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Yesterday saw hundreds of developers once again descend on Helsinki, Finland (not long after PGC Helsinki, of course) to gather insights from top speakers and network with industry peers at Supercell’s Games First Helsinki 2024 event.
PocketGamer.biz covered the show, which saw the likes of former EA CEO and founder Trip Hawkins and Ustwo Games and Monument Valley 3 game director Jennifer Estaris take to the stage.
So what did we learn? Check out our top takeaways below.
1. The industry’s broken business models
The challenges facing the mobile games industry have been pretty clear for a few years now – high platform fees and privacy changes making it tougher to target the most relevant players have created tough market conditions for developers and publishers.
During his talk, Trip Hawkins labelled the fact that 98% of players don’t spend any money in mobile games is “kind of a rejection”.
“One of the reasons for the rejection is that the platforms are these walled gardens, and they’re taking the 30% share,” he continued.
“But in order to do that, if I want to get one euro from the customer, I have to charge the customer $1.43. You then take 30% of that, that’s 43 cents, so that’s what Apple, Android or Sony would get, and then I get the dollar I was looking for.
“But you as the consumer had to spend 43% more money. If you think the most recent years of inflation are bad, how about 43%? So that is a serious, serious problem.”
Check out the full article here.
2. How Ustwo Games iterates on game design in Monument Valley
Ustwo and Monument Valley 3 game director Jennifer Estaris took to the stage to discuss the development of Monument Valley games and lessons from iterating on design ideas.
The session provided visual insights into how the team designed levels for Monument Valley 2 – The Lost Forest, as part of the Playing for the Planet Green Game Jam. You can see an example of various iterations on level design below:
“Think about iteration as a tool for transformative change, not just tiny refinements,” said Estaris.
“And Maybe not as risky as a wild leap. You can still do those, but think about also including sea change. Jam it to chart your course. And playtest playtest, playtest to confirm.”
She added: “Sometimes you end up going back to the drawing board, and that’s okay.
“I want you all to embrace the uncertainty of iteration, but also see through its many illusions. Persist and resist.”
3. Supercell’s creative process for designing Brawlers in Brawl Stars
Supercell game artist Fernanda Oliveira gave an excellent session providing insights into the creative pillars that inform the process of creating characters in the studio’s hit game Brawl Stars.
The talk kicked off with a quote from famous Warner Bros. animator Chuck Jones, who said: “If you start with character, you probably will end up with good drawings.”
That is one of the core themes of Supercell’s approach to character design. As she later said, when the team knows at least something about the character, this can have a “real influence” on mechanics, how to create animations, and how they can write stories about the Brawler.
“Just a few concepts about the character, they can create so much more when people are really passionate, invested or at least curious about that character,” she said.
Oliveira’s talk focused in on five core creative pillars for Brawler designs, which include:
- Humour creates connection
- Nostalgia
- Diversity
- Iconic simplicity
- Timeless tribute
“What is the legacy we’re trying to leave behind when we’re trying to create something?” asked Oliveira.
She added: “Creating with legacy in mind is precisely that. When we’re creating we’re almost leaving this bible for the next generation that will for sure inspire them in everything they will create.”
Check out our coverage of the session here.
4. The growing opportunities in Latin America, Africa and India
Games First Helsinki hosted two panels dedicated to the potential of emerging markets, namely Latin America, India and Africa.
StudioBando CEO and creative director Juan Castaneda said it was a “very exciting time” for Latin America’s games industry, which now has studios that have operated for up to 25 years across various triple-A projects.
“You don’t hear about them very often because they’ve been working under NDAs, quietly building up talent and capital,” he said.
“I think now we’re at this transition period where all of these studios are suddenly out in the open and are able to create original IP.
“We have unique aesthetics, unique music and unique stories that haven’t been seen before in games. I think we’re going to start to see a lot of studios that come off as overnight successes, that are really just emerging with some really original projects.”
A separate panel also discussed opportunities and trends in Africa’s Games market. The region has a young population and growing middle class, according to Leti Arts CEO and co-founder Eyram Tawia. Meanwhile, with less than 20% of people in Africa said to be playing games today, Maliyo Games founder Hugo Obi said there’s potential for this to rise.
He later added: “I think in the next two to three years, we’re going to see a great transformation of Africa, transforming from a net consumer market to a net producer market.”