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Create free accountthe sessions this afternoon are going to be lit so be present i'm going to start right now with sell your pc games will be created with phones and that's going to be hosted by yano kolunki mato from fog mind games hello how are you doing welcome how's it going today fine thank you i was able to get past the technical hurdles i know we're having a few technical problems today we've got a few agreements haven't we in the machine but i hope that you really enjoy your session i'm really excited to hear about um sell your game through the phone because i think it's very very important and i'm going to come back in about 20 minutes and loads of questions if that's okay so over to yano thank you thank you okay hey everyone welcome to the suggestion so my name is keely that's my nickname yarn calling and i'm from frockman and
i'm going to talk about game development now and in the future uh maybe a few words about me and frogman in the in the in the beginning so i i worked in the gaming industry for about 15 years uh marketing games and platforms mostly at microsoft xbox and some hipper console startup before joining frogmind about two years ago so about frogmind we're the developers of berlin uh barnum brawl rumble stars football and rumble hockey we were founded in 2012 and our co office is located in arizona finland so far we have 36 employees or game devs as we like to call ourselves and we work independently as part of supercell family since 2016. so let's see i'm gonna how my sliding works here great it works perfectly so i'm gonna start by sharing a few observations from the mobile games market and and as we are all professionals here some of these can be very familiar to you
the number of mobile gamers is growing and passing 2 billions soon and the moba gas revenue is projected to reach somewhat 110 million this year and 162 million in revenue by 2025 from statista and the mobile gamers and the doors have been opened to a new billion lords or large audience and these players that don't even consider themselves as gamers are something we are looking into today part of this presentation okay so why has the market changed few reasons that we have found shorter increments of gaming and content has changed games and player behavior it's a result of many things such as few percussion games tick-tock short videos or tick-tock like short videos and singles taken over albums on spotify and
more so people play on the mobile on the go home also players prefer snackable and satisfying games over realistic graphics and features with a long learning curve games are best enjoyed with friends through social multiplayer features for example i play with my daughter's roblox almost every day and it's epically fun video on content creation mobile apps is pretty epic today you can make lots of stuff there and edit on on the go it is basically possible to create and express yourself with ease on the go today but for us what is it being a game developer today well we all know it developing and publishing games is really really hard successful games is even harder sometimes it feels impossible no matter if your studio or india india's have to work day in day out to get that game ready holist and probably they need to work on their free time
after the real work that pays the bills studios need a team of experts with variety of skills and time to develop and money to pay the salary and the bills these all lead to high risks so once the development progresses or the game gets ready at some point the real work and business actually begins india's or bigger teams need to figure out many things makes actually many areas and sometimes we are or the indians don't even have experience or skills on on the market that changes rapidly all the time how to make money is it iaps is it that's which partner networks to conduct how to get installs and players with low cost of course is it ua which channels creatives budget app stores and filterings who to conduct do you have friends there actually does feathering even have an impact today how about influencers also social media
hooking up your data to your from your game to measure things which sdks to pick liveops new filters content for the players ios 40 and idfa that's something even i don't know the latest latest news on that one but if these are if devs can like decide to pass all these you basically have probably like one option work with publishers which means uh based on my experience on the hypercastle market root less market tests nail that marketability and retention iterate your game to improve only a few of the elements will make it but hundred thousands of debts actually never make it and it doesn't even mean that their game is bad it just doesn't fit to the current market publishers and stores at frock mind we know this it's not successes or badland awards only we've been successful and we are very happy about it but to be honest we
have failed so many times and we have failed more than you can see on this slide we have tried to learn from all those skilled projects and epic failures which took years of development hard work and money plus beyond the toilet one challenge that we observe and it affects both players and devs is the discovery of mobile games today app stores are full of games which is cool but many of these games are bad or they just copies of some hypercastle hit games or you just don't find them ratings are below average periods are fragmented or don't exist the newest free-to-play address our phones get full of meaningless games with low retention and replayability administration make nice profit for the publishers which is cool but players sometimes get four stats inside 30 seconds from start which at least i don't like many times game development jobs just
stops shortly after release and failure overall it is very hard for players to find great games and it's even harder for devs to make their games discoverable successful and making revenue so everyone has a mobile phone today phones are powerful and never phones are smart phones are taking over pcs already we can use phones anywhere we can do almost anything we want with them everyone with a phone can already be a creator use simple edit index apps post content with just one tab get traction and feedback for your video this is here today you can do videos pictures music writing and more and phones also handle other things perfectly today without owning a pc you can date new people what sports do your banking and invest work remotely
