22-23 October 2019 Bell Harbor Conference Center, Seattle

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22-23 October 2019 Bell Harbor Conference Center, Seattle 22-23 OCTOBER 2019 BELL HARBOR CONFERENCE CENTER, SEATTLE @gamesforum Day 1 – October 22nd GOLD SPONSOR 08:00 Registration 09:00 Opening Remarks and Welcome to Gamesforum Seattle 2019 Gamesforum will make some brief opening remarks about the conference, including an outline of what to expect from both days and some much needed housekeeping. John Speakman, CEO, Gamesforum SILVER SPONSORS 09:15 Keynote: State of the Industry Panel Our opening Keynote panel will take a look at the macro trends in the industry from the past 12 months and what’s on the horizon in 2020. Moderator, Ron Segev, Partner, Segev LLP Davd Bluhm, Managing Director, Agnitio Capital David Chang, EVP, Corporate Development, Asmodee 10:00 Morning Networking Break GAMES DESIGN AND GAMES MARKETING MONETIZATION DEVELOPMENT FORUM FORUM OPENS FORUM OPENS OPENS BRONZE SPONSORS 10:30 10 Years of Angry Birds 10:30 A Year of Spending 10:30 The Big Why: How to Mobile Games Dangerously Present Game Ideas and Get The first Angry Birds game was At last year’s Gamesforum, Nathan Sellyn Buy In launched in December 2009. 10 years spoke about ‘falling on your own harpoon,’ At the heart of every game pitch is a big and 17 mobile titles later, the Angry the process of his expensive evolution idea, but what’s the best way to help your Birds brand and games are still relevant into a whale in Nintendo’s Fire Emblem audience understand your idea the way and successful. What is needed from a Heroes. This year, he returns to present you do? Your first words in pitching your brand (and the team behind it) to live another set of lessons in core and casual idea can be the difference between selling and thrive for as long as there have F2P monetization - lessons he shamefully it in the room and losing your audience on been modern touch screen mobile learned the hard way, after a year that saw the first slide. In this talk, Leanne Loombe, games? What makes Angry Birds a his spending enter quadruple-digits on not Executive Producer at Riot Games, will brand that is perfectly suited for mobile only FEH, but multiple other titles as well. discuss her keys to success in landing game games? This talk is a look into the 10 He’ll discuss the mechanics and features pitches and getting buy-in from the groups PUBLISHER PARTNER WORKSHOP SPONSOR year journey of Angry Birds mobile that successfully seduced him into (again) that matter by wrapping the pitch in the games, and how the brand and the surrendering multiple mortgage payments, player journey. games have developed, and constantly and how these inform a set of heuristics Leanne Loombe, Head of Riot Labs, Riot stayed relevant in the fast paced and and best practices that can be employed shifting mobile games market.. across (almost) any type of F2P title. Kai Torstila, Director of Marketing, Rovio Nathan Sellyn, Chief Creative Officer, Flow Motion Entertainment 11.00 The ASO and Organic 11.00 3 Steps to Align Monetization 11.00 The Multiplayer Gaming Panel Marketing Panel & Acquisition Teams With online multiplayer games dominating EXHIBITORS From Keywords to Creatives , the Ad Monetization and User Acquisition the gaming landscape, our panel explores Organic marketing panel will look at teams have traditionally operated in silos, why some games are all conquering, why the all important tricks, trends and tools with distinct objectives and KPIs, but savvy their players love them and what you needed to boost your organic traffic. gaming publishers are quickly realizing the need to be doing to sustain success. Moderator: Edmar Mendizabal, Business Warren Woodward, Chief Growth profit-generating potential of aligning this Development, i3D.net Officer, Upptic dynamic duo. Join Singular’s VP of Customer Neil Doherty, Co-Founder, Giant Enemy Crab Kristina Taylor, Head of Marketing, Strategy, Victor Savath, as he discusses 3 Cody Bye, Business Development, Vivox Magic Fuel Games steps to align monetization and acquisition in Tom Daniel, North America, GM, Multiplay Karsten Davis, Performance Marketing order to acquire more users that generate Dr Kimberley Voll, Co-Founder, Stray Bombay Manager, Mobilityware higher ROI and revenue. Justin Lippert, Principal Game Designer, Aykut Karaalioglu, CEO, SearchAds.com Victor Savath, VP, Customer Strategy, Midwinter Entertainment Tyler Schroeder,Creative Director, Singular Labs A Thinking Ape Day 1 – October 22nd Day 1 – October 22nd GAMES GAMES GAMES MARKETING DESIGN AND GAMES MARKETING DESIGN AND MONETIZATION MONETIZATION FORUM DEVELOPMENT FORUM FORUM DEVELOPMENT FORUM FORUM FORUM 12:00 Working with an External 11:30 The F2P Monetization Panel 12:00 Your Game is a Social 14:00 The User Acquisition Panel 14:30 User-level, holistic LTV is 14:00 Crystal Ball: Predicting the ASO Agency From Brand Ads to IAPs, this panel takes Network Our panel will examine current trends finally here and is an absolute Future of Game