Casual Connect Kyiv 2008 Content
 




Casual Connect Kyiv 2009 Content
               
   
               

Day 1 - October 21st
9:00 Welcome to Casual Connect Kyiv 2009

Jessica TAMS
9:15 The State of the Casual Games Industry in 2009: Market Trends and Opportunities

Alexander LYSKOVSKY, Alawar
10:00 Sharing Best Practices: Partnerships Done Right

Alex BESSONOV, Floodlight Games
Jeremy SNOOK, RealGames
Tatyana GARAT, Absolutist
Robert ADAMS, I-Play

discussion led by: Marina SAPUNOVA, MediaArt
11:00 Emphasizing on Game Design

Matthew GILLIKIN, GameHouse Partners
Patrick BAGGATTA, PlayFirst
Dimitri KIRIN, Merscom
Denis KONOVALOV, NevoSoft

discussion led by: Terri HARDIE, Reflexive Entertainment
12:00 Lunch Break
14:00 Game Development Challenge -- Part 1

Kenny ROSENBLATT, Arkadium
Tom RASSWEILER, Arkadium
Will BREDBECK, Arkadium
& YOU the audience!
15:00 Unstable Times: Staying on Top

Daniel BERNSTEIN, Sandlot Games
Maryann KLINGMAN, PlayFirst
Alexey SEREBROV, NevoSoft
Igor BUKHMAN, Playrix
CJ WOLF, iWin

discussion led by: Sean ELLIOT, Playrix
16:00 Reverse Thrust: Discover Your Consumer

Tatiana CHERNOVA, Alawar
17:00 Next-gen Casual: CMOG - Challenges on All Fronts

Denis PODLUZHNY, INTENIUM
Dmitry SANNIKOV, INTENIUM

discussion led by: Konstantin NIKULIN, INTENIUM
20:00 Big Fish Games Party!
@ Club Avalon

Day 2 - October 22
10:00 Welcome to Casual Connect Kyiv 2009

Jessica TAMS
10:05 Casual Games - A Global View

Don RYAN, Oberon Media / I-play
11:00 Funding Strategies

Nils-Holger HENNING, Bigpoint
11:30 The Myth of the 7-Hour Gamer: A Race to Zero

Sean VANDERDASSON, WildTangent
12:00 Lunch Break
14:00 Game Monetization on Microsoft Technologies

Evgeny MARCHENKOV, Microsoft
14:30 Using Windows 7 Features for Casual Games

Evgeny MARCHENKOV, Microsoft
15:00 Transformer or Gobot - which one is your game?

Matthew GILLIKIN, GameHouse Partners
15:30 Game Design: Made in Former USSR

Eugene SOKOLOV , Alawar Five-BN
Oleg ROGOVENKO, Awem Studio
Anton RYBAKOV, JoyBits
Igor ELOVIKOV, Playrix
Denis ILYIN, Artogon

discussion led by: Alex BESSONOV, Floodlight Games
16:30 Game Development Challenge -- Part 2

Kenny ROSENBLATT, Arkadium
Tom RASSWEILER, Arkadium
Will BREDBECK, Arkadium
& YOU the audience!
20:00 Disco Bowling Party @ Club Chameleon

Day 3 - October 23
10:00 Welcome to Casual Connect

Jessica TAMS
10:05 Multiplayer Social Games - The Emerging Standard for Mobile Games and Portals

Andrew REMOVSKY, Casmul
Serge AGEYEV, Casmul
10:30 Mobile Games and Application Stores: an OEM perspective

Michael BERGEN, Nokia
11:00 Best (and worst) Development Practices from Sandlot Games

Daniel BERNSTEIN, Sandlot Games
Vitali VOSTRIKOV, Sandlot Games
12:00 Lunch Break
14:00 Winning the Project: How to Win Work from US Publishers

Lloyd MELNICK, Merscom
14:30 Introduction to Publishing Games on the PlayStation®Store

George BAIN, Sony Computer Entertainment Europe
15:00 Simple Rules of Casual Games Publishing

Kirill PLOTNIKOV, Alawar

GENERAL INTEREST
Click bar to return to index
Casual Connect Europe Design Sessions

Jessica TAMS Founder & Managing Director Casual Games Association


The State of the Casual Games Industry in 2009: Market Trends and Opportunities

Alexander LYSKOVSKY Founder & CEO Alawar Entertainment

The hardships facing the world economy are affecting the casual games industry as well. Consumers have become more selective and are spending less on games, distributors are probing new markets and developers are exploring new platforms. The global recession is forcing everyone to look for new opportunities, and the time has come to set new standards that will meet the needs of today's consumers and business environment. Alexander Lyskovsky, CEO of Alawar Entertainment, will analyze the events that have affected the casual games industry in 2009 and share his vision of its continued development under the new conditions.