and just name it it's just you can do pretty much anything with a phone so the question is why can't we make phones and why can't we make games with our mobile phones i mean like there's a billion creators and aspiring game makers ready and waiting so at frockman we asked about this ourselves we asked like can we do something about it can we solve this challenge and help creators and gamers on the world and we actually started working on an announced project in the late 2019 let's see if this works now because now i might need some help for a video so if our friends at pcc can take over and show a video thank you
[Music] okay wow that's real food okay from our new app and project called high pipe and now watching that that just came in hot uh i'm just so proud of the product team what they and we have done in such a short time so what highpipe is is a new revolutionary game creation platform or app that enables anyone to create
play publish discover and share games and other digital entertainment with these used tools without coding and it works on phones but also on tablets pcs web browsers social media apps even tesla it's free to use i mean like is it possible that we can watch the video one more time then i take the presentation because like uh i like it so much maybe we can watch it one more time then i take over the presentation it's only 30 seconds oh thank you [Music]
okay now i'll try to go back to the presentation thank you so much for uh double show off the video let's see if this works yes it works great so that's high pipe yesterday games were made with the expensive pieces coding on complex game engines using paid software so many options to choose from long death times figuring out app stores and ua to get installs and players big costs high uncertainty epic risk of failing but to me today and tomorrow games will be created by anyone anywhere billions of aspiring game makers waiting with their phones just one free app to download their phone create and publish and play instantly get feedback from games immediately learn to make games and event to
eventually earn a living we have already tested hype one market and the early access only is 500 000 downloads to date but what i'm so happy is the latest number that i got from the data team is there so over 100 000 games published on those 500 000 downloads or hypes as we like to call them because creators can make more than just games they can make animations videos memes gifs edu content any kind of interactive entertainment they want to make and all these are utc made by anyone like us by using hyper mobile editor
in the heart of high pipe is a powerful game engine and mobile editor it's called the hype engine it is so epic that we at frock might actually use it to develop our future games by the way i'm not announcing those today high pipe game makes game making faster than ever instead of months and years you can create days and even hours we actually even held we held toilet break ipad game jams at the office very sharing that was smart but it has happened so when crowders start making they can use professional game making assets for free visual 3d objects game templates premades notes sounds and more we add more every week and community can create own assets also
but this wasn't enough we wanted to take creation even further we wanted to make it faster we wanted to lower the barrier for new aspiring game makers and creators that have phones already but maybe they don't want to start from scratch i'm talking about remixing this is a key feature in high five with remixing creators can make games faster than ever they can edit another hype or use official templates as a starting point no need to start from scratch to see when you see something cool and you play something cool you can get inspired you can just press remix and jump into the editor to make your new level or remix a totally brand new game with your own epic twist you can do anything you can change controls characters camera angles art visual logic and more anything you want you can make a call-up with your friends for example i can make the first level and i can invite you or my friends to make the second and third level and together with my friends we
can make the full game one thing is also super nice is the publishing or posting as we say you just when your hype is ready and it is out it is instantly discoverable and playable by everyone single original hivemaker gets kudos of course from this remix we call this hype evolution it is very easy to find older and newer remixes of the game you just played even people like me without any coding experience that's why i'm doing mostly marketing and monetization can finally make on games actually if you look at here at the picture one of my games there it's that which has the footballs i love football so i remixed that type last year the original one original hype was made by henry and then we started remixing that inside the office daniel made and daniel actually is artist so daniel make this nice kind of like a looking car game which you can probably see that he has some artistic
talent more than maybe some others uh victor our friend scan designer made this cool camera angle back and kind of like a speed up game i tried to kind of like think about if i could do something with the footballs and then donnelly made epic and like a stunt car racer and it's just like so many different hives from this one hype is a beginning of million remixes and we feel that remix is the future of game making and it's the future of user generated games summarizing this is ipad and it is our vision at frockman for the future of games game making and gaming one pocket size game editor so everyone everywhere can create and remix on game feed for players to disco instantly games that they love from the creators they support new content with every single swipe