Co-Development in the paid acquisition space, where Panelists will facilitate a discussion with both In this fireside chat, Jami Wardman a warts and all look at monetizing your game-changer In this talk, Selcuk Atl, CEO of Bunch, to put your marketing dollars, best- Publishers/Developers and Service Providers from Lab Cave and Josh Chandley F2P game, what best-practice looks Join Offer and Doron as they explain will share insights and best practices practice techniques and building a team about what it might look like to co-develop from WildCard Games (a local game like? Striking the right balance between how AI-driven user segmentation allows a game in the future - three, five, ten years revenue and retention and continuing to on how great games can drive for success developers to identify behavioral patterns developer from Bellevue) will discuss Randy Waxman, CEO, Blind Ferret down the road. Prompts may include: deliver the player experience. social network level engagement, to segment users into clusters. In turn, • How will virtual machines and AI the challenges of ASO a team can face Faith Price, Head of User Acquisition, by bringing players back more often publishers can optimize overall revenue technology change the way we when they are on their own, how to stay Moderator: Nancy Peters, Director of DoubleDown Interactive up to date on ASO changes, what has Business Development, Chocolate with their friends. by intelligently limiting or increasing approach co-development? Yiannis Alexopoulos, Performance • How will the consolidation of service been gained (or lost) by working with Jake Rothman, Director of New Supply Selcuk Atli, CEO, Bunch.live ads shown to those unlikely or likely to Marketing Director, Next Games providers impact the way we approach an external partner, and the difficulties Partnerships, Smaato spend money in-game. By combining Daniel Todd, CEO, Influence Mobile IAP data with user-level ad revenue data, co-development? agencies face when working with clients. Nishant Ghaiy, Director of Supply Sales, Fyber Chris Hoyt, Chief Growth Officer, • How do we tap into the best talent Jami Wardman, Business Development, publishers have user-level, holistic LTV Kevan O’Brien, Marketing Director, LBC Studios Target Circle around the globe? Lab Cave Games & Josh Chandley, COO, Cristian Radulesco, Director of Design and and can control the frequency of who, • Where are there untapped talent pools Wildcard Games Monetization, Gameloft when, how much and which ad unit is and how do we connect with them to Josh Rubenstein, Product Lead, A Thinking Ape shown--ultimately helping publishers run build great games? UA to optimize for both IAP as well as Moderator: Lauren Freeman, Director, ad revenue. Worldwide External Development, EA 12:30 Lunch Break Offer Yehudai, President, Fyber Kassi O’Connor, Outside Services Director, Glu and Doron Kagan, Co-Founder & CEO, Esteban Lora, Senior Executive Partners and Alliances, Microsoft Game of Whales 13:30 How to adapt creatives 13:30 Why Game Systems Work 13:30 Being Epic: An Indie Jeff Pobst, CEO, Hidden Path Entertainment, Inc. within each ad network placement? – An Exploration of Live-Ops Developer’s Guide to the Ninel Gruyner, CEO, Devoted Studios Given consumer attention spans, Success and Failure Epic Ecosystem the concept of “one creative fits all” is no This panel will discuss success and failure Epic Games is dedicated to supporting 15:00 Maximizing success & 15:00 The CAPS Approach 15:00 Building Better Worlds longer an effective ad strategy. in live-ops games, as well as some key game developers of all types and sizes. limiting cannibalization within a to Monetization through Game Culturalization Based on ever-changing consumption learnings from major titles, with an In addition to Unreal Engine, Epic F2P franchise With a variety of complex and meaningful With over 30 years of experience in digital habits, marketers and advertisers must emphasis on data, design and psychology. provides a number of ancillary resources In today’s market of free-to-play gaming optimizations, like header bidding, media as a geographer and culturalization adjust their creative to match the John Smith, Microsoft Playfab that are of great value to independent and the games-as-a-service model, it can mediation, merchandising, dynamic pricing, strategist, and 26+ years in games, Kate respective platform they leverage. In Sean Michael, Senior Insights Manager, game developers everywhere. In this be a risk to launch a sequel as an attempt and many others, the mechanics of Edwards has been involved in the creation addition, creatives must be relevant to the 343 Industries of many games, including major titles such as presentation, Epic’s Christian Allen will to prolong the lifecycle of a product and monetization can be incredibly complex. identified target audience, vs consumers Jeremy Sherette, Senior Manager, Digital Halo, Fable, Age of Empires, Mass Effect, Call of explore Epic Mega Grants, Epic Online brand.
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