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Create free account[Music] [Music] okay first of all I would like that sends a poker game and connects team for Greece when I've been there for the second year in row hope to visit you in the next year - nice job guys so I'm going to speak about the front of future final five games but before the start I am going to present masterful course so my name is Philip karmanov I am the CEO and founder of black sniper games again the studio which is heavily focused in html5 content since 2014 we develop more than 25 mobile first html5 games since this now that comes the actual topic the first seem to state it says flash can be considered absolute right now although at the adapt I will
completely take it down on in 2020 it's pretty obvious that if you are going to success in today's mobile industry you need to stick to external technologies already the continuous native flash support when it comes to html5 as a solution for cross plots and mobile games one of its biggest measures is major issues a couple of the previous years was a big supporters among the devices of the same generation for example an Android phone in the knife on of the same year even in different browsers on the same device a game could launch into phones could be at 20 PS and could be at 63 pairs but now can stay that it's become an ephemeral fast so that's a case when I'd return all five games as tests on different devices for example we'll take one of our games rear adesh it's a simple time clearly based
on a classical breakout gameplay a variant technical specifications each user's converse for rendering with a base resolution own or 614 own 976 pixels and auto scaling to physical all graphical assets are thought analysis there are almost no frame animation we are using twins in order to make the atlases file size as small as possible together with sounds from music Z full file size of the game is around five megabytes which is pretty huge in new to be compared to our other games which had to clear around three megabytes so now let's take a look at the decent results and throughout the game on the five different devices of different powers and operating systems as you can see still visible that new devices has not been comments issues the first starting from iPhone 6 in this table but it was not in to mention that a river - one developed back in 2015 with an eye for all the devices like for
example Samsung Galaxy s3 which is the first and the oldest in this table it was him optimist otherwise it was just won't launch on say all the devices so we can see that now that now we can freely aim its newer devices but what next from this point we can consider our terminal 5 as a new mobile gaming sector well it still has very own limitations mostly regarding technical side it has one view advantage in the world potential mobile html5 games are web content and web content is mostly easy to share so that's why mobile html5 games for our potential is huge there are great examples of a viral web content that are more known nowadays our videos and gifs which are shared 1 million every day yeah I will get to that chief Fletcher but not to mention that there is an
inside joke also that our games can be described as a interactive use but it's worth noting that to use its potential in it and a consistent way to share that distribute and it already exists many social platforms has already rolled out their own solutions for our channel 5 mobile games the most notable nowadays of course instant games which was launched last November but still in flow was better I was told today that it's not enclose better but it's a very pretty long queue to get to instant games and it currently has no monetization but it's not the only platform for example our friends contacted the Russian large social network network has launched its own html5 solution called direct games a month ago currently dark games supports monetization via net purchases and a pair support which allows you to interact with another Europe for example share a game score in your newsfeed or another users direct messages it's don't
to go out of the closed beta soon not to mention the truth among the first and developers to launch their own direct games is our game river - which was mentioned before social features combines with social networks organ traffic are nice only right now I'm going to sorry right now I'm going to present another case which involves a social platform which is not known for games well at least nowadays iPhone is a social app which allows which allows quick access to user generated funny pics and videos so the first line is about there and now but I've just was told by iPhone representatives that this data is outdated but the numbers a nice anyways almost all of the audience are American teens between 14 and 23 years old the app is mobile first it has a web version but it mostly relies on the obverse room so together we have finally
launched an action on five games as another because we do in the apps newsfeed across all of their channels which includes up on App Store Google Amazon Appstore end of a version called iPhone 8.0 regarding the game to be shot it simplified at our defense when you need to defend the United States from the Hurricanes its main features are an actual theme arcade gameplay a lot of humor and an ability to share a score across social media or in a funny itself not to mention that the total file size of the game is smaller than an average if file size shared on life on it for example say a kg shown EKG fare shown before is one megabyte it it's pretty short even more comparisons this presentation is 4 megabytes now let's come to results salsa will see by yourself the game was played more than one of the half million times by one by more than of 1 million users got 60,000 likes more than 2000 shares and 18 thousands of trixie positive comments and all of them in
