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Indian Mavens reflect on their highlights from NGDC 2015
Poornima has been part of the gaming industry for over 15 years and undertaken roles varying from Game Designer to Producer to Studio head and Entrepreneur.
She has been part of companies like Indiagames (Disney India), Jumpstart, GSN Games etc.
She is currently a Director of Design at Zynga.
She has worked on franchises like BioShock Mobile, How to Train your Dragons, Neopets, and FarmVille 2: Country Escape to name a few.
She is a Women in Games Ambassador and also a Hall of Fame Inductee at the Global WIG Awards 2020, making her the first Indian game developer to receive such an honour.
Shailesh Prabhu is an Indie Game Designer from India who has been designing games for over ten years. Seven years ago he founded Yellow Monkey Studios and is the recipient of numerous game design and entrepreneurship awards around the world. Socioball, HUEBRIX, It’s Just a Thought are some of his recent games. Shailesh is also an excellent cook, loves playing tennis, gardening and DIY projects apart from sporting facial hair.
Joined Robosoft Technologies in 2002 as software engineer and worked on Mac platform with focus on graphics and OpenGL. From 2006, worked on reengineering over 10 AAA PC titles to Mac and managed client coordination, internal team and product development. Since 2011, leading the productions of casual games in 99Games. Building and managing creative, development and design teams at 99Games, product conceptualisation and design, reviewing technical designs, coordinations with vendors/publishers/distributors, game release plans, marketing and monetizations.
7+ years of experience in Gaming Industry. Currently spearheads underDOG Gaming as a Game Designer, Business and Product Guy.
I've wanted to make games since I was in school and I've tried to learn and do as much as I could ever since. I studied English literature in college ( to free up my time for games) and then went on to do graduate studies in Design for Digital Experience at National Institute of Design. In between, I taught design, worked as a ux guy, and co founded a start up - called Hashstash (http://hashstash.in) where I made games. I left Hashstash some time ago and is currently teaching Game design, development and UX at Srishti Institute of Design, Bangalore. I also help with the IGDA Bangalore chapter and other community initiatives across India.
What's the correct order of Acquisition, Retention and Monetization for F2P games?
Monetizer Mavens shuffle the pack
Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.
Jero is a very business oriented and entrepreneur-spirited game developer focusing on combining game design, business and marketing.
CAUTION: If you engage this person with topics of game marketing or monetization, just clear your schedule for rest of the day.
Jordan Blackman is a lead designer and producer with over ten years of experience designing, producing, and managing hit content for companies like Zynga, Ubisoft, NovaLogic, & Disney.
Over 80 million people have played games that Jordan worked on as either a producer or designer.
Jordan’s credits include Lead Designer on FrontierVille & CastleVille, Senior Producer and Original Concept on CSI: Crime City (Facebook), Producer on Delta Force: Black Hawk Down, and Writer on Joint Operations: Typhoon Rising.
With over 15 years’ data mining experience, Mark co-founded deltaDNA, formerly GamesAnalytics, to unlock big data to drive player understanding, introducing the concept of Player Relationship Management to build better games.
Indie Mavens discuss the difficulties of supporting iOS games
Jon's focus is on content, working from the initial outline, through the development of the authoring tools, to the writing and scripting of final content.
Previously, Jon was a lead designer at Sony Computer Entertainment Europe, and before that a secondary school teacher, so he loves to talk. He's a published author of short stories and over a decade's worth of award-winning interactive fiction.
Are you buying an Apple TV?
Tony’s career has covered the whole spectrum from AAA console to handheld, mobile and flash titles, working on huge franchises such as Grand Theft Auto, Red Dead Redemption, and Call of Duty.
In 2015 he founded Ant Workshop to develop his own titles and to offer his experience as a design consultant.
Does the Vivendi-proposed Gameloft-Ubisoft merger make sense?
A games programmer before joining Sony’s early PlayStation team in 1994, he then founded developer Pure Entertainment, which IPO’d and launched a free-to-play online gaming service way back in 1999.
He was also a director of pioneering motion gaming startup In2Games, which was sold to a US group in 2008.
Along the way, he’s been a corporate VP, troubleshooter, and non-exec to a variety of companies and investors in and around the games sector.
Harry was European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, known for console games like No More Heroes and Harvest Moon, but now highly successful in the free-to-play mobile and web space in Japan and Asia.
Harry is CEO of Magicave.
Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.
The games that inspire our Indie Mavens
Heikki Repo is a Co-Founder and Creative Director of the game company Cornfox & Brothers Ltd. The company established in 2010 is best known for their adventure game Oceanhorn: Monster of Uncharted Seas (2013) and the Death Rally (2011, 2012).
