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LOGIN 2014 Speaker Interview: Min Hong

Security is a big deal. Security issues touch all of our lives in many ways, whether we’re changing many passwords with a sigh, because of the Heartbleed vulnerability or replacing our plastic with a snarl, because Target, Michaels and Neiman Marcus, and others, had their point-of-sale systems hacked and millions of credit card accounts were compromised. The list of these kinds of breaches and hacks in recent years could go on and on.

For many gamers, their first experience with security issues and games was dropped into their lap three years ago, when Sony experienced a recurring and broad invasion of their PlayStation Network and Sony Online Entertainment accounts. Sony suffered weeks of downtime, took a PR hit and an estimated $170 million to cover all the costs after the hack.

With mobile games and smartphone/tablet use overall on the rise as a market segment, a reasonable question is how to keep mobile games (and all apps, really) secured. In fact, it’s not hard to see how malicious apps are affecting gaming and gamers already, in one case with the recent proliferation of malicious Flappy Birds clones arose after the game was officially taken down by its creator.

Min Hong, CEO of SEWorks, will be discussing the always timely topic of application security and game developers at LOGIN 2014.  Before he speaks at LOGIN 2014, we chat with Min first to get his perspective on the topic and his upcoming talk.

Events for Gamers: Min, you’ve had an interesting career that’s taken you through several segments of the security industry. How did your path ultimately lead you to starting SEWORKS?

Min Hong: I’ve been interested in computers and programming since I was fourteen. In 1998 I founded WOWHACKER, a group of programmers focused on security research and hacking prevention, which I lead to this day. After college, I went to work as a security researcher for 6 years before starting SHIFTWORKS, a security software company that was acquired by Infraware. SEWORKS is my latest startup, and we decided to focus on mobile security solutions. The world of mobile is still new and growing, and we have found that security practices and solutions are not as prevalent in this relatively young industry. So we decided that we’d apply our expertise and experience in creating simple security tools for developers on this platform.

E4G: As mobile becomes a bigger player in BYOD (bring your own device) in the enterprise and as a platform where more leisure time is spent, there’s a proliferation of security companies addressing a wide range of security issues in mobile. What do you feel differentiates SEWORKS from the other players in the field?

Min: At our company’s core we are engineers and builders with extensive experience in the security field. Some of us have been working together for over 14 years, and the passion we have for our work is reflected in what we make. We create products that we would use for ourselves, so making sure that they are easy to use and effective against the latest security threats are our highest priority. Our Android security solution Medusah (www.medusah.net), for example, is the only one available in the market that offers 1) anti-decompile protection, 2) requires no integration with your app, 3) doesn’t affect app performance, and 4) obfuscates on the binary level. This is a huge plus for companies as it requires no extra work for engineers. It is simple, elegant and fast in stopping the threat at the initial point of entry. Our core development philosophy is to ensure as little work on the developer side as possible while producing optimal results.

E4G: In the mobile space on the development side, which market segments (enterprise, productivity, gaming, etc) do you believe to be more security conscious and which segments are most in need of keeping up with the evolution of threats on mobile?

Min: The enterprise sector is more active in employing security measures. Since they deal with big data and a lot of sensitive information, they tend to be more aware and active in ensuring the security of whatever they need to protect. For example, there’s a lot of consumer-facing security solutions (anti virus apps) or solutions that help to protect your app environment, or help to secure your data.

I’ve found gaming companies in Asia, particularly Korea and China, are more open to using security solutions. Perhaps it’s because they have years of experience in dealing with fraud and hacking attempts from the PC-based MMORPG and web game days, but overall they seem to more active in seeking out and implementing security measures.

Some developers we have talked to in the US are employing some security practices, like performing server checks for every single transaction or action that happens in a game. That can slow down your app (leading to user frustration and churn), and eat up a lot of data. Frankly, it doesn’t lead to the most optimal gaming experience out there.

E4G: What security threats do most game app developers dismiss or miss altogether in their development process, and why do you think they should be concerned about them?

