, navigating developer relationships, current events such as the case of Austin Wintory and unions, HTML 5, and more! We want to help you succeed, and continue to raise awareness, respect and importance of game audio in the industry.


  • Executive Boardroom, 2nd Floor

  • July 24:
    Indie Experience

    Emcee: Arseny LEBEDEV, Founder, Signus Labs

    Arseny co-founded Signus Labs, where he manages marketing and partnership strategies. Prior to Signus Labs, Arseny worked in a marketing role at Large Animal Games. Additionally, Arseny serves on the board of a solar energy manufacturer, where he contributes to strategic decisions.
    [Email Arseny]

  • July 23:
    Indie Games: Production & Design

    Emcee: Gabby DIZON, CEO and Co-founder, Altitude Games

    Gabby Dizon is the CEO of Altitude Games, a Manila-based game studio creating original midcore games. Gabby was previously senior producer at Boomzap Entertainment, helping grow the studio from 15 people in 2009 to over 90 across 12 projects four years later. Gabby was also formerly CEO of Flipside Games and president of the Game Developers Association of the Philippines, and is a passionate champion of the game development industry in Southeast Asia.
    [Email Gabby]

  • July 22:
    Indie Games

    Emcee: Joe SANTOS, Director of Business Development, Harvik LLC

    Joe Santos is a 20+ year games industry veteran that recently ventured into consultancy work and established Ice Station Alpha to connect developers to publishers, new technologies and platforms.

    Prior to setting up his consultancy, Joe worked in sales / business development for four years with Unity Technologies as the first sales focused team member. Production wise, his career started in the early 90s where he fulfilled a wide variety of creative roles, with long-term stints as: program manager, producer, and game designer - primarily working with The Walt Disney Company for both the Online and Interactive groups.

    Keeping busy, Joe is authoring a book on game development and is serving as an advisor with the Casual Games Association, helping with business development and with the indie programs.
    [Email Joe]


  • 10:30 - 10:50


  • Focusing on Your Community to Combat High CPIs
    Tim TEH, CEO, Co-Founder, KANO/APPS
    Tim Teh is the CEO and co-founder of KANO/APPS, a Canadian indie social and mobile gaming company. With four successful mid-core RPGs, Teh attributes KANO/APPS’ success to its focus externally on building value-add free-2-play game experiences and communities; and internally on building a culture and team to repeatedly create award-winning products.
    [Email Tim]

    KANO/APPS is a Canadian based indie social and mobile gaming company. Bootstrapped in 2008, KANO/APPS was an early success on Facebook. Fast-forward to 2014, the company continues to be profitable and has released four successful mid-core RPGs. In a world of high CPIs, learn how KANO/APPS focuses on value-add F2P gaming experiences, developer accessibility and player support to stand out from its competitors, grow its community and retain its players.

  • Running For Your Life
    Daniel BERNSTEIN, CEO, UpTap
    Daniel Bernstein is building his second games company, UpTap, having sold Sandlot Games in 2011 to Digital Chocolate. UpTap leverages shared experience, multiple shots on goal, and clear focus on an emerging market of casual free-to-play games on tablet computers. UpTap’s development team had previously delivered best-selling titles such as Cake Mania, the top selling casual game of 2006. An accomplished composer, Daniel also writes music for most of the games he works on. Daniel holds a BS in Computer Science and an MA in Music Composition from the University of Virginia.
    [Email Daniel]

    The evolution of endless runners is another snapshot of how quickly and dramatically just about every business assumption changes in free-to-play mobile games. Our assumptions regarding user acquisition, ARPDAU, retention, customer demographic and sources of monetization are substantially different now, after having launched and operated our endless runner for 12 months, than when we first scoped out the project. Join me for an exploration of that journey.

  • Indie Development and the Economy of Favors
    Theresa DURINGER, Founder, Turtle Sandbox
    Theresa Duringer is an indie ninja, co-founder of Turtle Sandbox, and maker of the award-winning artillery RTS, Cannon Brawl. She struck out on a wild indie adventure in 2011 with Pete Angstadt, who she met during her time working at Maxis on titles such as Spore, Sim City, and Darkspore.
    [Email Theresa]

    A lack of local competition between indies relative to global markets disrupts typical models of scarcity and supply and demand. The benefits of helping peers dominate any cost in competition. Indies form cliques that help each other and tribal economics take over. Theresa Duringer explores the resources, challenges, and rewards of participating in the indie favor economy.


