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Create free account[Music] hello we are so excited to be here we are based in Istanbul I'm smile each co-founder of recontact games I was a team producer six years ago my brother was a film director hello and we shifted we transformed our film studio to the gaming studio six years ago yeah our passion - our motto is making playable arts so I was a film director and very patient about gaming so we created recontact brand which was a detective story our power comes from the narrative side and we created three contact Istanbul it was a video art
planted to mobile game it was just experimental game so we would like to be inside the gaming industry but we don't know how so we created to recontact brand and in 2015 so then we have 2017 we had eyes of sky but first of all I would like to talk the first project a little bit so when we launched the first project recontact Istanbul it took attention from all over the world yeah so Apple chose us Apple selected as a best new game and best creative new game and they featured us 153 countries and they want us in many categories the first game was in monetization style the premium so we were in the first row for seven months and when you come come up with the new genre new ideas it took attention all over the world imagine you don't have any budgets URL start off with three people so it doesn't matter it doesn't matter if you
come up with the new genre new ideas it took attention from all over the world this is the media coverage in in the world and also the influencers youtubers play our game from China to Russia its reach over 100 million people all over the world so Apple shows us the best mobile game of Turkey in 2015 and all the success we decided to go more bigger then we started with three people then we reach the third people as you know the dalla G is the game science and neurology comes from the storytelling or V in recontact games we aim to make make the mixture about with zoology and the neurology so after all this success we decided to go more bigger and more cinematic we decided recontact Istanbul eyes of sky we created maybe have you ever heard late shift it's also kind of to interact mobile cinema but and I can say the different about that game we are
interesting and we are not interesting and not script payers at videos because it's not a game and we are not making multi choices videos or movies not left side or right side where B we want to make we are making combined model game dynamics and neurotheology dynamics yeah we we listen our gamers because we had a video content so the exercise was too big so they couldn't download it almost one gigabyte right so and it was in two languages it was in Turkish and English so there was a cutscenes and they really annoying the interstitial ads and there was the bloody scenes which makes us the +18 so we do listen the gamers and we redesigned the game so and the new era
coming year so excited about it because we are working recontact London for almost 14 months Oscar knows from the beginning from the recontact Istanbul so right now we are working with the one of the actor from Game of Thrones have you watched Game of Thrones you know maybe you know Rose Milan from there and we filmed in the Blundell streets and we worked with the film London and the UK also we filmed in the British Museum so yeah and when we redesigned with the feedbacks you can see that now the game is English and also we add 12 languages there is no cutscenes and there is no institutional adds the monetization model is premium there's an app purchases revolted video because of the it comes the fundamental is the film so we can do the organic product placement with the brands which makes us we can make extra money with that yeah mobile game players don't want to watch cutscenes and so if you want to
tell your story how can you tell your story without cutscenes is the most important question for us during these five years we learned that because we were producing like fifth cinematography mobile games so it was it was like a film it has an end our first day retention was 70% which is great but after seven day we are losing to our gamers because when they finish it they just laid the app so this time we tried to do the endless story with five different puzzles and with photography take a our game so I would like to show a little video to you and let's sneak peek hello and welcome to my London join me inside I hope these messages are reaching here [Music]
miss Sabrina Wilson I wonder how long you're going to use your right not to talk this is my collection [Music] so get ready to be a cyber detective we are going to launch our game on 24 February and maybe you hurt music do you like the music yeah Bieber bit the composer and our optical soundtrack played by one of the best
Moscow Symphony Orchestra with 60 amazing musician [Music] so we always believe that the gaming industry it's enriched by different disciplines so also the our feedbacks our backgrounds film industry so we are we would like to make collaboration with the film the musics the everything though it's the like dance of the elements so this is the core team in
Turkey and also we work with the sea at one of the architecture company in UK we work with for 3d designs for photogrammetric designs for the victim and we have a film crew in UK we work with the green rock studios so and Yuki and Finn London was really helpful yeah and we would like to have your opinion which tonight today we will decide our icon on 24 February so we have two weeks time so if we contact London which icon would you like to pick so please think for 10 seconds so who's picking a no.1 okay who wants be cool and who wants C
okay perfect so the V is the right choice B is C it's your cyber detective cyber assistant the colonel assistant in the game and B is the poster so thank you so much for your ideas and we already soft lunch I'm sorry about this keynotes design cause we couldn't open the original one now we made like you know PowerPoint presentation and I'm sorry and yeah thank you any questions would you like to be part of our games we are hiring info at recontact game you can reach us or if you have any questions to interactive mobile cinema please let us know yeah thank you so much so much thank you does anyone have any immediate questions Oh dive in as always so one things I find interesting about
what you're doing is the challenge of building games using filmmaking techniques in particular I see films as being something like you know a little bit like movies in the sense that like books in a sense that you're explaining you're showing in a way that the audience themselves aren't interacting it's more of a passive I hate that term I know it's the wrong term but it's more passive than a game in a game we don't show or tell we do how do you get the balance between getting great kind of visuals and rate and filmmaking but at the same time letting the players have autonomy you're it's a good question in first two games we had it like a challenges it was a very challenge but in the last game we changed the hold from scratch and now the leading character is you and the more the videos are more interactive and also the casual there there's there are five more casual games there's one sub one main story and
there are sub stories two more to get more interactive yeah as a filmmaker what's the challenge for you and now you're taking that perspective of the player who you're seeing through the eyes of the main character is that changing the way that you set up you know scenes and how you make take the filmmaking you didn't make the filmmaking so first we design the game then the film crew of course we are filming so it's it took us like one month filming if it is like a film it will be a lack of one month non-continuous about filming and post-production is nothing for me it's the telling story it's like like these devices so small screens you know it's most dividual challenge it's the size of the screen that gives you the biggest challenges and then I don't want to blog content
with fingers you know I want to show all numata graphic visual arts for gamers and we designed totally for ya we have four smart smart phones yeah yeah it's a difficult discipline to get right as well and imagine you've learned a lot through iteration and trying different things yeah so if anyone else got a quick question thank you I think on that note I'm gonna say thank you very much thank you so much yes you [Music]
Recontact Digital Arts, an Istanbul-based studio founded by a film director and a producer, specializes in the development of interactive mobile cinema. The studio’s core philosophy, termed Playable Arts, focuses on merging cinematic storytelling with game mechanics, moving away from traditional multiple-choice narrative structures toward immersive, video-based gameplay. Their latest project, Recontact: London, represents a significant evolution in this genre, utilizing real-world locations, professional actors, and orchestral scores to create a high-fidelity detective experience.
The development of Recontact: London involved a complete overhaul of previous mechanics based on player feedback. Addressing issues such as large file sizes, intrusive interstitial advertisements, and restrictive cutscenes, the team redesigned the experience to prioritize player agency. In this iteration, the player assumes the role of a cybercrime investigator rather than observing a pre-scripted character. The game integrates augmented reality technology, hidden object mechanics, and five distinct video-based puzzle types to ensure continuous engagement. By removing passive cutscenes, the studio aims to maintain high retention rates, shifting from a linear film-like structure to an endless story stream supported by 12-language localization and a premium monetization model supplemented by organic product placement.
The studio’s methodology relies on a multidisciplinary approach, combining film production techniques with game design. Production for Recontact: London involved filming on location in London, including the British Museum, and collaborating with international partners for 3D photogrammetric design and orchestral music. The project serves as a case study in the challenges of balancing cinematic visual quality with the technical constraints of mobile devices, specifically regarding screen size and user interface design. Through iterative development and a focus on player-centric design, the studio seeks to establish a sustainable model for the interactive cinema genre within the global mobile gaming market.
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