Dealing with the biggest challenges of the game industry in Gamesbeat Engage

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Gamesbeat Engage It began during SXSW in Austin on March 11-first in a series of gatherings only for invitations, salons. Проектиран и донесено на лидерите на индустрията от доставчика на решения за търговия на видеоигри в GamesBeat и глобални видеоигри Xsolla, всяко събитие включва вечер на основни бележки, пожарни чатове от най -добрите индустриални гласове, вечеря, работа в мрежа и връзки.

First session: Solve the land of funding

In the first session senior writer of Gamesbeat, Dean Takahashi, welcomed Adam Boyce, founder and CEO of Vivrato and Elizabeth Howard, Chief Advisor – Services, for Games in the Midwest of Stage, to ask the real question: How can developers find out on the current uncertainty and find the current uncertain

https://www.youtube.com/watch?v=-7JQ9JWMQE

“When we continue in our LinkedIn or talk to people at these events in the industry, many people complain about the state of the industry,” Boys said. “And so it’s time to turn to action.”

Boyes recently launched VIVRATO CONSULTING With Chelsea Blasco CEO as a resource for developers, publishers and broader stakeholders in the industry, as they move through complexities for the game industry. In interviews with over 200 executives, they found that the funding project remains one of the biggest challenges for the industry at the moment. It’s not just a matter of finding and accumulating funding sources that many developers are fighting, Howard said. They often struggle to see the bigger picture, transfer much of their budget in their development, and get up empty everywhere else.

“There is a part of the market part of the equation that not only costs money, but time and effort, and ideally should be part of the whole production schedule, which means that you engage early and often,” she said. “You are building an audience, investing in understanding who this client is, and this helps you to save money from developing, ideally by sizing with your right investment for the market you are heading to, and make sure you are not over -players.”

Too many developers enter the field meetings without knowing how to target, how to work with a studio with respect to the parameters of the game, and even mistakenly calculate how much to ask. Or they do not understand what kind of dealing company a risk capital company wants to do. An investor is often not just about money; It is about this investor, who expects a 10-time return for a period of 10 years, for example. And this profit in every cost model is expensive for the industry, says Boyce.

“Managers and investors insist on short -term profits, ignoring the quality of the game and the extraction of capital overshadows creative ambition,” he said. “The price is the cut, the closure of the studio.

The studios are increasingly ready to make safe bets-only GTA and other home triple games that cost $ 125 million plus and make a bank.

“I think my controversial question is, does it make sense for games to be part of a publicly traded entity that requires a certain return requires certain margins to be successful,” Howard said. “Honestly, it requires long-term financial planning of a result that you cannot predict for the most part, which is like a crazy game to try to play.”

And the question is what is necessary to build sustainability? Module can be the key, she said not one company that has delivery and end-to-end risk.

“So finding the right team, the right publishing group, the right financing model for where you are developing and you really prove yourself in the different phases,” she explained. “It means a more softened, step -by -step approach, but something that does not include rapid growth and then an answer that we have seen in recent years that many people have paid out the price.”

Session 2: Take control of control in mobile games

In the second session of the evening, Berklie Egen, Chief Marketing and Growth Officer in Xsolla and Mitchell Gray, CEO of Global Strategic Account in Appsflyer, talks to Takahashi about the most challenges that are the world’s games when it comes Launch, Monetization and Distribution of Games in the World Match among the largest today: ownership of players’ data, especially in the light of the new confidentiality laws that enter into force both in the US and abroad. The number of data sources has multiplied and tracking the player’s trip has become deeply complicated. One of the most critical ownership strategies, says Egen, is the addition directly to the consumer pieces, such as the web and the community channels, along with ads in the app, to the monetization strategy.

https://www.youtube.com/watch?v=tss9PS9LDC

“With the experience of the web store, we see enormous growth,” he added. “We have launched over 550 web stores for game developers over the last two and a half years and have generated $ 1.5 billion gradual revenue for mobile game developers.”

This is a real direct users strategy that allows you to test content and new offers and engage with your players and make an experience that makes them return for more.

“You can really have a user experience all the time,” Egen explained. “You can create your digital ecosystem, your social media channels, your discord and really have this experience and bring it to a branded platform.

Some Appsflyer customers see up to 50% of their revenue coming from web photos, Gray added.

“We help marketers understand which creative, which keyword leads to the greatest value of all life,” he said. “Not only do we show you all your data, all your performance indicators, we are also part of this flywheel, sending this data back to advertising networks for optimization, so they can then optimize and find users who are more likely to buy on web stores and adjust your campaigns to this type of users.

Do not miss the next stop on the Gamesbeat Engage tour in LA on June 5th! Ask for your invitation hereS

 
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