less than 24 hours after launch the stats I wasn't for x files an average - officious posts in profit year and it's not only our last projects is I finally with our partnership we are going to build a new gaming system inside of this top USA entertainment hub with such moral potential it's a shame to html5 games as a advance at a advertising solution it constantly see images and videos being used in social media but it's great but it doesn't let the user interact with your brand well games does Miranda gives are in it all for engaging your past your potential customers but when speaking about the games as a marketing assets we should remember that it should be effective and that way I can I can mention another similar 5 advantage let's speak about the accessibility here you can see steps which are acquired from radula in order
to first access the native mobile game and there are two more 5 game when speaking about native games you need to go to the App Store you need to show unison to install maybe don't have enough free space on your device then you need to clean up and install and maybe you'll drop out you don't want to take time on strongly this game it's too much until then you can play when it come to our channel 5 we literally just press the link and play with the second one shot being pretty short its we can stated html5 over accessibility it's very good for marketing campaigns there are three keys to success regarding branded promo games the first one is of course gamification which means that you are going to launch an actual game and not just manage animated banner varlan it should include a user interaction beyond press it and get to our site the second one is traffic you need it of course you need it - large brands has a
very strong community across social media and that's an ideal source of traffic and final Virology which means not let the player just not only shares and score across social media mentioned before but makes them want to do it this is a new game the line in the target audience interests tastes and sense of humor the last one is essential when they speak about teen audience which connects don't connected to internet culture and memes so I forgot actually I forgot to mention one part about mobile social platforms I will mention it now I prefer to divide them in two categories the first one is dark the tight with chat which is such for example Facebook instant games or telegrams html5 platform a second one is more like just a games section and special episode forces the player to use charts such as I've contacted the direct gains mentioned before a third category has a bigger alter by default because another play again in it sent a direct message to another user a second phone
unfortunately love this feature but the recurrent moments are most place for gameplay types as platforms of the first category currently mostly support only direct by one by one PvP in game sessions for example a chess game is a great example and so finally we can't mention one more thing platelets platelets is a new relatively new format which involves actually interaction with an art here you can see some example of playable arts both for games and brands it's suitable both for break games and run because it can show the actual gameplay demo the third one is actually in our concept of a playable art right into special herbs news feed which is also a reward well rewarded rewarded you need to play a game in order to get a discount yeah we haven't seen this format lost in action yet but are very enthusiastic about it it's really interesting to see which platform
is going to launch this format first so high playable adds its main advantage is high using engagement because we've not the not only the advancement but an actual entertainment and that's why marketers are so interested in it in this format as you can see from this at colony spring 2017 install up instant market since of a modern 45 presence of absence all Smarties are most excitable playable items this year so it's a bit outdated I must say but now we are working with some partners or gotten playable ads and they're highly interested so what makes a good playable at thirdly you are limited by a short amount of time typically from 15 seconds to one minute which means that you need to show only the essential parts of your gameplay strip your gameplay down to the core and let the player win which means keep it simple because it's the best way
to make them interested in downloading your game within a limited time no need for those loaning course and another game design stuff will use it for actual game and the player should always easily win in an art and get a offer to install your casual game where it's not as easy as in another wrongly keep it compact which means as literally as small as possible different ad networks has their own file size restrictions but I should say that the average one is the six hundred kilobytes and the maximum which i've tussled on it is near one megabyte it's compress your art assets minify your code if you're using some non native JavaScript engine then slice down use a part of the generated code which are not used and that will have to achieve here the best results and finally if you end if you want to boost your business with search undiscovered market in matters as cross
