Get 15% off White Nights St. Petersburg

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The next White Nights conference will be held on June 28-29, 2018 in St. Petersburg. Over 1,600 attendees are expected. 

The program is available on the conference website. The conference will additionally feature workshops held by Google, Facebook and iOS representatives. Pre-registratin for these sessions is required on the conference website. 

The Developer Exhibition will once again be held as a part of the White Nights, where over 150 talented teams from all over the world will showcase their best games in order to meet leading publishers, representatives of platforms, investors and to receive valuable feedback from industry gurus and fellow colleagues. Best of the best will receive a trophy and great prizes at the Indie Game Cup Awards Ceremony. We are accepting applications for the Developer Exhibition (https://goo.gl/forms/k0R7cpmJPFuO3r633) and for the Indie Game Cup until June 8, 2018. 

The agenda also includes great networking events: a pre-party sponsored by Unreal Engine to be held on the day preceding the event and the main all-night party on the huge sailing ship The Flying Dutchman at the end of the first day.

IGDA Finland members get 15% off the ticket price by using promo code IGDA-Finland on the conference website.

Information on obtaining Russian visa is on the conference website

Helsinki Hub: May Gathering with PlayFab

By Giorgos Riskas and Roope Sorvo

The May gathering was sponsored by PlayFab, a complete backend platform built exclusively for live games.

Brendan Vanous, head of developer success at PlayFab/Microsoft was really impressed with how inclusive the game development community is in Finland. As he said, in many other communities competitiveness make developers grow isolated and he is really happy to see that this is not the case.

In his brief talk, Vanous spoke about live game operations and how they can shape the future of the gaming industry. Live operations, or LiveOps, help games to grow according to the needs of the users, so that they can be evolve and therefore, live longer.

Vanous described how the growth of mobile games has changed the scene since the early 2000s and how LiveOps services have played their part in driving the mobile industry to the top. The said services allow developers to either complement their existing infrastructure or adopt the LiveOps platform in its entirety.

Probably the most interesting part of the presentation was the comparison between two teams of developers that followed different approaches on how to engage their audience. One of the said teams kept collecting data and tried to stay aligned with what the audience needed, in contrast to the other one that stopped their support after some early updates. The results indicate that the old way of supporting games as in the previous decades is not anymore viable in the live games market.

“The developers should always listen to their community’s feedback and build on it”, Vanous said. “That’s the way to do things nowadays, and unfortunately many people don’t understand that,” he added.

This time the Demo Corner was divided into two distinct categories: projects by Aalto University students, and independent game projects that both happened to make their second appearance in the IGDA Demo Corner.

It was the first time that Aalto students had the opportunity to gather valuable feedback outside their university. The games were developed as part of a course and is a collaboration effort between different Master’s programs of Aalto’s Media Lab. The 3 featured projects have been in development for roughly five months by teams of five to six students.

PlusMinus is a third person puzzle game in which the main character uses magnetism to fight enemies and solve puzzles. The story of the game finds the main character trying to escape from the system in futuristic dystopian world.

Metsä is an atmospheric hybrid installation game that is played while sitting in a dark tent. The player controls the footsteps of their avatar by pressing two individual buttons situated on a blanket, attempting to make their way through a dark woodland avoiding obstacles by jumping and sneaking.

Hidden Wish is an asymmetrical co-op adventure game with a combination of different mechanics. The stylized game mixes 3D segments with literally hand drawn levels where first player makes their way through a 2D platformer, meanwhile the second player uses a more cursor-oriented UI to create a path for the other player by moving around different parts of the levels.

In addition, two games made their second appearance in IGDA.

Exploding Babies was developed by Nut Farm during the Global Game Jam and is a hectic 4-player battle arena game where the players try to win by detonating the babies of other players using sound waves. The developers’ return to the demo corner of IGDA after March is part of their focus on live events where they can get people to try it in teams of 4 and test its full potential.

Another team that returned to the demo corner was LunarByte, with their first title Trail of Relics, a puzzle game where the player draws a path for their avatar through increasingly difficult mazes. The game has been in development for about half a year and it is currently on beta. As the developers said, the feedback that they receive at IGDA gatherings is a lot better than average which helps them focus on the areas that they should during the development.

See you in August!

 

IGDA Nordics Party at Nordic Game 2018

Facebook event

Welcome to the IGDA Nordics Party!
Nordic Game Conference 2018 is taking place in Malmö on 23-25th of May. We are delighted to announce that this year, IGDA chapters from Nordic countries are joining forces to make the BIGGEST IGDA PARTY ever and we wish to highlight our gaming companies in this event. 

When and where?
23rd of May, after the first day of the conference we will gather at 20:00 in Moriska Paviljongen, Norra Parkgatan 2, 214 22 Malmö, Sweden. 

A HUGE thanks goes to our main sponsor Fingersoft and associate sponsor Apprien!

Get 20% off the Helsinki Game Music Festival

The Helsinki Game Music Festival is a one-day event dedicated to video game music and features performances the Game Music Collective and more!

The festival kicks off at 14:00 at the Helsinki Hall of Culture on May 5th. 

