Some call them failures, others call them bad mistakes or long-term problematic issues, while we prefer to call them Bottlenecks.

We launched a series of evening events devoted to technological bottlenecks that we have recently encountered in our projects.  

This time we’ll discuss bottlenecks in hyper-casual gaming.

It’s obvious why hyper-casual games have become so popular among mobile gamers as well as developers. 

From a user point of view, these games are light-weight, easy to understand, and consume as much time as someone is prepared to spend. 

From a development standpoint, they are relatively easy to build, can be published quickly, are not difficult or expensive to maintain, and offer developers room to move on to the next title without too much friction, thanks to their rapid development cycles.

So hyper-casual games are easy to build and easy to play, have a huge audience, and are very profitable. The size of the market is approximately $3 billion a year, with a 33% increase from last year’s $2.25 billion.

One of the main problems that hyper-casual games is facing right now is a direct consequence of their popularity: homogeneity. More and more publishers are eager to enter this space, as the market indicators look extremely attractive, it’s becoming increasingly difficult for hyper-casual titles to stand out. Similar gameplay ideas and execution make it more and more difficult to acquire new users, so developers need to find new or better ways to ensure their games get noticed.

So we decided to tackle this particular bottleneck and discuss potential solutions with our guests – the gaming market experts. Check this list of topics and if you are interested to learn what our experts’ opinion, please join us:

  • What is a hyper-casual game?
  • Who plays hyper-casual games? How many casual gamers are there?
  • How long has it been trending for? What supported hyper-casuals’ growth?
  • How to come up with the framework and design for a hyper-casual game? Where to look for motivation and inspiration?
  • How long does it take to develop a hyper-casual game? What are the necessary steps to publish a successful HC game? How many game prototypes does it take before the title release?
  • How do you market a hyper-casual game?
  • Are hyper-casual games profitable? What’s the “best practice” of HC monetization?
  • What hyper-casuals’ effect on the wider gaming market?
  • Hyper-casual in 2021: Sustainable or not? Who’s converting best on HC supply? Has hyper-casual grown the in-app/in-game ad and currency market?

Do not hesitate to register and leave your questions for the speakers.

Our speakers:

1. Mark Ratchin – Publishing Manager at Supersonic Studios

Before joining Supersonic, Mark was working at SSPs and exchanges managing the ad monetization strategy for a wide range of publishers, including PicsArt, SayGames, and CBS. He was previously a diplomat in the foreign service, working as the Israeli Vice-Consul in New York. 

2. Rotem Eldor – Senior Publishing Manager at CrazyLabs

Rotem manages and prioritizes the publishing pipeline of CrazyLabs. He is the Publishing Manager of the hit games Acrylic Nails, ASMR Slicing, Soap Cutting, AMAZE! and more. Rotem helps gaming studios create #1 hyper-causal games, and is constantly looking for raw talent, great ideas and new partners.

3.Costantino Carrega – Head of Publishing at BoomBit

With a background in economics and a passion for media and entertainment, Costantino has been working in Hyper-Casual publishing and production for 2 years. He recently joined BoomBit as Head of Publishing for the Hyper Casual division – his work touches the whole publishing department; from ideation and design to developer relations.

4. Denys Romas – Senior Game Designer (Hyper Casuals) at Innovecs.

Over 8+ years of practical experience in the game industry including hyper-casual games development and monetization.

 

When: January 26, 7:00 pm (EET)

Where: Online (a live stream from InnoHub studio link will be sent to your email)

Register here

It’s FREE!