  • 11:00 - 11:20


  • Genres Unimagined: Untapped Niches in Game Design
    Rob JAGNOW, Founder & CEO, Lazy 8 Studios
    Dr. Rob Jagnow is the founder and CEO of Lazy 8 Studios. The company found quick success with their first independent title, Cogs, giving them freedom to pursue risky ideas and explore new genres. This culminated in a whole new interactive experience with Extrasolar.
    [Email Rob]

    The growth in our computational resources has far outpaced the evolution of the creative ideas that we build on top of them. In this session, we consider the case that our hardware and infrastructure are more than adequate for the emergence of entirely new game genres limited only by our imaginations. Let's peek into the future and be inspired by technologies with untapped potential.

  • The Lean Game Studio: Applying Lean Startup Principles to Mobile Game Development
    Gabby DIZON, CEO and Co-Founder, Altitude Games
    Gabby Dizon is the CEO of Altitude Games, a Manila-based game studio creating original midcore games. Gabby was previously senior producer at Boomzap Entertainment, helping grow the studio from 15 people in 2009 to over 90 across 12 projects four years later. Gabby was also formerly CEO of Flipside Games and president of the Game Developers Association of the Philippines, and is a passionate champion of the game development industry in Southeast Asia.
    [Email Gabby]

    The principles of lean startups have been exemplified in consumer tech companies, where tiny startup teams test and pivot their products early and often to a live userbase until they gain traction. How can we apply and customize the lean startup principles for mobile game development? Altitude Games' CEO Gabby Dizon shares his company's experience of using the lean startup approach for the development of their first game, Super V.

  • Whispering Willows: Funded with Passion
    David LOGAN, Founder, Night Light Interactive
    David is a founder at Night Light Interactive, developers of the award-winning indie game Whispering Willows, and a producer at Animax, an Emmy-winning digital production company where he’s worked with clients Disney, Sony, and Paramount on properties such as Where's My Water, Anchorman 2, and TMNT.
    [Email David]

    Starting with a team of a few passionate friends and a tortoise, David founded the indie game studio Night Light Interactive as a way to channel passion into great games. That core group gradually grew to a team of 30, releasing the studio's debut game, Whispering Willows, which garnered multiple awards prior to it’s release on OUYA & Steam. With a worldwide fan base, Night Light is already hard at work on its next title.


  • 11:30 - 11:50


  • Pushing Your App on a Shoestring Budget. Useful Tips for Indie Developers
    Margarita VASILEVSKAYA, Marketing Expert
    Margarita is a mobile games and apps marketer, known for her success in promoting apps from Eastern Europe to the US market including critically acclaimed, award-winning and Apple featured titles such as Cyto’s Puzzle Adventure and Riot Runners. Her areas of expertise include user acquisition, public relations with top mass media, community growth, and preparation and launch of both gaming and non-gaming apps across multiple platforms. With over three years of experience in the mobile games industry, Margarita cooperates with various indie developers and mobile startups as well as big brands and agencies, helping them to develop, improve and implement mobile marketing strategies.
    [Email Margarita]

    So you’re about to launch your game, or perhaps you are already live and need to gain users. Listen to a mobile games marketing expert cover effective, low cost tools and general principles of app promotion. Some of the topics included will be creating assets for app stores, preparing marketing materials, tackling app discovery and developing PR strategies.

  • Embedding Narrative in Game Design: Telling Stories with Balls
    David EVANS, Creative Director, Phantom Compass
    A recovering filmmaker, David Evans began his career in gaming as cinematographer for AAA Titles Too Human and X-men Destiny. Six years of creating lengthy cut scenes fueled his desire to move narrative and himself into game design. Dave has found a home as creative director of indie studio Phantom Compass and is game director of their flagship title Rollers of the Realm.
    [Email David]

    Phantom Compass' creative director Dave Evans will talk about how narrative has been expressed through game design in the company’s RPG/Pinball mash-up, Rollers of the Realm. Storytelling need not be relegated to cinemas and exposition, it can be embedded in every aspect of a game.