For more information visit the event website: 
https://gameharmony.com/concerts/helsinki-game-music-festival/

IGDA members get 20% all ticket categories when using the link below: 
https://gameharmony.com/igda

Please note: Normal prices are 39, 49, 59, and 69 Euros and the discount will automatically be applied when clicking the link.  

Helsinki Hub: April seminar and gathering with Futureplay and AppsFlyer

Text by Giorgos Riskas and Roope Sorvo, photos by Casimir Kuusela

The April IGDA Helsinki Hub Gathering was sponsored by AppsFlyer and Futureplay.

AppsFlyer specializes in mobile attribution and marketing analytics, with Facebook, Google, Twitter, Pinterest, Snap Inc., Tencent and 3,500+ other integrated partners, and clients including HBO, Alibaba, Skyscanner, and Activision.

In his seminar, “The State of Gaming App Marketing: Data Benchmarks,” Patrik Lehti, a senior sales manager at AppsFlyer, talked about attribution and how the information it offers can help the developers understand where users come from, how to maintain their established user base, and what actions they should take to grow.

His presentation covered the topics of marketing, installs, engagement, revenue and return of investment, though Lehti did a lot more than simply scratching the surface on the mentioned topics: he offered insights and dug deeper into the platform specifics of Android and iOS.

Patrik Lehti addressing the audience. Photo by Casimir Kuusela

Patrik Lehti addressing the audience. Photo by Casimir Kuusela

One of the most important aspects of his talk was the relation between organic and non-organic engagement, and how it impacts on retention, revenue, and return of investment. As Lehti explained, both types of engagement are needed since they affect different fields of the user acquisition. Lehti also took some time to talk about the rising phenomenon of fraud: how developers can be tricked into a bleeding cash cycle and waste valuable resources on high value campaigns based on fraudulent information.  “Developers should always keep an eye for anomalies and act quickly when they show up,” he said.“They should stay close to their attribution team since their job is to protect them from cases like that”.

Futureplay is a studio that in their own words believes in playfulness and fast shipping instead of rigid processes, endless iterations, and burnout epidemics. They have released six games in the last three years, and show no signs of stopping.

Jami Laes, CEO and co-founder of Futureplay discussed soft launches and early access in his presentation “Creating a New Category of Multiplayer Games by Launching as Early as Possible”.

The presentation shared details on how the company’s “View-to-Play” monetization model has worked out so far, as well as their ambition of creating a new category of casual yet competitive multiplayer games. Multiplayer Online Casual Competitive Arena games, or MOCCA for short, combine elements of .io games, MOBAs, and battle royale games.

Laes also explained the importance of soft launching their games very early. The purpose of the so-called ‘minimum awesome product’ is to realize early on if the game works, and whether or not to develop it further. That way they can validate the direction, and updates are developed based on data and feedback from the community. “The biggest risk that we take by releasing early, is that a game won’t work. But that’s exactly the point of trying it!”, Laes said. When asked about the seemingly big transition from idle to MOCCA games, Laes answered: “If there is a good level of experience and a solid plan on the correct direction and technology to be used, the transition becomes a lot easier to make”.

“There had been a research period of six months before we started development,” he added

After the seminars ended, everybody had some time to relax, socialize and enjoy their evening. The speakers seemed to be very popular, so they were constantly trying to make space for everyone that wanted to talk with them.

Tristin Hightower, the Director of Operations of IGDA also attended the event. She is spending the month in Europe for personal reasons, but while abroad, she is doing outreach with IGDA Chapter and SIG leaders at various events, Her first trip aboard was to Finland in 2016, so it has a special place in her heart. She always enjoys being part of the IGDA community, and she has attended various events in Helsinki and Turku and has a fondness for Porvoo, which she visited in on her first trip.

Also visiting  Helsinki was Felicia Prehn. She is a manager and accessibility adviser at Nopia, as well as an active crewmember in IGDA Finland’s Satakunta Hub. Nopia is an animation and game company that has worked on ads for the likes of Mercedes Benz and Tactic, as well as games like HALO 5 and Wolfenstein II.

The day prior the gathering Prehn gave a presentation called “Looking Bright – the Current Landscape of Accessibility for Gamers with Disabilities” as a part of Aalto University’s Games Now! lecture series. The presentation focused on raising awareness for accessibility, and how it is an issue that touches everyone. She was on hand during the gathering ready to discuss accessibility issues in games with anyone interested. “Approaching accessibility only as a problem of the few who need it is a wrong way to think about it”, Prehn says, “Accessibility features can be beneficial also for those who do not need them.”

Attendees absorbed in a session of LaserGrid. Photo by Casimir Kuusela.

Attendees absorbed in a session of LaserGrid. Photo by Casimir Kuusela.

The month’s demo corner was occupied by two titles. From Village to Empire, has been in development for 1.5 years by the one-man company Witch Laboratory. In this turn-based strategy game the player assumes control of a civilization and advances in a procedurally generated map in order to grow and take control of it. The game should be released on Steam in the coming months. LaserGrid is a multiplayer SHMUP where up to four players take on one another in a four-way fight to the death. It is being developed by a  five-person team of Metropolia students.

See you on May 15th.