Min: People tend to overlook or dismiss the fact that your app can be decompiled, exposing the source code and libraries. They say “It’s ok, because we store all the important data on the server anyway.” But because of the nature of Android and the Java language, when your source code is exposed, you have a lot of problems to deal with. Your public key can be leaked, ad-supported free games can have their ad network codes swapped out or deleted to “ad free” versions, etc. With free-to-play games, sometimes server verification won’t work correctly so people can use tools like Freedom to bypass the purchase flow and mimic an in-app purchase, tricking your server into thinking that a valid transaction has been made. Some good practices include detecting client tampering, monitoring the status of your app, and making sure your source code does not get exposed.

E4G: What do you feel is the best way to integrate security considerations in the app development process from the ground up?

Min: While Integrating a source code obfuscation solution (ProGuard, etc) in the earliest stages of app development can help, but this isn’t entirely bulletproof. Obfuscated source code can be recovered with simple scripts that are available. Source code level obfuscation is good, but it’s better if you can 1) prevent the decompiling altogether (anti-decompile) and 2) prevent users from modifying values (memory hacking prevention). Binary-level obfuscation is best since you are stopping the problem at the source.

You can search for memory hacking tools online, and you’ll find tons of results. There’s no way to block each individual tool, or block certain patterns. You have to block the memory hacking altogether by making it impossible to access the memory in the first place. Also, to prevent purchase fraud, make sure you store the transaction receipt, detect and block rooted devices, and make sure your server is doing a secondary check against the purchase information.

E4G: As of this interview, you’ve been confirmed as a speaker for LOGIN 2014 but your talk hasn’t been officially posted up. Can you tell us what you will be sharing at your talk and why game developers should be in the audience?

Min: I will be talking about the most common security flaws in Android and presenting examples of how these have been exploited. I will also be sharing recommendations and best practices on how to address these risks.

E4G: Besides speaking, what else are you looking forward to accomplishing at the LOGIN Conference this year?

Min: We’re just starting out in the US market. I hope to meet more game developers to learn about their concerns and issues to create better security tools for them in the future. And to promote our Android security app, Medusah (www.medusah.net).

Written By:
Paul Philleo, Contributing Editor

Oklahoma’s Retro Video Game Exhibition Returns (PRESS RELEASE)

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TULSA, OK (April 20, 2014) – Classic video games will return from history, as mid-America’s one and only OVGE returns for the tenth Oklahoma Video Game Exhibition!

On August 9, 2014 video game collectors and enthusiasts from Oklahoma, Arkansas, Kansas, Missouri, and even further will travel together to PJ Gamers in Broken Arrow to celebrate the history, hobby, collecting, and entertainment of the video gaming industry. “Before the OVGE, people from the surrounding states had to travel across the country for events such as this,” said Jesse Hardesty, founder and organizer of the OVGE. “And since the OVGE first began back in September of 2003, we have inspired many other retro conventions in the surrounding areas.”

In 1972, the release of the Odyssey by Magnavox, the first multi-video game system for the home was a new technological curiosity. Seven years later in 1977, Atari released the 2600VCS and changed home entertainment forever and beginning of a new entertainment industry! Then, in the year of 1983 an overflow of poor games and even poorer sales resulted in the great crash of the video game industry. A crash that wouldn’t heal until 1985, with the introduction of the Nintendo Entertainment System, video game sales and popularity have flourished ever since!

Still, many video game players find themselves returning to classic video games. With the advanced high definition graphics and motion control of today’s video games, why are so many people fascinated with the classics? “Even though modern game systems have amazing graphics and sound, the most important aspect of any video game is that it actually be fun to play. Because classic game systems, like the Atari 2600, had very simple graphics, game designers had to focus on the game-play.Those same games that were fun in the late ‘70s and early ‘80s are still just as much fun today,” stated Albert Yarusso, modern video game programmer and co-founder of AtariAge.com. It is this simple pick up and play philosophy that makes for quick gaming and is a philosophy still active today with the rise of mobile games and powerful portable handheld gaming systems.

“With video gaming being today’s main form of home entertainment, the history behind it should not be forgotten,” said Hardesty. “The Oklahoma Video Game Exhibition provides today’s youth and their parents a chance to visit and interact with that past.”