  • Free-to-Play the Indie Way
    Jason FADER, Creative Director/President, Iocaine Studios
    Jason Fader has been in the game industry for over 13 years, having worked on titles such as Diablo 2, Warcraft 3, World of Warcraft, and Fallout: New Vegas. After a successful Kickstarter campaign, Jason rebooted Iocaine Studios and is working on their new title, Steam Bandits: Outpost.
    [Email Jason]

    The F2P model has been used in several ways throughout the industry. Some of these methods are frowned upon, and are often labeled as "pay-to-win". Find out how you can monetize a game without upsetting your players.


  • 12:00 - 12:50


  • LUNCH BREAK
  • LUNCH BREAK
  • LUNCH BREAK

  • 1:00 - 1:20


  • I Can’t Code…So What — I Make Great Games!
    James PRUCEY, CEO & Owner, Canned Bananas
    Gary CARR, Owner, Toneaphone, LLC
    James Prucey began developing applications back in 2008. His most popular title was Lock N Roll, which was downloaded over 3 million times and remained the #1 dice game in Japan for over a year.
    [Email James]

    Gary Carr is the owner of Toneaphone, LLC, and a professional graphic designer. Producing over a dozen iOS/Android applications from scratch since 2009, Gary has designed all graphic elements himself. His newest title, Arcade Basketball Blitz Online was just released in May, and has been gaining traction ever since.
    [Email Gary]

    Most people have no idea where to start learning about coding games themselves, and those that do know may not have the time to learn it. However, everyone that wants to make games should be able to do so whether they have coding knowledge or not. Join two 4-year App Developers, James Prucey (Owner of Canned Bananas) and Gary Carr (Owner of Toneaphone, LLC) as they explore the many facets of Game Development for non-coders. With almost 30 applications produced between them both, this discussion will cover everything from project management and talent acquisition to effective budgeting practices and finally learning how to code and publish an app yourself. As a case study, this session will explore the hit iOS game Lock N Roll Deluxe.

  • think small 2014 - A Year of Opportunity for Small Studios
    Chris POWELL, CEO, Imaginary Games
    Chris Powell, CEO of Imaginary Games, brings a unique perspective to social mobile game design from his previous career designing democratic outdoor spaces in New York’s 5 boroughs. His current project, Afterland, was featured in the 2014 winter issue of Casual Connect magazine.
    [Email Chris]

    Unable to match the large acquisition budgets of legacy companies and big publishers, small studios must innovate to survive. Finding viable new market segments and designing for niche target groups can be an effective strategy for indie developers to remain competitive in today's market.

  • Lessons Learned Through a Simple Game: Hyper Square Postmortem
    Scott CHEN, Founder, Team Signal
    Brian LEE, Founder, Team Signal
    Scott Chen is the co-founder of Team Signal, the studio behind award-winning Appstore-featured games Castle Rider and Hyper Square. With years of experience working as a graphic designer and interface designer in top design firms, Scott decided to switch course and pursue his dream of making games, and is happy since then.
    [Email Scott]

    Brian Lee co-founded Team Signal together with Scott Chen. He was once a business person, an architecture drop-out, a veteran game developer who worked in various sized game studios across the globe.
    [Email Brian]

    In this session the founders of Team Signal, Scott Chen and Brian Lee, will share their experience and lessons learned developing Hyper Square, an award-winning premium game available on the AppStore.


  • 1:30 - 1:50


  • Better Game Design Through Blood And Tears
    Nick YONGE, Founder, krangGames
    I make games. I founded krangGAMES Inc. in 2010 to make games for a living. My games have been played millions of times, gotten critical acclaim and have been to major awards shows. I've also lived firmly below the poverty line and pawned furniture for rent. I'm devoutly an independent developer.
    [Email Nick]

    Experiences from a multi-year rollercoaster of passion and pain to improve the design of your games. Since 2010, I've independently launched over a dozen titles to widely varying levels of success, and tasted both opulence and desperation. In 2014, I've found relative stability in life and gamedev, and have reflected and analyzed my few years as a professional indie - and improved my skills as a designer in the process.