Casual Games - A Global View

Don RYAN COO Oberon Media

Past, present and future overview of the industry.  How 'social networks' have created a global casual gaming revolution and will continue to drive awareness and sales of casual games.

DESIGN/PRODUCTION/DEVELOPMENT
Click bar to return to index
Casual Connect Europe Design Sessions

Sharing Best Practices: Partnerships Done Right

Marina SAPUNOVA Managing Director MediaArt
Robert ADAMS Executive Producer I-Play
Alex BESSONOV Founder Floodlight Games
Jeremy SNOOK Director of GameHouse Partners RealGames
Tatyana GARAT Marketing Director Absolutist

It's no secret that the most successful titles are born as the result of a highly productive partnership between a publisher and developer. But it's also no secret that many partnerships fail. It turns out that combining the expertise of the publisher, and creativity and talent of the developer is not always enough. Witness a confession of notable partnership experiences which led to the release of successful titles. The audience will have a unique chance to get an insiders look at the challenges faced, difficulties overcome and mistakes delt with during the development process of hit games.


Emphasizing on Game Design

Matthew GILLIKIN Senior Producer GameHouse Partners
Patrick BAGGATTA Senior Designer PlayFirst
Dimitri KIRIN Director of International Merscom
Denis KONOVALOV Development Department Manager Nevosoft
Terri HARDIE Arcade Producer Reflexive Entertainment

In our rapidly changing and highly competitive marketplace, game design becomes more crucial than ever. The entertainment value of game design is not linked to any well-understood discipline such as graphic art or program engineering. A game can have brilliant graphics, a powerful engine, outstanding effects, and fantastic character art while at the same time being frustrating or an uninteresting experience. The challenges of crafting a great game design which will serve as a stable basis for the whole development team are numerous. Players demand interesting and compelling stories, but do not like to read through long paragraphs. Players are looking for unique and interesting challenges, but get frustrated when they can't solve the puzzle. We often seek for innovations in mechanics, beautiful graphics, great technology, or a big license to contribute to game success but don't focus enough on game design. The main discussion points will include the story, the world, and the gameplay as vital part of the game experience.


Game Development Challenge -- Part 1

Kenny ROSENBLATT CEO Arkadium
Tom RASSWEILER Manager of Game Production Arkadium
Will BREDBECK Art Director Arkadium

On the first day, participants will talk about game genres and objectives as well as outline who the target audience will be. Participants will then work together to outline an idea from defining the story of the game to creating ideas for different levels and power ups. Once the game concept is developed and details decided upon, Arkadium will then get to work in creating a working beta overnight. On day two, the game sample will be shared back with the team and participants will have the opportunity to reflect on and make improvements to how the game came together. Participants will walk away with a better understanding of what it takes to create a game concept from scratch. They will learn collaboration skills with designers, programmers, marketers, etc. of different backgrounds and skill, and learn how to stand out and backup their ideas. Seeing how their game concept comes together will be both an enlightening and fun experience.


Unstable Times: Staying on Top

Sean ELLIOT VP of Business Development and Marketing Playrix
CJ WOLF CEO iWin
Alexey SEREBROV Co-founder & VP of Production Nevosoft
Igor BUKHMAN Co-Founder & President Playrix
Maryann KLINGMAN Sr. Producer PlayFirst
Daniel BERNSTEIN CEO Sandlot Games

Join top-tier casual games developers/publishers to get the scoop on their secrets of keeping the leading positions during challenging times in the industry. Get an insight on their strategies and thoughts on emerging trends.


The Myth of the 7-Hour Gamer: A Race to Zero

Sean VANDERDASSON Senior Vice President, Publishing WildTangent

There is a dangerous theory being propagated throughout the casual games industry that all games are played for about the same amount of time -- seven hours -- and that therefore, all games should be priced the same -- $6.99. Developers beware. The seven-hour gamer theory simply represents an unfortunate and unnecessary race to game commoditization and a break-neck sprint to the zero-dollar price point that threatens to stifle innovation and reduce developer profits. Sean Vanderdasson, executive vice president of publishing at WildTangent, will help game developers understand how to avoid the rapid commoditization of their games and how to avoid the race-to-zero trap common among some buy-only game portals. Sean will provide developers four important steps to follow as they develop and market their games to ensure they maximize revenue through the extension of a game’s lifecycle and diversification of business models.


