1. | Music Creation Tips & Avoiding Common Mistakes | Walz | 72 | |
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2. | A conversation with Ouya CEO Julie Uhrman | 55 | |
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3. | Dissecting World of Tanks Monetization | Teut WEIDEMANN | 40 | | World of Tanks
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4. | Avadon: A Case Study In Storytelling | Jeff VOGEL | 37 | | Avadon: The Black Fortress
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5. | Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey | 32 | | Animal Jam
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6. | Muslim Representation in Video Games | Osama Dorias | 30 | |
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7. | Cracking Cryptocurrency | PANEL | 29 | |
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8. | Building an MMO by Yourself | Robby ZINCHAK | 29 | |
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9. | Disrupting the Playground: What It Takes to Succeed in the US Kids Market | Clark STACEY | 24 | |
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10. | Maximising Player Value: Five Top Strategies for Monetising Living Games | Matt Casey | 23 | | Hearthstone
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11. | Creating Compelling Experiences | Amy Jo KIM | 23 | |
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12. | Postmortem: Red Ball 4 | Eugene FEDOSEEV | 23 | | Postmortem
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13. | Building Flash Games with Adobe Gaming SDK| Howard | 22 | |
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14. | Virtual Currency Trading: The Past And The Future | Autumn RADTKE | 21 | |
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15. | Player Type Theory: Uses and Abuses | Richard BARTLE | 20 | |
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16. | Architecting Games in Unity | Rus SCAMMELL | 20 | |
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17. | Interview with Jordan Casey, Casey Games at Casual Connect Indie | 19 | |
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18. | 10 Things That Will Sell Your Indie Game| Tomas Ahlstrom | 19 | |
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19. | Huuuge Games-Playtika 1:1 | FIRESIDE CHAT | 18 | |
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20. | Dissecting League of Legends Monetization | Teut WEIDEMANN | 17 | | League of Legends
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21. | Your First F2P Game: Where You Will Go Wrong | David EDERY | 16 | | Realm of the Mad God
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22. | Composing Memorable Melodies for Casual, Social & Mobile Games | Aaron WALZ | 16 | |
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23. | 4,000 Adams at 90 Frames Per Second | Yi Fei Boon | 15 | |
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24. | Game Design for Games-As-Service | Raph Koster | 15 | |
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25. | Exploring the Linkage Between a Successful Digital Campaign and Gaming | Sid TIWARI | 15 | |
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26. | So You Have a Good Game - Now What? | Roman POVOLOTSKI | 15 | |
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27. | Crash Course in Building Your Indie Game Studio | Quoc Tran | 14 | |
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28. | Hot topics debates | PANEL | 14 | |
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29. | BlackBerry 10, If You Are Serious About Gaming! | Anders JEPPSSON | 13 | |
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30. | How to Have Success in Hyper Casual Games | Joyce Xu | 13 | |
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31. | Getting Back In The Zone: How I Remade Battlezone with a Little Help from my Friends | Mike Arkin | 12 | Let's Play | Battlezone
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32. | Social Games Don't Have to Suck | David SCOTT, Paul PREECE | 12 | |
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33. | Where's the Money in HTML5 Game Development? | Chris HUGHES | 12 | |
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34. | How to Create a Great Mobile Casino/Lottery Game | William VOLK | 12 | |
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35. | State-of-the-Art Slot Machine Design | Al THOMAS | 11 | | Slot Machine
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36. | The Complete Game Startup Turnaround | Vlad MICU | 11 | |
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37. | How to Start Monetizing Your Game with Unity IAP | Angelo Ferro | 10 | |
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38. | Designing Original Games | Daniel COOK | 10 | |
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39. | A Playtika-Huuuge Games 1:1 | Adi Hanin, Anton Gauffin | 10 | |
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40. | DIY: Indie Game Dev from Napkin to Profitability | BIRKETT, ROGULA, NEVILLE, BAXTER | 10 | |
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41. | Postmortem : Intrusion 2 | Aleksey ABRAMENKO | 10 | | Intrusion 2
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42. | Animal Jam: Why Chocolate Covered Broccoli Sucks but Zucchini Bread Doesn't | Clark STACEY | 10 | | Animal Jam
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43. | One Man Indie Game Development: The Survival Guide | Erick GARAYBLAS | 9 | Guide |
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44. | David Baszucki, CEO of Roblox: Trusting Users to Guide Creative Process for Mobile, Console and VR | 9 | | Roblox
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45. | The Future of Game Development in the Philippines | 8 | |
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46. | The Secret Sauce of Living Games | Matt Casey | 8 | | RuneScape
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47. | Real-time Social Gaming With Habbo Hotel |Paul LaFONTAINE | 8 | |
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48. | This, Not That! Mobile Game Design Best Practices | Ray LONG | 8 | |
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49. | Voodoo's Approach to Publishing Hit Games | Corentin Selz, Alexander Shea | 8 | |
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50. | Why You Will Never Get Funding | Jason Della Rocca | 7 | |
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51. | Postmortem: Haunt the House: Scaring up Business | Tom VIAN | 7 | | Haunt the House: Terrortown
