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19 talks with practical mobile game development tips from PG Connects London 2017

19 talks with practical mobile game development tips from PG Connects London 2017

Want to see all the sessions from Pocket Gamer Connects London 2017?

Well you’re in luck! We have all the sessions available now for your viewing pleasure.

We’ve put together a list of the videos from the Mobile Games University track right here, all just a few clicks away.

The sessions focus on practical development tips from creating great ideas to running live operations and more..

Covered in this set of videos you’ll find:

  • Developing culture as product: How Gram Games sets itself apart
  • Making a global hit - The road to Six! 
  • Game design methodology
  • Building Appstore pages and promo videos that don't suck
  • How indie games developers should look at analytics 
  • The ‘hows and whys’ of talent acquisition in games 
  • How to create agile teams and foster the culture of excellence while developing games 
  • Race Kings port-mortem 
  • Why indie devs use King's Defold game engine 
  • Game Hubs: A quest to revolutionise game production 
  • Fast, cross-platform development with GameMaker Studio 2 
  • How Space Ape Games plans its live operations to keep its titles going for years 
  • Making characters and places that people believe in 
  • Why mobile developers should focus on the meta game first 
  • Game development & the law: The basics 
  • The mobile game development commandments
  • What is the Games For Samsung initiative?
  • Making girly games that aren’t patronising 
  • Video games and public figures: Legal update 2017

Click the link below to watch the videos.


Click here to view the list »
  • Developing culture as product: How Gram Games sets itself apart

    Speaking at Pocket Gamer Connects London 2017, Gram Games Culture Developer Erin O'Brien discusses why the studio thinks of culture as a live product, and how this helps them create great games.

    Visit http://gram.gs/ for more information.


  • Making a global hit - The road to Six!

    Gram Games Game Developer Murat Gürel offers a step-by-step guide for global success, using Gram Games’ most recent launch, Six!, as a case study.

    Visit http://gram.gs/ for more information.


  • Game design methodology

    Magmic’s Simon Vendette discusses the design methodology he has developed for his teams. Inspired by Flow Theory, Laws of Learning and Positive Reinforcement, it’s used to structure the game loops and organise the game’s monetisation and viral strategy.


  • Building Appstore pages and promo videos that don't suck

    Over half of your downloads will come from organic sources, that is, downloads you don’t pay for. You can maximise the number of downloads you get when people see your page in an Appstore by following some simple, but often overlooked guidelines, and avoiding a few really, really bad mistakes!

    In this presentation, Amazon's Mike Hines shares the best practices that work well for developers and identifies the most horrible practices he's seen attempted in the Amazon Appstore.


  • How indie games developers should look at analytics

    Sebastian talks analytics, specifically how indie game developers and small studios should look at analytics in different phases.


  • The ‘hows and whys’ of talent acquisition in games

    A return for a popular panel that focuses on the ‘hows and whys’ of talent acquisition and the structuring & growing successful development teams. A panel of recruitment experts and established developers will share thoughts and tips.

    The panel includes:

    • Ella Romanos – Strike Gamelabs (Chair)
    • Caroline Stokes – Forward
    • Gina Jackson – The Imaginarium Studios
    • Andrew Robson – Testology
    • Harry Holmwood – The Secret Police
    • Arja Marikainen – Games Jobs Finland

  • How to create agile teams and foster the culture of excellence while developing games

    This talk focuses on sharing experiences with different cultures, settings and premises, and some tips on which process fits which culture or project, and how to maintain harmony and the process going when passing through the different phases of production.


  • Race Kings port-mortem

    Developing Real-Time features for petrol heads: A Race Kings post-mortem by developer Hutch


  • Why indie devs use King's Defold game engine

    Oleg Pridiuk brings forth cases of independent developers using the Defold game engine and reports on the strong reasons King’s game engine is in the right place at the right time.


  • Game Hubs: A quest to revolutionise game production

    Game Hubs are here and they are producing amazing games now.

    All over Europe, visionaries and game makers have managed to forge collaborations between talented professionals that have led to co-working spaces being established. They are forging the next generation of amazing games.


  • Fast, cross-platform development with GameMaker Studio 2

    YoYo Games' Mike Dailly details the latest features in GameMaker Studio 2.


  • How Space Ape Games plans its live operations to keep its titles going for years

    A reveal of the tools, analytics and processes Space Ape Games uses to grow its live games very efficiently, freeing up devs to work on new projects.


  • Making characters and places that people believe in

    Speaking at Pocket Gamer Connects London 2017, Keith Stuart discusses why it's the imperfections in people and the worlds we create that are important.


  • Why mobile developers should focus on the meta game first

    PlayRaven's Lasse Seppanen shares some of the team's learnings about creating meta games.


  • Game development & the law: The basics

    Russells’s Marine Cabour delivers a legal session aimed at what developers should consider when starting out.


  • The mobile game development commandments

    Secret Police Harry Holmwood discusses best practices and rules to follow when making games.


  • What is the Games For Samsung initiative?

    Samsung's Henry Komsky discusses how developers can make the most from the initiative.


  • Making girly games that aren’t patronising

    Let’s stop being ashamed of girliness – it’s a market that’s begging to be recognised and treated with respect. Make games for girls! Make games about girls! Be proud of girliness!


  • Video games and public figures: Legal update 2017

    Gamma Law Founder David Hoppe talks about celebrities in games under US law.


  • Discover more at Pocket Gamer Connects in person

    Whew, that was a lot of sessions!

    Want to get more practical mobile game development tips? Well, as well as these videos and constant coverage on the PocketGamer.biz site of course, we're bringing Pocket Gamer Connects to plenty more cities around the world!

    On June 27th to 28th 2017, we'll be holding Pocket Gamer Connects San Francisco!

    Bit too far for you? Well, on September 19th to 20th 2017 we'll be hosting Pocket Gamer Connects Helsinki.

    Can't make either of those? Well you're in luck, we'll be bringing back Pocket Gamer Connects London in 2018 on January 22nd to 23rd.

    We hope you enjoyed the videos, more of which you can find on the PocketGamer.biz YouTube channel.

    We look forward to seeing you at future events!


Senior Editor

Craig Chapple is Senior Editor of PocketGamer.biz. He was previously Deputy Editor at Develop and Online Editor at Nintendo of Europe.

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