Showing posts with label Tommy Palm. Show all posts
Showing posts with label Tommy Palm. Show all posts

Saturday, January 25, 2014

Mobile World Congress 2014-WIPJam set to be leading developer conference again!


BARCELONA -as the big event approaches (and a frantic scram for free tickets reaches its peak), WIP has announced that the annual WIPJam developer conference will now be a 4-day long event taking place in the old Fira site of Plaza Espanya.

In fact, developers attending WIP get a whole building this year with, in the words of WIP, "More developers. More tshirts. More code. More swag! ".

Tuesday morning will feature Genevieve Bell from Intel, billed as one of the most creative persons in tech as well as "Intel's secret weapon".

Tuesday afternoon will continue with the heavy guns blazing, as Tommy Palm from King takes the stage. Tommy is known for his successful game dynamics creation and ability to draw millions of users to game productions (and not just Candy Crush).

Wednesday afternoon is Mark Murphy's turn, with a raft of wisdom around Android development.

But, be sure that there will be plenty more at WipJam. In fact, review the program and pick wisely to make sure you attend the sessions you car most about and make sure to network! If you are at MWC, you find it far easier to hob nob with the decision makers from mobile at WipJam than anywhere else in the show. You can register for WipJam here.

Tuesday, April 9, 2013

Lessons from GDC San Francisco -Game Developers Conference 2013 Wrap Up


SAN FRANCISCO - I had the privilege of joining a throng of 20,000 attendees at the GDC in San Francisco this March for one full week and it gave me an opportunity for a first "deep dive" into gaming. Despite having skirted around gaming in mobile before (on a conceptual level or looking at gamification of commercial apps), this was the first opportunity to see at first hand what was making the gaming world quiver with excitement.

Overall, I was surprised that it was not quite as wacky an event as some had led me to believe. Mobile gaming is big business today, a $6bn business to be precise, and there was more of a corporate flavour to GDC than I expected. The most interesting talks however (with the exception of the very cool Mars Rover simulator talk by the NASA Jet Propulsion Lab) were by the non-corporate game studios.

Supercell was a great example, with a brilliantly delivered and informative session on winning formulas developed for "Hay Day" and "Clash of Clans" games. A key lesson from this session was "don't release your game early". Other points from other sessions were to disguise the freemium nature of the game with lots of easy purchases, something King.com has taken to heart with their very successful CandyCrush saga. Tommy Palm from King gave an impressive talk and it was clear that Candy Crush has earned plenty of kudos amongst the gaming community.

One lesson I learnt for the future is how the (now separate) Game Connection event can be a much better forum to meet and do business with many of the companies at GDC. The problem with GDC is that, like many MMEs (Massive Multi-attendee Events), it is very dispersive and the seminars, while interesting, did not foster networking.

The gaming industry knows how to throw a good networking event, so a special shout out goes to GMIC and Kabam for organising some great post-GDC conference day events!