  • Marketing & Monetization for Mobile Indies: Data from the Trenches
    Keith KATZ, Co-Founder, Execution Labs
    Keith Katz is co-founder of Execution Labs, a first-of-its-kind talent platform for mobile game developers. As business chief, he oversees the company’s business functions and works closely with game teams in areas like user acquisition and player monetization. He was VP monetization at OpenFeint (acquired by GREE), VP marketing at Cellufun and head of North American marketing for Gameloft. He started his gaming career at Atari.
    [Email Keith]

    Recent marketing and monetization data is difficult for small game developers to find. Execution Labs collects and analyzes this data from our indie studios, and we make a point of sharing it with others. Sample data includes ad dollars spent on user acquisition, CPI's in various regions, retention metrics, revenues, and chart positions. We have launched five high quality games for Android, iOS, Kindle, and Steam within the last year, so our data is fresh and actionable. We will also share best practices in marketing that we have implemented after extensive trial and plenty of error!

  • Spoiler Alert: Making A Game Backwards
    Jeff JENSEN, CEO, Megafuzz
    Starting at age 14, Jeff spent countless hours making games, which quickly evolved into his greatest passion. Although he's worked on many hobby games in the past 10 years, Spoiler Alert is his first commercial title. He plans to grow Megafuzz a lot, already working with ideas for the next five titles.
    [Email Jeff]

    Making a game can be hard. Making a game backwards can be even harder. When Megafuzz set out to make Spoiler Alert - a platformer going left instead of right - it was with the intention of using years of ingrained platformer clichés against the player. But they would soon come to learn that this also proved a challenge to themselves. Hear about the unique design challenges in making a game that does everything backwards.


  • 2:00 - 2:20


  • Indie Survival Guide
    Ernie PANG, Co-Founder, CEO, Bake450
    Ernie is founder/CEO Bake450 Inc. Indie Studio behind Bread Kittens game. Previously, director at Nextive, a mobile development studio in SF/LATAM working with clients like Zynga, Crowdstar, and GSN. Nextive was acquired by Globant in 2011. Prior to mobile development, he was technical team lead at IBM Automation Services. Masters degree from Washington University. A giant nerd at heart.
    [Email Ernie]

    All the must-do's to survive as a mobile game developer. Best SDKs to improve your chance of success. Analytics, monetization, UA, virality and retention. Leveraging free or low-cost 3rd party services to maximize profit margin.

  • Entering the Mobile Game Market – Design, UA, and Monetization for the Indie Developer
    Jeffrey NARLINGER, Founder, Avocoder
    Founded the Avocoder games company in May 2013. In 2011, Narlinger co-founded Next Generation Device Solutions, a software company that provides enterprise corporations with remote diagnostic support for their valued customers' mobile devices. Narlinger is also a licensed real estate broker and lives in Newport Beach, California.
    [Email Jeffrey]

    A review of Avocoder's first year in mobile gaming. The founder will discuss current market conditions relating to user acquisition and monetization, and how these conditions affected Kelso’s Quest. Additionally, he will look at the design process of Kelso’s Quest, and talk about what paths Indie Developers might want to take when entering the mobile game market.

  • Protips That Will Get Maximum Press Coverage
    Spencer YIP, Editor, Siliconera
    Spencer Yip is the founder of Siliconera and director of YummyYummyTummy. Spencer has a knack for fostering Western interest in Asian-developed games. As the founder of Siliconera, Spencer grew the site’s audience to reach over 11 million unique readers. Spencer is also a co-founder and the director of YummyYummyTummy, an educational video game developer funded by Activision CEO Howard Marks. YummyYummyTummy released Nommons: Math Universe for iOS last year.
    [Email Spencer]

    You spent the past two years meticulously designing an awesome game. Great work! Now, it’s time to tell the world about it. At this panel, you’ll learn how to get press attention from the editor in chief of Siliconera.


