Facebook and Vizor Interactive prepared something really special for DevGAMM Minsk 2014! Discussion panels will be taken to the next level in the form of “Fireside chat” this October. It means more interaction with the audience, more questions and way better results!
Sergey Bruy and Anton Yaroshuk, the co-founders of Vizor Interactive are going to share a success story on launching their renowned game Klondike in collaboration with Facebook. This panel also includes representatives from Facebook itself, Julia Ognieva, the Head of Gaming Partnerships, Russia & CIS at Facebook in London and Igor Pashchenko, who provides counselling on marketing strategies for the key gaming partners of Facebook. They will talk about the advantages of partnering with Facebook and provide some useful tips for developers and publishers who are planning to make this kind of collaboration part of their strategy.
Facebook support helped Vizor Interactive to gain success with their Klondike game, which was released this winter. Klondike: The Lost Expedition is a hybrid of simulation and adventure game, which tells a story of a young man who comes to the Blue Peaks Valley to search for his father, a gold-digger who has been lost for years. He has to settle down in the first place to gather much needed resources and treasures before embarking on the unknown expedition.
Vizor Interactive worked closely with Facebook on many stages of Klondike publishing process, including the optimization of monetization and promotion strategies and the results were great. So now they want to discuss how Facebook assistance could really improve your game performance in the App Center. The panel will be mostly focused on developer’s part of the story and will explore all hidden pitfalls of this experience.
All developers and publishers are welcome to ask as many questions as they want!
Come to DevGAMM Minsk 2014 and learn about a new way of publishing on Facebook!
If you attended DevGAMM Moscow 2014 and worked with browser games you’d probably know who Sergey Babayev is. Former PR manager of Sibilant Interactive, 1C: Games, SoftLab-NSK and GD-Team chief producer, Sergey is now working as a business development head at Nekki, a game company known for such popular titles as Vector and Shadow Fight 2. Sergey also writes about games market for several media outlets, including Kanobu and Siliconrus.
The topic of browser games has been already partially covered by Sergey at previous DevGAMM in Moscow:
This time, at DevGAMM Minsk 2014 he is planning to provide a deeper insight on the advancement of 3D technology and its influence on browser games. According to him this kind of games gain success in social networks, get launched as stand-alone applications and eventually transform into client and mobile games. The session will elaborate on how any studio (even the smallest one) can step into this new era by making an excellent project that would be popular on plenty of other platforms with only a bit of marketing involved.
Visit DevGAMM Minsk 2014 and make sure to check out Sergey’s presentation!Comments (0)
Today we are going to continue with our announcement series and introduce you to Maxym Hryniv who will deliver a presentation titled “Wrong 2D. Psychedelic effects made with shaders”.
Maxym Hryniv is an Ukrainian indie developer, the founder of Mokus Games studio, with its best known game – Contre Jour, published by Chillingo. It won many awards, including Apple’s iPad Game of the Year in December 2011; TouchGen’s Editor’s Choice Award for «Best Physics» iOS Game; the Appy Award for «Best Puzzle Game» and a Webby Award for «Best Tablet Game».
Right now Mokus Games in collaboration with the publisher tinyBuild Games is working on a new game called Boid. It was announced on Gamescom 2014 and you could watch its reveal trailer right here:
The Boid game takes players to the underwater world and lets them play as tadpole-like creatures whose goal is to swim into specific nodes where they could find more units and resources. It is a real time strategy game, so it will have battles between groups and lots of planning ahead. The first release of Boid is going to be on Steam.
Maxym will share his experience of making Boid with DevGAMM Minsk 2014 crowd in October. He is expected to deliver a full presentation on the development of the game discussing dynamic light, shadows, highlights and usage of shaders in creation of top notch 2D effects. It is a must see for the developers and animation artists who are more interested in the practical side of things rather than marketing or statistics.
If you want to learn more about Maxym Hryniv and his story we recommend to read this Polygon feature.
Stay tuned for more news and announcements.Comments (0)
You’ve only got 2 weeks left to apply as a speaker for DevGAMM Minsk 2014!
- Is your game a smashing hit? Share the story of its success!
- Industry mates are envious of art and animation in your game? Tell us about the techniques you use to make it happen!
- You’ve invented new ways of code optimization? Then your story would be priceless to us!
Traditionally, DevGAMM is focused on practical speeches, real-life examples and actual numbers.
A bit less of marketing, a bit more of technologies, development, graphics and animation, game design, sounds and producer’s activities!
If you’ve got something to tell about, please send us the subjects of your speeches and post-mortems! The application deadline is August 31!Comments (0)
One of the main tasks in game making is creation of game characters. What they should be? What should we know and keep in mind on designing them?
Oleg Akimov is a 2D animator working at Nika Entertainment. He’s got 12 years of experience in various directions of media industry and now works on the development of art and animation for 2D games.
How to justify overexpenditures or cut game development costs in half. Things you’re wasting your time on and how research can help you save it.
Aleksandr Dzyuba has many years of experience in development and implementation of marketing projects on the agencies’ part. In addition to negotiating and sales, he is responsible for configuration of research project methodology and introduction of new methods in Playtestix.
Using “Warspear Online” as an example, Mikhail will tell about the things you should pay attention to when you have a small team and a big mobile online project on the go. About working with players, data analysis, marketing without money and ways to start making that money.
Mikhail Kuzmin is the Marketing Director at AIGRIND, engaged in the development of online mobile games. The company’s first and successful project is MMORPG “Warspear Online” launched for iOS, Android, Symbian, Windows Mobile, Windows Phone 8, Linux and PC. He entered the gaming industry in 2003 and is well-versed in B2B, online games marketing, analytics and virtual world economy, game community and monetization. He is one of the anchormen that are making a weekly podcast #HowGamesAreMade about gaming industry.
Contacting partners in early stages of development, identifying solid partners, dealing with revenue and contracts. Funtomic runs you through the processes of working with publishers and how to use them to your advantage.
Ted Ursu, Business Development guy for Funtomic since 2012. Managed partnerships and supervised title release in all the phases of the process.
Overview of Japanese gaming app market. How lucrative it is and what kind of games are currently popular. General ways of promotion, how to run promotion campaigns, example of Clash of Clans.
Aya Yamada is the Overseas Business Representative at Adinnovation. Inc, Tokyo-based comprehensive marketing company for gaming app developers. She currently focuses on disseminating marketing tips and tricks that are popular among the most lucrative Japanese market to Russia.
Sooner or later, every one of us signs contracts – with our studio colleagues, partners in new project, publishers of our games or developers of other people’s games, etc. Without going into details about the specific types of contracts, we’ll take a quick look at the most obvious traps/problems that are common for the gaming industry and are most likely for the studios to walk right into, if they’re signing Their First Contract (TM). Rome wasn’t built in a day, the same goes for a developer that’s mastering the art of negotiating. Yet, we can point out mistakes that always must be avoided, irrespective of other terms of the deal.
Sergey Klimov is a founder and managing director of Charlie Oscar. He also organizes #GamesNight and is doing a gaming-related podcast #КакДелаютИгры (How Games Are Made).