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10/03/10

Permalink 11:25:34 pm, by Badim Email , 267 words   English (GB)
Categories: events

Announcing Mochi Social & the Mochi GAME Developer Fund

Link: http://mochiland.com/articles/announcing-mochi-social-the-mochi-game-developer-fund

Introducing Mochi Social

We’ve launched the private beta of Mochi Social, a platform which gives you all the tools you need to build easily distributable social games. Familiar actions such as inviting friends, sending gifts, or posting to a stream are quick and easy, and automatically work across social networks. Features of Mochi Social include:

* Social features integrated directly into the game, such as friend invites, gifts and messaging
* In game notifications to message all your fans, no matter where they are
* A single API to access Facebook, MySpace and Twitter networks at once, with more networks to be integrated in the future. Reach an even wider audience by allowing your players to interact with their friends across multiple networks
* Social graph and fully customizable data access and storage. Access gamer profile to get stats about them and your game, save or retrieve levels or other game information, and access gamer social graphs

Read more here: http://www.mochimedia.com/social

The Mochi GAME Developer Fund

We’ve announced a $10 million Mochi GAME Developer Fund dedicated to helping promising Flash and social game developers support their games through sponsorship, licensing and publishing deals. The fund will assist small Flash game development studios and independent game developers worldwide in building world-class games and businesses.

For details and application visit: http://www.mochimedia.com/fund

We are very excited to finally unveil both of these announcements as the product of many months of hard work from entire Mochi Media team. As always, we’re looking forward to your thoughts and comments. Please let us know what you think!
Permalink 11:20:09 pm, by Badim Email , 220 words   English (GB)
Categories: monthly stats

Cash stats - Febrary 2010

Hey Guys,
I suppose now everyone at Flash Summit? Except me... =) I have work to do without it - Casual Connect had provided me with enough work. Just yesterday I finally sorted out all tasks from CC.
Red Storm for iPhone is almost ready - here is last month build:

2 games sold at FGL - next week will be released. But for now - the shortest month stats:
Total by Games: 835$, Total by Portal: 841$, Total by Micro: 204$.

Read more »

Permalink 12:20:11 pm, by Badim Email , 212 words   English (GB)
Categories: events

Casual Connect Europe 2010 Wrapup

Yet another balmy Casual Connect Europe has come to the end. We were told by many that 2010 was the most productive European show ever, and with 30% growth we can see why: new opportunities are all around us!

Download audio and slides from all Casual Connect Europe sessions for free.

Casual Connect Europe Sessions Online!

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26/02/10

Permalink 10:03:50 pm, by reksnes Email , 474 words   English (GB)
Categories: releases, events

Casual Connect Europe 2010 - Part #2

The whole day I had been meeting and going from one table to another, from 10 am to 17 pm. Again my business cards ran out at the end of the day =( Next time I will carry extra 50 pieces.

I met King.com - I suppose everybody have known that traffic from flash games have been sending to facebook. Obviously, this is an attempt to catalyze social network traffic. For flash developers is a big plus - King gets more traffic, King pay more or buy more games.

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20/02/10

Permalink 02:14:20 am, by reksnes Email , 578 words   English (GB)
Categories: releases

Casual Connect Europe 2010 - Part #1

Among the most interesting lectures there were 3 the most popular:

1) The Future of Social Games: 2010 & Beyond - think aloud about facebook. Facebook credits perhaps will be an exclusive way of micro transactions. Twitter is not so interesting for game industry and it's not gonna change this year. ads-offers must disappear completely . Zynga - rocks! Zynga - rocks again. The last game from Zynga took 10m installations during a first week of with help of cross ads promotion in the other projects and marketing company in 2m$.
2) Games-as-Services: How to Avoid the Single Biggest Mistake Game Developers Make When "Going Social" - PopCap told about launch+development(8 iterations) and support (about 14 servers for Bejeweled Blitz atm). They talked a little about perspective for social games but the main point was social games development - unbelievable difficult with a lot of reefs.
3) Social Games: No "lightning in a bottle" - WildTangent talked about current obvious trend - everybody began making social games. But... not everyone is gonna be successful. Don't forget about publishing - if you have a good-quality product and publish it as it is, it's the same as to buy a lottery ticket. With great amount of opponents and obvious liders - chances of new studious are rather modest. If you have a good-quality product with evident development and business plan - you'd better start with a powerful partner who has not only his own social games but the other marketing opportunity like for example ads network or successful published products with 3rd developers. Otherwise you risk became ads banner of your `publisher` or just to be buried among the other games.

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