  • 2:30 - 2:50


  • Staying Alive and Redefining Indie: A Boomzap Case Study
    Christopher NATSUUME, Creative Director, Boomzap Entertainment
    Christopher Natsuume has been making games since 1994, including titles on PC, console, and mobile. He is currently the creative director and co-founder of Boomzap Entertainment, one of the top independent casual game development studios in the world. He holds a BA from the University of Texas at Austin and an MBA at the University of Washington, Seattle. He is the proud employer of the best damn game developers in Southeast Asia.
    [Email Christopher]

    This session will discuss how Boomzap has grown from a 3-man team to a 90-developer studio with over a dozen project teams and how it is able to maintain 100% independence and still remain profitable.

  • Bringing 3D Printing Into the Mobile Gaming Community
    Clayton MITCHELL, Founder, Mico Studio
    After graduating from a BA in Graphic Design in Belgium, Clayton Mitchell continued his drive for visual art in Florida at the Ringling College of Art and Design in Computer Animation. His thesis won many awards and before the program ended in June 2008, he was hired at Sony Pictures Imageworks to work on feature films such as Alice in Wonderland and Smurfs. In 2013, Clayton founded Mico Studio to pursue his passion of bringing fictional characters to life. His first title, Monstermatic, is the first 3D printing mobile app to design, play with and 3D print little monsters.
    [Email Clayton]

    3D printing and video games were born around the same time. While video games have now become part of our everyday life, 3D printing is still restricted to people who can meet its demanding technical requirements. In the near future, new services will build a bridge between the users and the technology, so that ordering the physical counterpart of any digital character will be easier than placing an order on Amazon.

  • The Bridge Postmortem
    Ty TAYLOR, Game Designer, Software Engineer, The Quantum Astrophysicists Guild
    Ty Taylor has been designing games since about the time he could talk. He has been programming videogames for the past 10 years, and he shipped his most recent title, The Bridge, on both Steam and Xbox Live Arcade with tremendous critical reception.
    [Email Ty]

    Ty Taylor recaps the three-year development cycle of his Steam and XBLA game The Bridge, an award-winning and critically-acclaimed independent puzzle game set in an M. C. Escher world. Ty discusses what went right and what went wrong during the design, development, and launch of the game, in addition to giving key take-aways to keep in mind when starting and developing an independent title.


  • 3:00 - 3:20


     
  • 5 Amazing Cross-platform Learnings
    Cristi BADEA, Founder, MavenHut
    Cristi Badea is an entrepreneur in his mid 20s who has been working in the online gaming industry for over 6 years. He has worked in the past with companies like Digital Chocolate and BigPoint. Badea has also published games as an indie game developer. Currently he is the founder of MavenHut games, a young social gaming startup.
    [Email Cristi]

    Hear about the top 5 things we learned while publishing our game Solitaire Arena across all major platforms: Facebook, Android and iOS. There will be key insights regarding engagement and magnetisation on these platforms. Solitaire Arena has reached close to 1.000.000 daily active users across all platforms, in less than a year. I will also be sharing some cool tips on what worked well for them.

  • Game Jam Junkies: How Indies Innovate
    Dave BISCEGLIA, CEO, Co-Founder, The Tap Lab
    Dave Bisceglia is the co-founder and CEO of The Tap Lab, an Ambassador for TechStars Boston and Mentor at MassChallenge. Dave actively contributes to the gaming and startup communities as a guest lecturer at MIT, Harvard and Boston University and speaker at PAX East, SXSW, and Mobile Gaming USA.
    [Email Dave]

    Mobile devices and wearables are ripe with untapped possibilities for games. We’ll explore how game jam methodologies such as rapid prototyping and taking bigger risks in short sprints can drive innovation. Indie developers are using these principles to take a deeper look at the unique capabilities of these platforms, leveraging sensors, data and indie ingenuity to create entirely new gaming experiences.


  • 3:30 - 3:50


     
  • The 7 Elements of Fun
    Arseny LEBEDEV, Founder, Signus Labs
    Arseny co-founded Signus Labs, where he manages marketing and partnership strategies. Prior to Signus Labs, Arseny worked in a marketing role at Large Animal Games. Additionally, Arseny resides on the board of a solar energy manufacturer, where he contributes to strategic decisions.
    [Email Arseny]

    After years of searching and testing, Arseny, the co-founder of Signus Labs, claims he has finally found a definition of fun that perfectly relates to games. This session applies the results of a multi year study on human happiness to several top grossing mobile games. Following these seven points a game designer can predict the appeal of any game mechanic, and we will see how well the points align to the goals of successful active titles.