and social multiplayer experiences this means real-time collabora multiplayer game with your friends and spectating your favorite creators so everyone and the community can learn and grow and have fun together highpipe is not a vision anymore it's already here today 100 000 games made on the early access with phones tablets and web even tesla it works on that you can get your hyper early access today from the website over there and i think this actually is the last slide so i we are ready for kind of like a questions no yeah i really enjoyed that and the one thing
that i'm going to take away from that giano actually is the toilet break jams oh yeah sure is everything i'm gonna get yeah i'm sure that people i'm sure the team will probably say something about that but you just went viral dude that's amazing like really really good thank you so much we've got a few questions though we've got a lot of love by the way that's good yeah we've got loads of love for you in the room um there is literally a lot so if you want to reach out to johanna a little bit later on don't forget that you can use our discord channel as well because we also have our guests our presenters as part of pocketgamer connects digital a who go into discord regularly he's going to have chats about stuff so you can ask jano about his toilet break activities there yeah definitely definitely so i've got some questions for you so what is like more of a comment and a question and you said at the top of the presentation that shorter content is the key but there is is there still a place for long form um the the questioner asks uh
and says if you compare it with movies into streaming cinema is still really huge yeah so what do you what do you think in terms of hypes yeah it's a very very good question thank you uh we we call them hypes because we can for example you can make several hypes let's say that you and me if we make a complete game together i can make couple hypes or couple levels you make a couple hypes and then we can build this as a scenery or playlist together that people can play so it becomes the full complete game so we we don't want to limit creativity so if someone wants to make a hype that is a full game you can do it but if you want to make one hype and then you make a one hype and we make 67 hypes and we just tie these together and connections you can just play play them like a for a bigger bigger experience so there isn't like we don't want to limit we know that creators want to do different kind of stuff so we just want to make different kind of like a fair address that they can use and then if they don't like them and they have
new suggestions then we like to hear those and make new features because we're making this for the creators yeah that's what's really important and sort of on that subject a little bit um one of the attendees has sort of asked a question about if games are so hard to find is it a case that the games market stores need to be reworked to deal with the saturation because we are at like a bit of a saturation level with mobile games i think i think your your vision of hypes and remixes is is literally gonna change the way that we think about games i think so how does that compare to the current saturation point do you see this as another way out or are you you know strictly addressing it yeah fully yeah fully and i fully agree on this one because as a player i love to play good games when i go to stores i don't know where to find good games because i i go to top charts and i see something but sometimes that gem is 100 uh thousand number thousand chart i can't find that and then if you're
really good ua or publishers or others i get these ads and if you're good in that in marketing and doing this then i'll get the games that people are advertising me but if i want to find some gems it's a little bit problem so what we did and what we kind of like try to think about this from both player and developer kind of like a point of view is we got inspired by actually tick-tock so tick-tock how they work is that you go to the feed and every swipe gives you something and when you as a user or or people there if you watch a video you like something you follow the creator or you do you do nothing you give negative signals you swipe away after one second that sends a signal to tick-tock and then your feet will get better and more tailored for you your personal interests and what we'd like to think here is that why should people go seek for games instead of you go to feed and everything you do there you can give like information like pick like i like racing and big interest like in high pipe and then after that we have a little bit
more kind of like tools to help you find those games without actually doing anything else but just a swipe and that's how we kind of like think about the feed and it brings you the games you love or you might like that you wouldn't never try to find by using search and that's uh in one of the one of the key factors of high five there isn't basically like store or list or something like this it's just everybody's feed is personal so you get something you can like deserve that's an awesome business model um a question that we've got in that's quite interesting is how do you end the revenue from your app you know if you create a height height it looks awesome but where does the line blur between the creators and the player that's without going into too much detail but hey no problem no problem yeah in one thing we of course don't have yet monetization now we are testing in the philippines in in the early access and we want to make sure that high pipe works very good in different kind like devices and philippines is very good
good country for this because of there is lots of androids and and maybe the internet connection isn't always that good so if we can nail it there we want to keep the very good experience everywhere and open new countries over time but the one thing about monetization is that what we've been thinking about this is to make sure that there is different kind of like ways that uh first players can support their favorite creators so if you think about like for example tipping donation or something like this so you can support when you see a cool creator that has maybe made couple hypes or couple games but you can see the potential maybe a small tip or something can help him to get more money or her to get more motivation to build more and that's something then couple other things that could be there is that uh there could be for example different kind of like uh monetization methods like iaps and subscriptions you could even maybe subscribe to the platform or to your favorite creator and of course we all know ads are something that are part of the daily business in mobile games but one thing is that
