Carlos Molina del Rio is a Madrid-based games developer and founder of independent studio 89bits. After years of working at Telefonica creating mobile infrastructure for one of Spain’s most important telecom companies, he decided to start his own games and entertainment company to combine gaming and live sporting events with the mobile experience. Read about his experience in launching a new entertainment category in fantasy sports management.
Who would imagine that one of Europe’s biggest free-to-play games studios is situated in a quiet part of Hamburg in the north of Germany? Over there, Goodgame Studios, the makers of the hit mobile game Empire: Four Kingdoms, have established their own little realm where more than 1,200 employees from over 60 nations are busy working on new and existing games. GameSauce published an article about the German high-flyers in 2013, and a lot has happened since then. “The speed with which we have been growing is incredible. In 2014, we nearly doubled the number of our employees as well as our revenue,” founders and brothers Kai and Christian Wawrzinek explain. Read on for the brothers’ story of their company’s extraordinary development.
Danilo Radojcin explained Eipix’s approach to hidden object puzzle adventure games during his Casual Connect Europe lecture. Developers, including Eipix, have “researched our market and we’ve looked for what our focus group wants us to do, and we’ve created this genre from something that already existed,” he says.
At his session at Casual Connect Europe 2015, Damian Fijalkowski dives into the structure-building process which is key to structure in a fast-growing development company. Damian provided insight and highlights this process for ThunderBull Entertainment. He says, “In our case, we couldn’t hire highly specialized graphic guys so we had to teach them from the beginning and they just were getting started in the company. That is very good if you build your own team because that makes people more connected with your company”.
At Casual Connect Europe, Alexey Menshikov shared lessons learned from their interactive streaming for #killallzombies, where spectators can play with Twitch streamers. “We have 100-plus comments that spectators can type and change the gameflow. They can heal players, they can send more zombies, they can switch him to a better weapon or a worse weapon,” Alexey says. For more details and a demonstration, see the video below.
James Lo detailed Indigo Entertainment’s foray into independent game development with MashUP Tactics, a project following the “games as a service” philosophy during his Casual Connect Asia speech in Singapore. He hopes the GaaS approach will result in a sustained audience: “If [gamers] like it, they’ll stick to it for years and years to come. We want that kind of loyalty. We want that kind of market.” For details on the company’s strategy, see the video below.
Philipp Stelzer detailed what developers need to do to win new mobile gamers and explained Wooga’s promotional strategy for Agent Alice during his lecture at Casual Connect Europe 2015. “As an industry, we are really numbers-driven, but the majority of our work is based on creativity,” Phillipp says. “And that creativity is mostly pouring into the game design…but it’s also something that we should and can leverage for marketing.” For more on Wooga’s strategy, see the video below.
At the Casual Connect Europe 2015 conference, Andy Sum and Matt Hall revealed their processes, influences and key decisions made during the three month development cycle of their hit game Crossy Road. “Our goal was not to make money; our goal was to make something popular,” says Andy Sum.