This year, some of the proceeds from OVGE will benefit local charites of Tulsa.

Numerous video game systems, computers, and arcade machines, will be set up for the public to play plus tournaments and door prizes! Vendors and exhibitors will have memorabilia on display with most items for purchase.

Doors will open to the public at 9:00 a.m. and close at 5:00 p.m. Cost of admission for ages eight and above is $5 dollars at the door.

The OVGE is organized by gaming enthusiasts who want to share their hobby and passion for classic and modern video games with the public. For more information, visit www.ovge.com.

Game Marketing Summit 2014…Live!

Creativity takes center stage today at the Game Marketing Summit 2014 (GMS), which is taking place today in San Francisco today (April 23rd). This one-day summit and awards show, featuring dozens of speakers, a single of track of content plus screening room content, is expected to attract as many as 500 attendees, from CEOs, to sales executives to licensing specialists in the wild and woolly world of interactive game marketing.

If you’re unable to attend but happen to be interested in game marketing, the organizers via Twitch.tv are offering live streaming of the day’s proceedings at this link: http://www.gamemarketingsummit.com/summit/live-from-gms.

 

Interview: A Look at the Upcoming Intergame 2014

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Events For Gamers: Intergame 2014 is a major mobile and social game conference in Tallinn, Estonia. What does Estonia provide for game industry visitors for this year’s event?

Intergame: This year Conference theme is “Building Your Successful Gaming Business”. We have been creating a program of event, that includes over 15 presentations from known industry professionals, who will talk about the best practices in running gaming business. Special attention will be given to recruiting and outsourcing, since part of the Conference will be devoted to Talent Market, where employers will talk face to face to young talents from Baltic region.

E4G: What is Intergame’s overarching history from the very first event, and how has it changed just since last year’s event?

Intergame: Our Conference is just two years young. Gaming business in Estonia and Baltic states is developing at the speed of the light. Coming to region You can see a birth and growth of local gaming companies, inspired by continuous success of our Northern industry mates, the Finns. We, at Intergame team, when organizing our very first event a year ago, have faced a challenge – arranging speakers for a new event and promoting it to participants, but this year our conference has been noticed both by our audience. So, Intergame is growing along with the industry in a region.

E4G: What keynote speakers and celebrity guests can attendees expect to see at the event? Any returnees from last year?

Intergame: More, than a half of our speakers (pls. Refer to agenda: http://igexpo.eu/intergame_2014_eng/conference_program/) are “active” speakers, those, who share their working experience or are mentors in Gaming Incubators. Returnees are Dobroslav Dimitrov (Imperia), Lasse Mäkelä (Invesdor), if to notice companies, who are the same, but have different speakers – it is famous Nokia or fastly growing Fortumo.

E4G: Talent Market is a key page on the website that hasn’t been filled in yet. What is this going to be for the event, and is there anything else not listed on the website we can reveal here?

Intergame: Yes, Talent Market is our “surprise part”. In fact, several Universities and Colleges from Estonia, Latvia and Lithuania started dedicated educational programs for gaming professionals. Game developers, 3D-artists, game designers – are on demand by all major gaming companies. We decided to enable a dialogue between potential employers from the famous companies and young talents in order to satisfy the need of the first and encourage second to apply.

E4G: The Gamefounders DemoDay & Pitch Contest that’s schedule for Day 1 sounds exciting! What is this contest all about?

Intergame: Gamefounders DemoDay is a challenging opportunity for incubation program attendees to present their projects to public and potential investors in a traditional, “pitch” format – presentation, followed by Q and A. At Intergame we simply would like to give such opportunity to other gaming start-ups or young companies by means of extending the amount of teams or including a few extra teams from other European gaming incubators. We believe that it is going to be more interesting and entertaining!

E4G: After-parties and mixers are always a nice way to unwind after a day on the showfloor or at numerous panels. The “Pocket Gamer Mobile Mixer” looks to be a highlight this year. What can visitors expect from this mixer?

Intergame: Day time at Conference is good for learning. But valued deals, partnerships, new contacts and establishments require some informal networking around the beer. That is something Pocket Gamer Mixers are known for 🙂 Of course, good drive and friendly atmosphere will be there, as promised to us by Comedy Estonia – they are going to entertain us at PGM.

