201. | Details Matter: How To Increase Downloads and Sales of a Mobile Game | Julia LEBEDEVA | 2 | Guide | J.U.L.I.A.
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202. | 10 Tips to Get Your Game Funded/Published | John YOUNG | 2 | |
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203. | Your Game Just Went Live. Now What? | Jay Minn | 2 | |
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204. | 3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan | 2 | |
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205. | An Interactive Roadmap For Getting Your Game To Market | Chris Hewish | 2 | |
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206. | The Seven Questions of Core Game Design | Tadhg Kelly | 2 | |
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207. | How To Not Create A Game Startup | Dr. Christopher ERHARDT | 2 | Guide |
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208. | Getting Anal with Analytics | Don Park, Dave Bezahler | 2 | |
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209. | Investing in VR & AR Opportunities and Challenges | Panel | 2 | |
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210. | Embedding Narrative in Game Design: Telling Stories with Balls | David EVANS | 2 | |
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211. | How to Build a Sequel: Best Practices for Mobile Games | Mike Inglehart | 2 | |
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212. | Topping the Western Charts from China: Kabam's Kingdoms of Camelot: Battle for the North | SHEPPARD | 2 | | Kingdoms of Camelot
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213. | The Risks & Rewards of Innovation | Jeff HYMAN | 2 | |
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214. | Mobile Game Event Design | Rich Marmura | 2 | | Family Guy: The Quest for Stuff
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215. | User-Acquisition Tips When You Are an Indie Developer | Sébastien BORGET | 2 | |
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216. | Mobile Video Ads – Your Best Bet for Acquiring Valuable New Users | PANEL | 2 | |
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217. | Monetizing Each of Your Games on a Dedicated Website | Konrad HOLUBEK | 2 | |
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218. | Bite-Sized Narratives: Conveying Impactful Narrative with Emotional Hooks | Levi BUCHANAN | 2 | |
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219. | Virtual Goods for Core Gamers: What Works and What Doesn't on Kongregate | GREER, PECORELLA | 2 | |
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220. | Postmortem: Nihilumbra - Delivering Indie Awesomeness | Kevin CERDA | 2 | | Nihilumbra
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221. | State of the Social Casino Industry - Q3 2014 | Elad KUSHNIR | 2 | |
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222. | Dance with Casual Connect Europe and Indie Prize Berlin 2017 | 2 | |
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223. | The Perfect Storm: How Cloud Gaming will Change the Future of Games | Candice Mudrick | 2 | |
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224. | Mike Domaguing Interview | GameDaily Connect USA 2019 | 2 | |
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225. | Customising for Your Audience: How Game Art Affects Monetization | Diana Platonova | 2 | |
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226. | Focusing on Your Community to Combat High CPIs | Tim TEH | 2 | |
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227. | The Twists and Turns of Alphabear | David Edery | 2 | Let's Play | Alphabear
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228. | Esports 101: Past, Present and Future of an Industry | Bill Mooney | 2 | |
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229. | Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy | 2 | |
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230. | Your Game is None of Your Business | Randall Robbins | 2 | |
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231. | Zombies on the Great Wall | Leo Liu Kun | 2 | | Plants vs. Zombies
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232. | Lessons Learned From AirMech | James Green | 2 | | AirMech
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233. | Game Design Principles and Inspiration | John SAY | 2 | |
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234. | Dev by Day, Dev by Night | Juan Karlo Licudine | 2 | |
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235. | The 5 Best Ways to Fail Your Unity Game | Oleg PRIDIUK | 2 | |
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236. | Making Money with Games -- What's Real Today | Paul THELEN | 2 | |
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237. | Do You Want to Rule the World? | Gabe LEYDON | 2 | |
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238. | In-App Marketing: 6 Tips For Maximizing Player LTV | Steve COLLINS | 2 | |
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239. | Intuition vs Metrics: How Social Game Design Has Evolved | Laralyn McWILLIAMS | 2 | |
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240. | The Long Way to Find the Right Monetization Model | Bjoern Bergstein | 2 | |
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241. | Postmortem: Zombotron 2 | Zakhar GADZHIEV | 2 | | Zombotron
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242. | Another Side of Poker | Anatolii Henis | 2 | |
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243. | Snail Bob: Success on Mobile and Flash | Andrey KOVALISHIN | 2 | |
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244. | Measure or Die: Analytics and F2P Mobile Game Design | Jeferson Valadares | 2 | |
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245. | How a Publisher Can Be Your Best Friend | Julia PALATOVSKA | 2 | | J.U.L.I.A.