if and when we bring ads for testing we want to make it in a way that it doesn't hinder your play experience so it should be something that is more as an optional way of maybe like supporting someone or doing something like this so everything we do is to kind of like make sure that the experience is good we listen to the players and the creators but in the end goal is that creators can make a living and not talking about creators who are like the top 10 creators but more like it's fair the discovery comes through algorithms without instead of like who is the best in uh marketing make a great game focus on game design put it out tomorrow you all will already see is it picking some boost or visibility because players play and that kind of like based on that it works and the good thing in that is that when you do it like this you can make couple levels test those and if those work and feedback is good you can decide to continue build the full game instead of making like today like a full game or 50 levels one year put it out it doesn't work kill it and feels bad so we're
having like lots of different kind of like plans to take this further so on a scale of like facebook games to tick-tock are you sort of like moving closer to a revolution in gaming the question that someone's asking is is the revolution between moving away from app stores i know you sort of half answered it but um yeah is that the dream to just get everybody away from app stores and that whole well not necessarily i i i feel like yeah yeah i understand the question i i think i think that that app stores have a very big kind of like importance in our lives to be able to like uh find our favorite apps and games and more and and i'm not saying they're broken it's more like they there's so much uh different games that you you can maybe sometimes find the one so what we try to think about is that that high pipe works on any device we it works on app stores it works on uh tablets it works on web browser it works
on social media if you go to facebook and open ip it works there because it's html5 so it works there instantly without actually downloading the app so we try to think about in a way like how can we make sure that high pipe works on any device anywhere and it's kind of like gives the option and it enables game making by anyone instead of enabling game making by the ones who have let's say iphone but we're working very closely with of course with apple and google to make sure that the experience is nailed and very finished on the on the mobile apps which i i i believe that we have succeeded in some level y'all know that was an amazing presentation and that has like set the tone for the rest of today so anybody who's sitting in the in the audience or waiting in the green room thinking how do i top that you're gonna have to work real hard because jano is currently the beltmeister on this and so i really really enjoyed it but
but thank you very much for all everyone if you have more questions just you can you can find them uh me from discord or our discord hype.com you can get access any everybody gets access who signs up the form from there if you're not in in the philippines and also procmind we're hiring we need people we need new people epic epic uh people to help us make and realize this high pipe vision so if you love making uh platforms that revolutionize the whole gaming market put open application or look at the open postings in our website and and i hope you enjoyed that you enjoyed the show everyone thank you he heard it here first he's hiring so thank you very much giano like round of applause for everybody who is in the audience thank you go into our discord channel go and have a chat with yano
The mobile gaming industry faces significant challenges regarding market saturation, high development costs, and the difficulty of game discovery. Traditional game development often requires expensive hardware, complex coding expertise, and substantial financial investment, creating high barriers to entry for independent creators. Furthermore, current app store models often prioritize marketing budgets over game quality, making it difficult for innovative titles to reach audiences. As mobile device capabilities continue to advance, there is a growing opportunity to shift game creation away from traditional PC-based workflows toward mobile-first platforms.
To address these issues, Frogmind has developed Hype, a mobile-centric platform designed to democratize game creation. By utilizing a powerful mobile editor, the platform allows users to create, publish, and share interactive content—including games, animations, and educational material—without the need for coding. A core feature of this ecosystem is the ability to "remix" existing projects, enabling creators to build upon templates or other users' work to accelerate development cycles from months to hours. This approach fosters a collaborative environment where social interaction and iterative design are prioritized over traditional, long-form development cycles.
The platform utilizes an algorithmic feed, inspired by short-form video platforms, to solve discovery issues. By analyzing user engagement signals—such as swipes and likes—the system provides a personalized experience that connects players with content tailored to their interests, bypassing the limitations of static app store charts. While the platform remains in early access, it has already demonstrated significant traction, with over 500,000 downloads and 100,000 published projects. Future monetization strategies are expected to focus on creator support through tipping, subscriptions, and non-intrusive advertising, ensuring that the platform remains accessible while providing sustainable paths for creators to earn a living.
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