Heikki enjoys plotting stories and making videogame art. He is a huge fan of storytelling and believes that every element of a videogame can be used to evoke emotions and deliver drama. Because of his non-stop creative nature, he works in many roles in game development.
Discussing Kabam's use of dynamic IAP pricing in Star Wars: Uprising
Monetizer Mavens are nothing if not dynamic
Jero is a very business oriented and entrepreneur-spirited game developer focusing on combining game design, business and marketing.
CAUTION: If you engage this person with topics of game marketing or monetization, just clear your schedule for rest of the day.
Jordan Blackman is a lead designer and producer with over ten years of experience designing, producing, and managing hit content for companies like Zynga, Ubisoft, NovaLogic, & Disney.
Over 80 million people have played games that Jordan worked on as either a producer or designer.
Jordan’s credits include Lead Designer on FrontierVille & CastleVille, Senior Producer and Original Concept on CSI: Crime City (Facebook), Producer on Delta Force: Black Hawk Down, and Writer on Joint Operations: Typhoon Rising.
With over 15 years’ data mining experience, Mark co-founded deltaDNA, formerly GamesAnalytics, to unlock big data to drive player understanding, introducing the concept of Player Relationship Management to build better games.
Can Subway Surfers' 1 billion downloads ever be repeated?
Mobile Mavens celebrate success
In 2002 Dmitry Terekhin founded Moscow-based Nekki with a focus on creating original, quality gaming content for mobile and social platforms.
The company has released the popular games Shadow Fight, Shadow Fight 2, Vector, and others, earning more than 160 million installs to date.
Dmitry graduated from the Moscow Engineering and Physics Institute with a degree in mathematics and systematic programming, and received his MBA from the Skolkovo School of Management in 2014.
Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.
Sports and Action Sports games related with Brands have been his mantra, having worked at Biodroid for 7 years he had the opportunity to develop Skate, BMX, Surf, Olympics and football games.
Early in 2015, he started his own Studio, B5 Studios, a real mix approach to game dev from truly indie games to physical/hardware interaction experiences that combine mobile with external interfaces because games are made to make people happy.
Are indie devs interested in supporting Apple TV?
Indie Mavens debate Apple's new box
Jon's focus is on content, working from the initial outline, through the development of the authoring tools, to the writing and scripting of final content.
Previously, Jon was a lead designer at Sony Computer Entertainment Europe, and before that a secondary school teacher, so he loves to talk. He's a published author of short stories and over a decade's worth of award-winning interactive fiction.
A dollar for 8 hours of gameplay is tough math for developers
Monetizer Mavens debate Amazon Underground
Jero is a very business oriented and entrepreneur-spirited game developer focusing on combining game design, business and marketing.
CAUTION: If you engage this person with topics of game marketing or monetization, just clear your schedule for rest of the day.
Is being paid for how long people play your game a good model for developers (or just Amazon)?
Mobile Mavens debate Amazon Underground
A games programmer before joining Sony’s early PlayStation team in 1994, he then founded developer Pure Entertainment, which IPO’d and launched a free-to-play online gaming service way back in 1999.
He was also a director of pioneering motion gaming startup In2Games, which was sold to a US group in 2008.
Along the way, he’s been a corporate VP, troubleshooter, and non-exec to a variety of companies and investors in and around the games sector.
Harry was European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, known for console games like No More Heroes and Harvest Moon, but now highly successful in the free-to-play mobile and web space in Japan and Asia.
Harry is CEO of Magicave.
Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.
Tony’s career has covered the whole spectrum from AAA console to handheld, mobile and flash titles, working on huge franchises such as Grand Theft Auto, Red Dead Redemption, and Call of Duty.
In 2015 he founded Ant Workshop to develop his own titles and to offer his experience as a design consultant.
Will the new App Store Games Twitter account help indie games get discovered?
Will Apple TV be a strong platform for gaming?
Mobile Mavens debate the power of the big screen
A games programmer before joining Sony’s early PlayStation team in 1994, he then founded developer Pure Entertainment, which IPO’d and launched a free-to-play online gaming service way back in 1999.
He was also a director of pioneering motion gaming startup In2Games, which was sold to a US group in 2008.
Along the way, he’s been a corporate VP, troubleshooter, and non-exec to a variety of companies and investors in and around the games sector.
Harry was European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, known for console games like No More Heroes and Harvest Moon, but now highly successful in the free-to-play mobile and web space in Japan and Asia.
Harry is CEO of Magicave.