E4G: Getting together with co-workers and networking is an expected part of any conference. What are you doing to help facilitate this for attendees?

Intergame: I think, we have Intergame program designed the way to enable it at venue or aside to it. We have chosen a brand new building of University of Tallinn, where is a plenty of space, that suits well for it.

E4G: For those hoping to yet attend Intergame 2014, are there any offers or discounts to make last minute trip expenses more manageable?

Intergame: Yes, sure! The best possible way is to be in touch with our sales staff, send us an email to info@igexpo.eu so we will provide to visitor the best possible opportunity.

E4G: Thank you for talking with us about Intergame! Where can interested attendees go to learn more about the event and to purchase a pass?

Intergame: Please visit our website at: http://www.igexpo.eu/!

Digital Media Wire Announces Agenda & Speakers for LA Games Conference at Hollywood Roosevelt Hotel, May 1 (PRESS RELEASE)

Los Angeles, CA – April 21, 2014 — Digital Media Wire today announced the agenda and speakers for the 9th annual LA Games Conference (www.lagamesconference.com) to be held at the Hollywood Roosevelt Hotel in Los Angeles on Thursday, May 1.

The one-day event features 11 panels, 3 keynotes, 2 roundtables as well as exhibits, demos and networking within the historic Hollywood Roosevelt Hotel. Attendees are key decision-makers from the game, entertainment and technology industries including company founders, investors, major and indie game publishers, developers, advertisers, mobile companies, members of the media and more.

The event focuses on the many opportunities within the burgeoning game industry including digital and mobile games, investment trends and opportunities and opportunities specific to the City of Los Angeles as it cement its position as a media-tech center and primary hub for game development. Confirmed speakers include:

Alex Ahad, Creative Director, Lab Zero
Jonathan Anastas, VP, Global Brand Marketing, Head of Digital & Social Media, Activision
Jeff Anderson, SVP, Strategic Planning & Business Development, GSN
Alan Avidan, CEO, Bees and Pollen
Paulus Bannink, Creative Technical Director, Zoic Studios
Michael Bolcerek, SVP of Business Development, Integrity, Aristotle International
Bjorn Book-Larsson, CEO, Reloaded Games
Ari Brandt, CEO & Co-Founder, MediaBrix
Bryan Buskas, SVP, Sales – Performance Advertising, AdColony
Michael Cai, Senior Vice President of Games and Digital, Interpret
Liam Callahan, Director, Games Industry Analyst, NPD
Steve Carlin, Global Head of Gaming Strategy, Facebook
Ben Chen, SVP, Global Developer Relations & Business Development, SponsorPay
Jenova Chen, Founder & Creative Director, thatgamecompany
Matt Cohen, Director of Business Development, Machinima
Amy Cotteleer, Founder and Chief Creative Officer, A Squared Group
Susan Cummings, Executive Producer, Doctor Who: Legacy
Ian Dallas, Creative Director, The Unfinished Swan
Sunny Dhillon, Senior Associate, Signia Venture Capital
Chris Donahue, Co-Founder, Elevate Partners
Walter Driver, Co-Founder & CEO, Scopely
Chris Early, VP, Digital Publishing, Ubisoft
Jason Enriquez, Director of Business Development & Global Communications, Glu Mobile
Ian Flood, Gameplay Programmer, Yacht Club Games
Steve Fowler, Head of Global Marketing, ArenaNet
Clinton Foy, Venture Partner, CrossCut Ventures
Tracy Fullerton, Associate Professor, USC School of Cinematics Arts/Director, USC Game Innovation Lab
Marc Graser, Senior Editor, Variety
Adam Gutterman, Director of Game Design and Monetization, Unity
Bob Heubel, Developer Evangelist, Haptics, Immersion Corporation
Andy Kleinman, Chief Business Officer, Scopely
John Koller, VP, Marketing – Home Consoles & Handheld Platforms, Playstation (Sony Computer Entertainment America)
Christina Lee, Associate Director, Nexon America
Kyu Lee, President, GAMEVIL USA
Peter Levin, Managing General Partner, York Ventures
James Liu, Founder, Boxcat
Brian Lovell, CEO, RED Interactive Agency
Jay MacDonald, Managing Member, Entrepreneurs Investment Fund
Chris Mahoney, SVP, Strategy and Marketing, Lockwood Publishing
Owen Mahoney, CEO and President, Nexon
Michael Marchetti, Former CEO, Buffalo Studios (acquired by Caesars Interactive) and Founder and CEO, Hello Studios
Vicenç Martí, CEO, Akamon Entertainment
Jean Mathews, Consultant, Strategy & Business Development, iMAGINATE
Nate Nanzer, Vice President, Frank N. Magid Associates
Owen O’Donoghue, North America Casino, Facebook
Miguel Oliveira, Team Lead, Thralled
Manish Patel, Partner, Highland Capital Partners
Matthew Patrick, Senior YouTube Channel Manager, Defy Media
Chris Petrovic, Head of Corporate Development & Strategic Partnerships, Kabam
Michael Powers, VP & GM, GameSpot, Giant Bomb, Ongamers, CBS Interactive
Jon Radoff, Founder & CEO, Disruptor Beam
Phil Ranta, VP, Talent Operations, Fullscreen
Erin Reynolds, Creative Director & Lead, Nevermind / Founder & Creative Director, Flying Mollusks
Michael Ritter, SVP, Business & Corporate Development, SGN
Kristian Segerstrale, Co-Founder, Initial Capital, Former Board Member, Supercell, Co-Founder, Playfish (acquired by EA), Co-Founder, GluMobile (NASDAQ)
Jamison Selby, VP, Games bspot / Board Member, IGDA Los Angeles
David Siemer, Managing Director, Siemer & Associates
Rodrigo Velloso, Director of Games, YouTube
Rizwan Virk, Co-Founder, Midverse Studios
Mike Vorhaus, President, Magid Advisors
Steve Wadsworth, President, CEO & Board Member, Tapjoy
Spencer Yip, Director & Founder, Yummy Yummy Tummy
Michael Zhang, CEO, ZQGame