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246. | Casual Games on Mobile -- Prosperous or Profitless? | Paul THELEN | 2 | |
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247. | Retention! Retention! Retention! | My N. Tran | 2 | |
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248. | Not Your Father's Oldsmobile: New Ways to Acquire and Retain Gamers in a Mobile First Society | 2 | |
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249. | Indie Game Studio Survival Panel | GRIL, MARCHAL, NATSUUME, YUE TAN, GREGORY | 2 | | Shenmue 3
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250. | EMERGING TRENDS: Welcome to the Microconsole Generation | Tadhg KELLY | 2 | |
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251. | Skill Based Gaming and Wagering on Core Games | Paul KIM | 2 | |
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252. | Our Kickstarter was saved by an image: FORCED Case Study | Steffen Kabbelgaard GRØNNING | 2 | |
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253. | Opportunities in Free to Play: How Big Fish is Expanding into Free to Play Gaming on Mobile and PC | 2 | | The Sims 4
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254. | No Need for the Pink Hair Ribbon | Shulamit Ferber | 2 | |
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255. | Casual Connect/ Indie Prize Official Video Report | 2 | |
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256. | How to Make a Living Developing Games | Wade TINNEY | 2 | Guide |
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257. | Digital-First, Kid-Friendly User Acquisition Strategy | Mitch Smiley | 2 | |
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258. | Mobile Marketing and User Acquisition Trends - 2014 and Beyond | Bryan BUSKAS | 2 | |
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259. | Emerging Strategies to User Acquisition | 2 | |
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260. | 10 Reasons Why Your App Won't Succeed | Oliver JONES | 2 | |
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261. | Failure: Sowing the Seeds of Innovation | Peter Molyneux, Milo Bygrave | 2 | |
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262. | Flexibility and Creativity| Robert Antokol, Dean Takahashi | 2 | |
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263. | How to Benefit from Classic Game Design| WENTING | 2 | Guide | The Legend of Zelda: A Link to the Past
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264. | Wizard Ops Tactics by Phyken Media - Building an Indie Studio from Scratch | Kunal PATEL | 2 | |
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265. | Building a Media Sharing Platform on the AWS Cloud | Carlos CONDE | 2 | |
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266. | Driving Player Engagement and Core Monetization through In-game Events | Anwar DALATI | 2 | |
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267. | VR 101 — Jumping into a New World! | Ed Lago | 2 | |
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268. | Designing for Virality: Turning Users Into Influencers | Jeroen Bouwman | 2 | |
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269. | An Intersection of Industries: Online Gambling and Casual Games | Chris GRIFFIN | 2 | |
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270. | Why You Should Consider Using HTML5 for Your Next Game Project | Pavle Goloskokovic | 2 | |
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271. | Kickstarting Shadowrun Returns | Jordan WEISMAN | 2 | | Shadowrun Returns
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272. | China Anything is Possible, Nothing is Easy: PopCap's Experience Entering China | James GWERTZMAN | 2 | |
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273. | Harnessing Your Community | Michael ROSEN | 2 | |
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274. | HTML5 brings Casual Gaming to the Mobile Web | Alex KRUG | 2 | |
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275. | 23 Strangers in a Cabin, What Could Go Wrong? | Jana Karlikova | 2 | |
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276. | 5 Mistakes That Kill 99% of Slot Companies | Guy Hasson | 2 | |
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277. | Keys to Mid-core Success | Michail KATKOFF | 2 | | Dota 2
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278. | State of the Social Casino | Elad Kushnir | 2 | |
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279. | Indie Development and the Economy of Favors | Theresa DURINGER | 2 | |
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280. | 4 Years, 300 Games: What We've Learned About Free-2-Play | Emily GREER | 2 | |
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281. | Crime City: Next-Gen Social RPG | Dan CHAO | 2 | |
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282. | Interview with Chris Taylor, Gas Powered Games at Casual Connect Indie | 2 | |
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283. | Publishing. Publishing! Publishing? | Brett SEYLER | 2 | |
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284. | Gameology: Gamer Behaviors and Engagement with Game Virtual Goods and Currencies | Robb LEWIS | 2 | Vlog |
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285. | Monetisation Beyond Ads | Ilya Kuznetsov | 1 | |
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286. | Show, Don't Tell? Play, Don't Show! | Stanislav Costiuc | 1 | |
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287. | Cloud Gaming for Mobile is Here. Are You Ready? | Vesa Jutila | 1 | |
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288. | Investing in Games: Europe’s Top Games Investors and Their Perspectives | PANEL | 1 | |
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289. | App Store Optimization (ASO) & Mobile Traffic Monetization | Enric Pedró | 1 | |
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290. | The Year in Mobile Games 2019 GameDaily Connect USA Edition | 1 | | Clash of Clans
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291. | What the Top 50 Apps Do with in App Purchasing That the Rest of Us Don't | Mario Viviani | 1 | |
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292. | Multiply Your Social Casino Revenues via Live Operations | Thomas Andreasen | 1 | |
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293. | Mobile Ad Monetization for Games | Christian Calderon | 1 | |
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294. | Location Based VR: VR Internet Cafe & VR Arcade | Jikhan Jung | 1 | |
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295. | Casual Connect Serbia 2018, next stop Casual Connect China 2018. Video report | 1 | |
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296. | Best Practices for Running In-App Purchase Promotions | Slava Taraskin | 1 | |
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297. | Building Games That Last | Anatoly Ropotov | 1 | |
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298. | Peak VC Games Investment? | Panel | 1 | |
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299. | 10 Ways to Make the Worst Social Casual Game | Artur Sakalis | 1 | |
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300. | How Developers Can Enter the Most Lucrative Mobile Market | Serkan Toto | 1 | |
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