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Voodoo unveils their plan of developing hyper-casual mobile games in 2022

The leading mobile publisher’s educational physical events have returned, featuring guest speakers from chart-topping game developers

One of the world’s number one hyper-casual mobile games publishers Voodoo, has announced the return of their highly anticipated events with their development and publishing team, with the first one recently held in November online and offline at Voodoo’s Paris headquarters. All the Voodoo experts and chart-topping studios shared all the latest in the hyper-casual world through a series of talks and panel discussions.

Voodoo shared insights with the development team at the event

Voodoo live event on hyper-casual development
Voodoo live event on hyper-casual development

Attendees were able to discover transformative insights into the world of hyper-casual game development at the Paris headquarters of Voodoo, such as optimizing ideation, increasing user engagement, ideating towards low CPIs, and more. With speaker sessions from both Voodoo’s expert publishing teams and top partner studios, Voodoo’s events allow all to access practical case studies and apply newly found skills to their own development projects.

The Team who paved the path of hyper-casual development for Voodoo

In attendance and showcasing their own pivotal learnings on the path to make a hyper-causal hit were:

Voodoo development and publishing team
Voodoo development and publishing team

Alex Shea, Head of Publishing

Alex Shea, Head of Publishing at Voodoo, opened this edition with an in-depth discussion on what he and Voodoo have learned from hyper-casual in 2021, including insights on marketability, player engagement, and game depth. He also discussed their publishing and partnerships game plan for 2022. 

Raketspel

The Sweden-based studio has over twenty years of experience in creating mobile games, with their hits, including Downhill Chill, Dig This!, and more recently Castle Raid having racked up over 100 million downloads so far. Johan Henkow, CEO of Raketspel hosted a talk on how to increase engagement in hyper-casual games development.

Another Place Productions

Another Place Productions are a six-person team based in London and have over three years of experience in hyper-casual. Their new most recent hits Fat 2 Fit,  reached #1 on the Android US game charts and #2 on iOS. Guillaume Portes and Jeremie Texier, studio co-founders, hosted a talk on how they find exciting and marketable ideas for their next hits through observing trends, social media, and more. 

Blue Monkey

Blue Monkey is a brand new hyper-casual studio from Normandy, France. Shortly after graduating from university, the two-person team published their very first hit, Flex Run, which hit #2 in the US iOS charts last month. Harvey Roberts and Mathis Delauney, Blue Monkey co-founders, shared their secrets on how they made it to the top in just nine months, and the story behind their first hit, Flex Run. 

501:

501 is a ten-person team based in Lviv, Ukraine. The team has an impressive track record of over five hyper-casual hit games, including Stack Fall, Jump Dunk 3D, and more recently, Canvas Run. Oles Terletsky and Ostap Hrytsyshyn, 501 game developers, shared their experience and tips on ideating towards low CPIs. 

Voodoo Game OPS 

Clément Dubois, Voodoo Game Developer and one of the authors of the Voodoo Dev Manual, spoke about how the Voodoo Game OPS team has taken studio support to the next level including technical support, game art support, Android optimization, and much more. He also presented a case study on the hit Cube Surfer by the studio Anon.

Oles Terletsky and Ostap Hrytsyshyn, 501 game developers, shared their experience and tips on ideating towards low CPIs.  With more events on the way, there will be plenty of opportunities to attend or tune into Voodoo’s upcoming insight-led sessions.

A great take on the development of hyper casual games by Voodoo

With interactive sessions, interviews, and insights from the publishing team of Voodoo, the attendees were able to understand the world of hyper-casual development and the future behind video games development in the gaming industry.

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