Event sponsors and media partners include: SponsorPay, Reloaded Technologies, AdColony, Fiksu, Midverse Studios, MaxCDN, Scopely, IGDA Los Angeles, USC Cinematic Arts, Application Developers Alliance, Entertainment Consumers Association, Future, [a]listdaily, Amplify, SAG-AFTRA, Parks Associates, Events for Gamers, Mary-Margaret Networks, Digital LA, Women in Games International, SeaLight Enterprises, Transform PR, Gaming Business Review, Fusicology and Women in Tech Network.

For complete agenda, registration and event details please visit: http://www.lagamesconference.com.

 

Julian Gollop to speak at Digital Dragons 2014

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Julian Gollop to speak at Digital Dragons 2014 – Polish game festival also hosts CD Projekt Red, Ubi Shanghai, The Astronauts and Gameforge

Digital Dragons, Poland’s leading games festival, will host sessions from a number of the industry’s leading figures, including X-COM designer Julian Gollop, CD Projekt RED co-founder Marcin Iwinski, and Adrian Chmielarz, former creative director of People Can Fly and co-founder of The Astronauts.

Other speakers at this year’s event include Gameforge CEO Carsten Van Husen, Ubisoft Shanghai creative director Michal Madej, and Jason Della Rocca, former executive director of the International Game Developers Association. The full list of speakers can be found on the Digital Dragons website, with more announcements expected soon.

This year, for the first time, Digital Dragons will also have a dedicated business zone, supported by a system that will allow attendees to arrange and book meetings. Also making its debut is VC Speed Networking, which will provide a platform for companies to meet with a range of VC investors.

The emphasis on networking will also be evident in its approach to independent developers, who will be given a dedicated space and cutting-edge PCs with which to showcase their work for publishers, investors and the press.

Digital Dragons will take place on May 8 and 9 at Stara Zajezdnia in Krakow, Poland. For tickets, follow the link.

Readers of GamesIndustry International can receive a 10 per cent discount on tickets by entering the following code: UKDevs2014.