  • Pig Eat Ball: From Game Jam to Crunch Time
    Nathan FOUTS, Founder, Mommy's Best Games, Inc.
    Working since 1998 as programmer and designer on games such as Resistance: Fall of Man and POSTAL 2, Nathan Fouts moved to full-time indie in 2007, founding Mommy’s Best Games. Shoot 1UP, Serious Sam DD XLL, and more have gibbed the hearts of fans, with their fresh approaches to genre standards.
    [Email Nathan]

    Many games these days are born in game jams, but it's tough to profit with a rough prototype. Here are some lessons learned taking a week-long version of Pig Eat Ball, and polishing it for a retail release over the course of a year and a half. Also the how's and why's for making one-of-a-kind butt-rumbling controllers.


  • 4:00 - 4:20

     
  • To Hell With CRUNCH: Do We Really Need It?
    Joshua NILSON, Co-Founder, CEO, East Side Games
    Joe SANTOS, Owner/Consultant, Ice Station Alpha
    Moderator: Chris YE, Co-Founder, CEO, Uken Games
    Josh Nilson is the CEO and co­founder of East Side Games, a proudly independent studio creating humorous and addicting social/mobile games. Their cult classic game Pot Farm is still going strong on Facebook four years later and has had over 8 Million unique players. Dragon Up took home Best Art in a game at last year’s Indie Prize at Casual Connect. East Side Games strongly believes in community driven design, building games pitched internally, and having the best culture around. And they have the best hoodies in the business, seriously.
    [Email Josh]

    Joe Santos is a 20+ year games industry veteran that recently ventured into consultancy work and established Ice Station Alpha to connect developers to publishers, new technologies and platforms.

    Prior to setting up his consultancy, Joe worked in sales / business development for four years with Unity Technologies as the first sales focused team member. Production wise, his career started in the early 90s where he fulfilled a wide variety of creative roles, with long-term stints as: program manager, producer, and game designer - primarily working with The Walt Disney Company for both the Online and Interactive groups.

    Keeping busy, Joe is authoring a book on game development and is serving as an advisor with the Casual Games Association, helping with business development and with the indie programs.
    [Email Joe]

    Through the launch of nine cross-platform games, Chris has helped the company achieve over 25 million customers worldwide. He contributes to the startup community in Canada as a mentor for the Extreme Startups incubator and the Execution Labs game accelerator. Prior to Uken, he collaborated on one of the first Facebook apps to gain early traction and integrate international brands. Find him on Twitter @cye.
    [Email Chris]

    Everybody in the game industry is familiar with crunch. It doesn’t matter if you’ve been working for six months or six years. It doesn’t matter if you’re a developer, producer, artist, or studio head. You’ve likely heard the war stories. Crunch doesn’t discriminate. Do we need it given how hyper competitive the industry has become? Can we afford it given how precious quality talent is? Crunch effects everyone involved and ultimately the quality of the game you ship. We’re gonna debate the sh*t outta this one.

  • My Release Didn’t Meet My Expectations. Now What?: Chicken Boy Postmortem
    Richard BENJAMIN, VP of Business Development, Funtomic
    Richard joined Funtomic in April 2012. He has nine years' experience in management consulting and financial services in Australia and England. Richard has gained experience amongst global leaders in their industries including corporate strategy, business development, organizational & business change, project management and people leadership. Now he is implementing his knowledge of strategy and strategic planning into the gaming world.You can find more information here.
    [Email Richard]

    After months of tireless effort, developers often end up disappointed after release. This session follows Chicken Boy, released in November 2013 with wide praise and numerous appstore features, whose initial results didn't meet expectations. Expect to hear which actions Funtomic took to drive engagement, virality and monetization through new features, making decisions based on data, promotion through targeted marketing and team motivation. Chicken Boy now has millions of installs, a big increase in ARPU, and is always adding more features highlighting the benefits of not giving up on a high potential title.



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