Game Development Challenge -- Part 2

Kenny ROSENBLATT CEO Arkadium
Tom RASSWEILER Manager of Game Production Arkadium
Will BREDBECK Art Director Arkadium

On the first day, participants will talk about game genres and objectives as well as outline who the target audience will be. Participants will then work together to outline an idea from defining the story of the game to creating ideas for different levels and power ups. Once the game concept is developed and details decided upon, Arkadium will then get to work in creating a working beta overnight. On day two, the game sample will be shared back with the team and participants will have the opportunity to reflect on and make improvements to how the game came together. Participants will walk away with a better understanding of what it takes to create a game concept from scratch. They will learn collaboration skills with designers, programmers, marketers, etc. of different backgrounds and skill, and learn how to stand out and backup their ideas. Seeing how their game concept comes together will be both an enlightening and fun experience.


Transformer or Gobot - which one is your game?

Matthew GILLIKIN Senior Producer GameHouse Partners

In 1977 Star Wars was released in the theater and effectively changed the world.

Hollywood and TV networks were caught off guard by the unexpected, massive success of the space opera and found themselves scrambling to fill their service with content to meet the desires of their customers. Having little offering stateside they looked abroad to Japan where a plethora of space-themed entertainment could be found. The first of these offerings to land stateside was "Battle of The Planets" and an American love affair for "Japanimation" (now called anime) was born as space and robot themed products poured out onto American TVs.

One of the products brought stateside as a result was the "Transformers" and "Gobots" toy line. While the premise of these two products was the same, they were vastly different in their success due to their individual implementation. The Transformer toys were sleek and sexy with complicated moving parts that made them more than a toy - they were a puzzle. At a time when the "Rubix Cube" was a household name, this gave them extra appeal. The Gobots however were not as appealing an offering. Every aspect from the act of transforming to their lore and even their character names was unappealing - almost laughable.

Is the product you are offering to your consumer sleek and sexy, one that appeals on many levels, or does it misses the mark? This is the topic of this session - which one is your game? Transformer or Gobot?


Game Design: Made in the Former USSR

Eugene SOKOLOV Founder Alawar Five-BN
Alex BESSONOV Founder Floodlight Games
Denis ILYIN Owner Artogon
Igor ELOVIKOV COO Playrix
Oleg ROGOVENKO Founder & CEO Awem Studio
Anton RYBAKOV Founder JoyBits

Listen to the experiences of successful East-European games developers on how game design changed over time and whether some of its principles can still be used while creating casual games today.


Best (and worst) Development Practices from Sandlot Games

Daniel BERNSTEIN CEO Sandlot Games
Vitali VOSTRIKOV St. Petersburg General Director Sandlot Games

Every development process is a push and pull between wanting to innovate in product design, technical requirements and the almighty schedule. We will discuss what has and has not worked from a technical, product management and communications standpoint when dealing with two offices 5,000 miles apart working on hit games such as Cake Mania and Tradewinds.


Using Windows 7 Features for Casual Games

Evgeny MARCHENKOV Developer Evangelist Microsoft

In this session, Evgeny will present the new features in Windows 7 and how to use them in casual games. He will also review information about Windows Error Reporting and Corporate Error Reporting in Windows 7, and will present real examples of the WER usage in the game industry.

PUBLISHING & DISTRIBUTION
Click bar to return to index
Casual Connect Europe Core to Casual Sessions

Winning the Project: How to Win Work from US Publishers

Lloyd MELNICK CCO Merscom

This session will help developers win development contracts from western casual game publishers. I will discuss the key points to make in the developer's proposal, the various weightings given to different attributes, how to overcome weaknesses and mistakes to avoid. I will also show the best format for a proposal and how to approach companies to get included in their RFP process.


Introduction to Publishing Games on the PlayStation®Store

George BAIN Developer Relations Account Manager Sony Computer Entertainment Europe

This presentation will cover both PlayStation®Portable and PlayStation®3 publishing opportunities including the new PSP minis category on PlayStation®Store.  The opportunity to distribute content on the PlayStation®Network has generated much interest from game studios around the world.  The presentation will focus on the submission, marketing and release process of game content.  This presentation will also give independant game developers insight into self-publishing opportunities on PlayStation® platforms.