Northern soul: How one conference is looking to recharge games dev in the UK’s North West

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From PocketGamer.biz: Update, which recently hit Salford’s buzzing Media City UK complex in Greater Manchester – home to the BBC, Coronation Street and scores of other creative businesses – is here to reunite developers operating in the North West, many of which previously earned their crust at the companies that once ruled the roost across Lancashire and Merseyside.

We caught up with event organiser Andrew Bennison after the Salford showcase for his take on how Update has progressed, the state of games development in the North West today, and what’s next for his conference.

Pocket Gamer: Manchester and Liverpool both have such a rich heritage when it comes to games development. Why do you think events in the North West of England are so few and far between?

Andrew Bennison: I think it really comes down to the fact that organising events like these are time consuming. We all want them to happen, but just getting a group of people to turn up at a pub can take a lot of effort.

It’s a second job, and for many developers making games is already that second job. So we’re in this bad cycle of wanting to network but having very few events, but to set those up you need to network.

Read more at PocketGamer.biz!

A Mystery Race Bar Crawl hosted at East Coast Game Conference

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The East Coast Game Conference is one of the largest gathering of video game professionals on the East Coast. Video game professionals can use this event to collaborate and network with other video game professionals. The event is sponsored by the Triangle Game Initiative, and these organizations have decided to host a Mystery Race Bar Crawl from 5 p.m. to 8 p.m. on Wednesday, April 23th. In this Race Bar Crawl, people will go through bars in Raleigh, N.C., and try to win prizes, including gift certificates to area restaurants.

Sponsored by William Peace University, the Bar Crawl will begin at the Raleigh Convention Center at 500 S. Salisbury St., and will continue with the ECGC Opening Night Party at Lincoln Theater at 126 E Cabarrus St. The race is $10 for the general public, and free for the first 90 ECGC participants who register for the race. Registration can be done here: https://ecgcmysteryrace.splashthat.com/

Cliff Bleszinski, an experienced video game professional and former design director for Epic Games, will join in on the event by providing clues for participants along the way. For this event, 1,300 people are expected in attendance. Ken Rolston, director of design for Turbine and Warner Brothers, and Mary DeMarle, executive narrative director at Eidos Montreal, are among the confirmed keynote speakers. Visit the event website for more information on the East Coast Game Conference: http://www.ecgconf.com/

Video Games Live Concerts Announced for 2014 E3 and Comic-Con Shows

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California arguably gets the best stuff when it comes to what’s in the game industry toy box. This assumption won’t be challenged with this announcement, either. The organizers behind Video Games Live, the worldwide series of game music concerts, have announced a concert for E3 in Los Angeles and Comic-Con in San Diego.

The Video Games Live concert during E3 will take place on June 11th at the Nokia Theatre at LA Live, which is a hope, skip and a jump from the LA Convention Center. Confirmed by the organizers to participate in the concert will be these game industry audio luminaries, with more artists to be announced:

CONFIRMED: Halo/Destiny composer Marty O’Donnell
CONFIRMED: World Premiere of Cave Story!
CONFIRMED: Critical Hit video game tribute band
CONFIRMED: Violin Tay (Taylor Davis)
CONFIRMED: Austin Wintory (Journey)
CONFIRMED: Russell Brower & Jason Hayes (Blizzard/Warcraft)
CONFIRMED: Blizzard World Premiere!
CONFIRMED: Garry Schymann (BioShock)

Pre-sale tickets for the E3 show are available at this link: http://www.axs.com/events/249875/video-games-live-tickets?skin=nokiatheatre.

For the massive Comic-Con show in San Diego, the show will take place on the evening of July 24th, nearby the San Diego Convention Center.  Tickets are on sale here.

The humbly named “Ultimate Gamer VIP Backstage” experience packages for both concerts are available for consideration here. This is what is included in those packages, as described in a Video Games Live mailing.

“V.I.P. Experience includes the following…
1. Video Games Live backstage laminated tour pass.
2. Pre-show production tour, Q&A and special personal meet & greet with VGL creator and game music scomposer Tommy Tallarico.
3. Free download card for the new Video Games Live: Level 3 album.
4. Official vintage Video Games Live poster.
5. Video Games Live Temporary Tattoos.
6. Special FRONT OF LINE access to the Video Games Live post-show meet & greet.
7. Signed 1st page conductor sheet music from the performance.”