Kyu has been at GAMEVIL since the beginning in 2000 and has constantly played a key role in the evolution of Korean mobile gaming, continuously introducing innovation to the world.
Kyu graduated from Seoul National University with a BS in Physics and is currently on the board of advisory at GDC Mobile.
Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.
Tony’s career has covered the whole spectrum from AAA console to handheld, mobile and flash titles, working on huge franchises such as Grand Theft Auto, Red Dead Redemption, and Call of Duty.
In 2015 he founded Ant Workshop to develop his own titles and to offer his experience as a design consultant.
Should western F2P designers be using more Gacha, Fusion and Collection mechanics?
The Monetisation Mavens debate
Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.
Jordan Blackman is a lead designer and producer with over ten years of experience designing, producing, and managing hit content for companies like Zynga, Ubisoft, NovaLogic, & Disney.
Over 80 million people have played games that Jordan worked on as either a producer or designer.
Jordan’s credits include Lead Designer on FrontierVille & CastleVille, Senior Producer and Original Concept on CSI: Crime City (Facebook), Producer on Delta Force: Black Hawk Down, and Writer on Joint Operations: Typhoon Rising.
Is the $10 billion mobile game franchise inevitable?
A games programmer before joining Sony’s early PlayStation team in 1994, he then founded developer Pure Entertainment, which IPO’d and launched a free-to-play online gaming service way back in 1999.
He was also a director of pioneering motion gaming startup In2Games, which was sold to a US group in 2008.
Along the way, he’s been a corporate VP, troubleshooter, and non-exec to a variety of companies and investors in and around the games sector.
Harry was European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, known for console games like No More Heroes and Harvest Moon, but now highly successful in the free-to-play mobile and web space in Japan and Asia.
Harry is CEO of Magicave.
John is co-founder of PR and marketing company Big Ideas Machine. Also an all-round nice guy...
Jon Hare is one of Europe's best known creative directors and game designers with over 10 international number one games to his name and nearly 30 years of experience in the games industry.
Jon co-founded and managed the legendary 1980/90s development company Sensible Software, creating games such as Sensible Soccer, Cannon Fodder and Wizball to great critical acclaim and commercial success and has also worked in senior posts in two of the UK's biggest games developer/publishers Codemasters and Jagex.
Since 1999 Jon has been one of the top game design and business development consultants in Europe working for many different publishing and development clients.
His own new company Tower Studios specializes in developing, publishing and licensing games on mobile and digital formats enjoying recent international success with the release of Speedball 2 Evolution and Word Explorer across numerous mobile and digital platforms.
Jon has also been a full BAFTA member for over 10 years, serving on the BAFTA Games Committee and is a regular Chairman of juries for BAFTA Games awards, as well as acting in a mentor capacity for both BAFTA and NESTA.
Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.
Since founding Tag Games in 2006 Paul has built the studio from humble beginnings to become one of the most respected and successful mobile and handheld developers in Europe.
He began a long, and some might say, distinguished, games industry career at legendary developer DMA Design, playing a key role in the development of the GTA series
Sports and Action Sports games related with Brands have been his mantra, having worked at Biodroid for 7 years he had the opportunity to develop Skate, BMX, Surf, Olympics and football games.
Early in 2015, he started his own Studio, B5 Studios, a real mix approach to game dev from truly indie games to physical/hardware interaction experiences that combine mobile with external interfaces because games are made to make people happy.
Shanti Bergel brings a career-long passion for Web and mobile entrepreneurship to his role as Senior Vice President of Business & Corporate Development at GREE.
Building upon 20 years of experience, he is recognized as an expert on freemium monetization and digital distribution.
Prior to joining GREE, Shanti oversaw publishing, international expansion, monetization, and corporate development at social game developer Playfish.
He also led business development at Three Rings, an early pioneer in free-to-play MMOs, and ran console, PC, mobile, online, and casual game development for The Sims and FIFA at Electronic Arts.
Shanti is now General Partner at Transcend.
His global operating experience spans every major platform and business model transition of the last several decades and is animated by a career-long fascination with how changes in technology and distribution affect products, services, and communities.
As an investor, Shanti is proud to work alongside some of the most ambitious and talented founders in the business. He is a recognized member of the Techcrunch List, speaks fluent Japanese, and is a frequent speaker on early stage investment, M&A, and strategic partnerships in digital entertainment.
Tony’s career has covered the whole spectrum from AAA console to handheld, mobile and flash titles, working on huge franchises such as Grand Theft Auto, Red Dead Redemption, and Call of Duty.
In 2015 he founded Ant Workshop to develop his own titles and to offer his experience as a design consultant.