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52. | Social VR, Learnings from Rec Room | Cameron Brown | 7 | | Rec Room
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53. | Maximizing Monetization in Free to Play Games | Emily GREER | 7 | |
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54. | How KamaGames Grew its Revenue by 64% in One Year | Andrey Kuznetsov | 7 | |
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55. | The Evil Game Design Challenge | FOE, COSTIKYAN, LEVY, RUBENFIELD | 6 | | Evil Dead: The Game
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56. | The Future of Live Entertainment | Eric Gradman | 6 | |
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57. | Chipmusic and the Science of Knob Turning | Rich VREELAND | 6 | |
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58. | Introducing Dreadout | Rachmad IMRON | 6 | | DreadOut
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59. | Unreal Engine 4: Building a Small Game Live in 30 Minutes | Sjoerd DeJong | 6 | | Unreal
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60. | Then & Now - How the Indie Landscape is Evolving | FIRESIDE CHAT | 6 | |
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61. | Playtika's growth by change | Boaz Levin | 6 | |
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62. | A Russian Game Development Success Story | Anton YUDINTSEV | 6 | |
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63. | Investing in Videogame Studios: How Do You Pick? | PANEL | 6 | |
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64. | Congratulations, You Died! | Nicholas VINING | 6 | | Dungeons of Dredmor
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65. | Designing a Graphic Adventure from Beginning to End: Do's and Don'ts | Hernan Lopez | 6 | |
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66. | Match-3 or Not Match-3, That is the Question | Darina Emelyantseva | 6 | |
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67. | Dissecting a Card-Battle Game | Christopher ORY | 5 | |
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68. | Skynet and You: Game AI for the Uninitiated | Luke DICKEN | 5 | |
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69. | AS3/AIR to iOS in 157 Easy Steps | Ryan Henson CREIGHTON | 5 | |
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70. | Common Mistakes in F2P Design | Teut Weidemann | 5 | |
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71. | Awesome 2D Game Animations with Spine | Stefan NGUYEN | 5 | |
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72. | 1 Million Downloads in a Month -- How Indies Can Make It Happen | Simon NEWSTEAD | 5 | |
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73. | ASCAP: Licensing, Royalties and the Game Audio Industry | Shawn LeMONE | 5 | |
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74. | Beyond Play: Gaming in the Connected Age | Robert TERCEK | 5 | |
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75. | PLENARY SESSION: Mitch Lasky on Big Game Hunting & Returns | Mitch Lasky | 5 | |
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76. | The Game Life-Cycle and Game Analytics: What Metrics Matter When? | Mark GAZECKI | 5 | |
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77. | Perfecting Imperfection | Ross Wariner, Cody Uhler | 5 | |
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78. | A Beginners Guide to Growth Hacking | Nick BERRY | 5 | | The Beginner's Guide
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79. | Transform Your Games into Profitable Businesses | Andy YANG | 5 | |
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80. | The HTML5 Mobile Games Sponsorship Market: 10 Things Every Developer Should Know | Alexander KRUG | 4 | |
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81. | Newbie to Big Spender: Understanding the Player Lifecycle | Emily GREER | 4 | |
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82. | Is the Time of Creativity Over? | Remco Westerman, Tim Rittmann | 4 | |
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83. | The Rise of Agar.io | Sergio Varanda | 4 | | Agar.io
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84. | Mastering Prototyping: How to Quickly Playtest Your Game | Ron Rejwan | 4 | |
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85. | Next Generation of Online Games | Ilkka PAANANEN | 4 | |
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86. | Keeping It Personal -- Bringing Human Stories to Games | Kan GAO | 4 | |
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87. | Theory & Ear Training 101, Game Music, and You | Aaron WALZ | 4 | |
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88. | Your Brain on Games: The Hidden Psychology of Gaming | DETSARIDIS, FERGUSSON, LAZZARO, TERCEK | 4 | Vlog |
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89. | How to Make Your Region into a Gaming Powerhouse | Dean Takahashi | 4 | | Powerhouse
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90. | Keys for Mobile Game Marketing Success | Agell, Schultz, Seyler, Kriese | 4 | |
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91. | Developing Windows Phone 7 Games from the Ground Up | Charles COX | 4 | |
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92. | Industry Lifecycles | Raph Koster | 4 | |
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93. | Localization: Top 10 Mistakes to Avoid | BRACKEN | 4 | |
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94. | Consumer as Producer: Games & Video Converge | Panel | 4 | | League of Legends
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95. | Designing Effective Analytics Support For Free-2-Play Games | Igor KLYUKIN | 4 | |
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96. | Learnings from Shadow Cities: What is the Successful Recipe for Location Based Games? | VESTERINEN | 4 | | Shadow Cities
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97. | Creator Motivation in Traplight's User-Generated Content-Based Games | Sami Kalliokoski | 4 | |
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98. | Speed = Strategy | Ole SCHAPER | 4 | |
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99. | Turning Your Players into Collectors | Derrick MORTON | 4 | |
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100. | Finding The Right Voices For Your Games | Ken BOYNTON | 4 | |
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