Casual Games Association Shares Speakers for Asia Conference

Cut ‘n’ pasted from a recent Casual Games Association press release, behold — a list of confirmed speakers, which should likely not be seen as a final conference speaker listing, for the third annual 2014 Casual Connect Asia.

“Sergio Salvador, Head of Games Partnerships, Google
Alex Kim, Director of Global Business Development, KakaoTalk
Ansh Patel, Founder, Narcissist Reality
Sonal Patel, Business Development Director JAPAC, Twitter
David NG, CEO, Gumi Asia Pte Ltd
Alina Soltys, Corum Group
Ian Gregory, Co-Founder and Creative Director, Witching Hour Studios
Said Zahedani, APAC DPE/ General Manager, Microsoft
Vicenç Marti, CEO, Akamon
Stephen Lee, VP of Publishing, 6waves
Chris Mills, President, Hitcents
Angelo Pullen, Co-Founder, 3BlackDot
Keon Bok Lee, Sr. Program Manager, Microsoft
Yat Siu, Founder, Animoca
Weiwei Geng, Sr. Producer, Kabam
Jim Perkins, Corum Group
Robin Sagacious, Ng, Head of International Business, Asiasoft Online Pte Ltd
Simon Newstead, CEO & Lead Game Designer, Frenzoo
Paweł Weder, CPO, Ganymede
Elad Kushnir, VP Business Development, Playtika
Yaniv Nizan, CEO, Soomla”

If you wish to join the anticipated throng of 900 attendees in Singapore on May 20-22, 2014, you may also want to take note that early bird registration ($300 US) ends on April 19th.

Preview: GameHorizon 2014

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From GamesIndustry.biz: GameHorizon aims to be Europe’s most relevant forward-looking games industry event. The GameHorizon conference has revealed its full line-up of sessions, featuring contributions from NaturalMotion’s Torsten Reil, Jagex’s Mark Gerhard, CCP Games’ Hilmar Pétursson, and UKIE’s guide for claiming the UK industry’s newly introduced tax credits.

Starting Wednesday May 7, Revolution Software’s Charles Cecil will host two days of discussion covering the biggest challenges and most promising opportunities facing the games industry today.

The first day opens with a keynote address from Torsten Reil, who built NaturalMotion from an animation middleware specialist into one of the most formidable game companies in the UK, ultimately leading to its $527 million acquisition by Zynga.

Reil will be followed by Herman Narula, CEO of Improbable, whose talk ‘Game Development – A Different Path’ will offer insight into the culture of an exciting new studio comprising talent from Lionhead, Crytek and Ubisoft.

2Jo Twist, CEO, UKIE

The programme continues with a topical panel hosted by UKIE CEO Jo Twist on ‘How To Claim Your Games Tax Credit’. Tax relief for the UK industry was granted just weeks ago, pointing to a bright future for British developers of all sizes. With contributions from Saffery Champness accountants, the legal firm Harbottle & Lewis and the BFI’s head of tax relief certification, this session will illuminate developers on a vital new opportunity for the UK games industry.

GameHorizon’s first day continues with two sessions giving advice on staying competitive in an increasingly challenging marketplace.

The first, a panel called ‘Getting Your Indie Game Off the Ground in 2014’, will feature contributions from the veteran UK studios Ruffian Games and Revolution Software, as well as Square Enix, whose innovative indie publishing initiative, The Collective, has won praise from all corners of the industry. Sega’s vice president of digital distribution, John Clark, will then draw from nearly 20 years of experience in sales, marketing and executive leadership to advise developers on how to, ‘Connect To The Consumer’.

The first day of GameHorizon closes with the inaugural GamesIndustry Innovation Awards, the only peer-voted ceremony exclusively focused on honouring the brightest and most original thinkers in the industry today.

The second day opens with a session featuring another of the UK industry’s most influential figures: Jonathan Smith, who, as strategic director of TT Games Publishing, is a key figure behind the success of the widely admired and consistently successful LEGO game series.