Simple Rules of Casual Games Publishing

Kirill PLOTNIKOV Senior Producer Alawar Entertainment

How should game publishers and developers coordinate their activities? How can a development company become successful? Should you take risks and experiment or follow a proven course of action? Kirill Plotnikov, Alawar Entertainment's vice president of publishing, will answer these questions, offer his insight into the mistakes novice publishers and developers make, and share his experiences working in the Russian and international markets. And, in keeping with the title of his session, he'll offer his recipe for successful publishing.



MOBILE
Click bar to return to index
Casual Connect Europe Advertising Sessions
Mobile Games and Application Stores: an OEM perspective

Mike BERGEN Sr. Manager, Developer Relations and Partnerships Nokia

With all the focus on smartphones and application stores, it can be daunting to bring your games to mobile.  Come learn about the state of the mobile games market, and get an in-depth look at one particular application store, Nokia’s Ovi Store, and see what it means to developers from a long time industry veteran.


Multiplayer Social Games - The Emerging Standard for Mobile Games and Portals

Andrew REMOVSKY VP Business Development Europe Casmul
Serge AGEYEV CTO Casmul

The mobile games market has exploded and continues to grow in triple-digit numbers as new high-end mobile devices come to market. iPhone has just shown the way, and new Android and Nokia powered toys are bringing mobile apps to everyone. The mobile games market is far from saturation. The games just need to be adapted to the new casual audience who grew up playing multiplayer video games but has gone casual with the rise of social networks.

Hit-driven distribution has tiny, ever-changing, head and a long tail, whereas service-oriented MP-social games can tune themselves for the demand and keep a loyal audience. This makes the games especially lucrative for advertisers who get extended data about MP-social players to effectively target their ads. With eyeballs moving from TVs to mobile devices, $50B in television ads are looking for a new home.

Media companies entering the market are aggressively looking for multiplayer social games to offer to their audiences, and new centralized distribution models open to all offer developers the opportunity to become portals themselves. If you want to get noticed and gain reach, produce MP community-based games fast.

This session will show how to add multiplayer and social functionality to your game in one day. We will also discuss different monetization strategies, and ways to grow from a game developer to a gaming portal manager.

MARKETING/BUSINESS
Click bar to return to index Casual Connect Europe Marketing Sessions
Reverse Thrust: Discover Your Consumer

Tatyana CHERNOVA Marketing Communications and PR Director Alawar Entertainment

While a game evolves from a concept to a shortcut on a user's desktop, it undergoes dramatic changes. Each member of the development, publishing and distribution process in the casual games industry pushes the envelope to add something unique to the product. But what do we know about our consumers? What do they like and how do they play? Tatyana Chernova, marketing, communications and public relations director of Alawar Entertainment, will host a session called "Reverse Thrust: Discover Your Consumer." She invites all casual game professionals to meet their target audience face to face and get up close and personal with them.


Next-gen Casual: CMOG - Challenges on All Fronts

Konstantin NIKULIN Managing Partner INTENIUM
Denis PODLUZHNY Technical Director INTENIUM
Dmitry SANNIKOV Producer INTENIUM

Developers of one of the first truly casual online worlds, "Alamandi", will share their experience with challenges and issues they had and continue to be confronted with while developing the innovative concept. They will present facts, focus group testing data, marketing concepts, and business assumptions.


Funding Strategies

Nils-Holger HENNING CCO Bigpoint

Shakespeare said: "all the world's a stage". In today's technology-infused existence, that metaphor shifts to the multi-level environment created by the world of gaming. Once the domain of teenage boys, gaming has become a powerful platform for building businesses, establishing relationships and generating money. From the creation of entirely new business models and economies to the use of gaming technology as a way to engage with customers and employees to the use of games as an avenue for brand development and marketing - gaming isn't just for kids. What is the future of television and why is it related to the gaming industry? We will have a look at online based massively multiplayer games as the new tool for TV networks to build up communities around their audience. Games are the asset to overcome the advertising income dependency of media groups to establish new stable revenue streams while entertaining their audience.


Game Monetization on Microsoft technologies

Evgeny MARCHENKOV Developer Evangelist Microsoft

In this session, you will learn about Microsoft games technologies (XNA, XBOX 360, Silverlight, Windows Mobile), you will get a platform overview and see how to monetize games based on these technologies.