bottom Arsenal five games you know you made to call me to Arsenal five games with the promo games to the playable arts they are have connections these platforms and most importantly our mobile first and we keep it seem simple for mobiles so George drop near line and they are always ready to help you and discuss your case entirely here's our short video summary hi We're black snowflake and we make html5 games working with trusted brands we've developed more than 20 games in html5 since 2013 you can play our games on any device right in your browser our games are very diverse but for what they all have in common is that they're easy to use they're clean and simple visually and of course in game play is a lot of fun you can make money via our games by placing your efforts in them and we can also add branded boosters and other power-ups linked to your brand and the most interesting thing of all is that we can create a game based around your brand to increase your target
audiences loyalty and strengthen your clients emotional attachment to your product or trademark sounds tempting right just drop us a line and we'll be happy to share our ideas about how html5 games can work for you and your brand [Music] closed implementation if you have any questions don't be shy to answer to ask yeah all right thanks buddy so you mentioned briefly about Vkontakte adding monetization options can you talk a little bit about that for direct games and be contacted how does gonna work sorry you mean you know you say it on Vkontakte we is adding the section called direct games yeah mentioned that they're adding an ability to make money on V contact your directly you mean our case yes to be honnest about really the sheets before man pretty badly because it's game it's not
read it was more like a test game to launch that it has only one an app purchase purchase option actually we're going to launch another game which are more focused on monetization and forever - one vote was just more for Ted how much users will play it right how much their audience so I'm curious how it works in Vkontakte because on Facebook Messenger you cannot spend money so how can the user contact up as well as contact a social network itself is they have their own currency which you can buy for real money it's called waltz in English and colossi in Russian so you buy votes you spend them in the games and then you convert as a developer them to real money so we contacted pays you for them photos so their player bites from Vkontakte then the players pensions in the game and
then we share the profits started thanks Thanks there's a couple more questions over here so I'll just run around I'll start at the back and then cut board thank you for a talk I'm really interested all almost all the games is that I see developed in inched html5 for mobile are currently pretty simple I haven't ever seen a mobile html5 3d game or a game with large gameplay are you planning Sam something like this and do you see any perspective in it well right now we're trying to get more simple games this is how a business model but you may be mean that there are large personal 5 games but it's more about the WebGL which is currently more diverse in case of in terms of support on mobile
devices as it was with Converse games have around three to five years ago but I think it's all variable in the near future thank you we had one one final question down here there we go you briefly talked about monetization and we contact but how about monetization in general with html5 games for example on the iPhone e iPhone yeah we have a partnership which I funny with it's our terms to be honest I can't disclose more right now because it's the first game released so you can think now for the doulton details later okay will do well this will be the last question I'm afraid kizomba need to catch our next speaker but I have a small answer to this question the latest builds or browsers start supporting web payment API it's an API for very
simplified paying direct from the browser even without any platforms that you are using so you can actually monetize your web game directly from the browser [Music] you [Music]
The HTML5 gaming sector is emerging as a significant mobile-first industry, driven by the integration of portable, browser-based games into major social networks such as Facebook, WeChat, and Vkontakte. As native Flash support has been phased out, HTML5 has become the primary solution for cross-platform mobile development. The technology offers a distinct advantage in accessibility, as it eliminates the friction of app store downloads and installation, allowing users to engage with content instantly via a simple link.
Key findings indicate that HTML5 games are highly effective as viral marketing assets. By leveraging gamification, social sharing features, and alignment with internet culture, brands can achieve high engagement levels. For instance, a branded game launched on the entertainment platform iFunny generated over 1.5 million plays and 60,000 likes within 24 hours. The sector is also evolving through the rise of playable ads, which allow users to interact with a brand or game demo within a short, compressed format. Data suggests that playable ads are increasingly favored by marketers, with some industry reports noting that over 45% of modern mobile ads utilize this interactive approach.
Monetization strategies for HTML5 games are maturing alongside the platforms. Current methods include in-app purchases, often facilitated by internal platform currencies—such as the "votes" system used by Vkontakte—and emerging web payment APIs that enable direct transactions within the browser. While current development focuses on simple, lightweight gameplay to ensure compatibility across diverse mobile devices, the industry is trending toward more complex WebGL-based experiences. The primary technical challenge remains balancing performance across varying hardware generations, requiring developers to optimize asset sizes and code efficiency to ensure seamless execution on both legacy and modern devices.
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