SuperAwesome’s Dylan Collins offers a different perspective on the young gaming demographics the LEGO games so capably serve in his talk, ‘How This Generation of Kids are Destroying Gaming!’ Collins founded DemonWare and Jolt Online, and now runs Europe’s largest kid and teen focused marketing platform.

3Hilmar Pétursson, CEO, CCP Games

Ian Livingstone CBE will explore the vital issue of nurturing new generations of talent in the UK in his talk, ‘Code, Create, Collaborate – Should Games be the Poster Child for the Digital Skills Agenda?’ As one of the architects of the Next Gen Skills initiative, which restored programming and computer science to the national curriculum, Livingstone is perhaps the country’s leading expert in this area.

The second day closes with a talk from someone who symbolises GameHorizon’s progressive agenda: Hilmar Pétursson, CEO of CCP Games, one of gaming’s truly iconoclastic developers.

GameHorizon is held at The Sage in Gateshead from May 7 to 8. To purchase a ticket visit the GameHorizon website, where you will also find more information on the speakers and the complete schedule – including the GameHorizon party and Poker Tournament.

Nordic Game 2014 Conference Updates

The Nordic Game 2014 Conference has been a beehive of activity more than a month ahead of the conference. To start with, a Unity3D track has just been added to the conference program. Unity, who is an Anniversary Partner, will have their content covered over nine sessions, taking place over May 22nd and May 23rd. The sessions will represent a mix of internal Unity talks and external Unity developer talks. Two additional Unity workshops, “Prototyping in Unity” and “Advanced Unity Workshop”, will beef up the game engine company’s presence further. To check out the entire Unity track, visit this link for all the details.

Also just announced are the nominees for the Nordic Game Awards, to be hosted on the evening of May 22nd. The exhaustive list of nominees is below:

Best Nordic Game of the Year 2014
Battlefield 4, by DICE (Sweden)
Year Walk, by Simogo (Sweden)
The Swapper, by Facepalm Games (Finland)
Resogun, by Housemarque (Finland)
Teslagrad, by Rain Games (Norway)
Forced, by Betadwarf (Denmark)
140, by Jeppe Carlsen (Denmark)

Best Nordic Children’s Game 2014

Toca Boca Hair Salon 2, by Toca Boca (Sweden)
My Little Work Garage, by Filimundus (Sweden)
Sprinkle Islands, by Mediocre (Sweden)
Steamworld Dig, by Image & Form (Sweden)
Pettson’s Inventions Deluxe, by Filimundus (Sweden)
Angry Birds Go, by Rovio (Finland)
King Hunt, by Mountain Sheep (Finland)
LEGO® MINDSTORMS® Fix the Factory, by Cape Copenhagen (Denmark)
HokusPokus Alfons Åberg, by Hyper Games (Norway)

Best Nordic Handheld Game 2014
Year Walk, by Simogo (Sweden)
Device 6, by Simogo (Sweden)
Steamworld Dig, by Image & Form (Sweden)
Stick it to the Man!, by Zoink (Sweden)
Pet Rescue Saga, by King (Sweden)

Best Artistic Achievement Award 2014
Year Walk, by Simogo (Sweden)
Device 6, by Simogo (Sweden)
Stick it to the Man!, by Zoink (Sweden)
Brothers: A Tale of Two Sons, by Starbreeze Studios (Sweden)
Oceanhorn, by Cornfox Brothers (Finland)
140, by Jeppe Carlsen (Denmark)

Best Nordic Innovation Award 2014

Shelter, by Might and Delight (Sweden)
Year Walk, by Simogo (Sweden)
Device 6, by Simogo (Sweden)
Brothers: A Tale of Two Sons, by Starbreeze Studios (Sweden)
Teslagrad, by Rain Games (Norway)

New Nordic Indie Sensation 2014
The purpose of the award is to recognize new talent from the Nordic Region. The nominated games in this category are found through an application process, lead by Copenhagen Game Collective, the curators of Nordic Game Indie Night. Eightgames will be nominated, and they can be tested and voted for by the public during Nordic Game Indie Night 2014 on 21 May.

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