Moscow was greeted with the sun, the Cosmos Hotel with long–legged girls. We are currently at the FlashGAMM Moscow 2013 conference. There are dozens of developers and publishers around. The first materials about the reports are next in line.

UnityOleg Pridyuk in the report “What it costs to launch a browser game on the phone” told about the reasons for Unity’s rejection of Flash.

“We have not seen support for the platform from Adobe itself,” Oleg said. Unity regularly fixed “jambs” that Flash developers themselves did not want to solve.

Oleg also showed the import of game assets from Android to Mac and iOS in real time. Within the framework of the engine, everything happened literally within a minute (however, when it came to the port on the iPad, everything stalled a little).

G5Yulia Palatovskaya from G5 explained in numbers why game developers need to develop their projects immediately for mobile platforms.

Yulia focused on the growth of sales of mobile devices (smartphones and tablets). Such dynamics, according to her, indicates the onset of a full-fledged mobile revolution. Yulia also mentioned that last year for the first time there was a drop in PC sales.

It was also said that today 100% of the company’s revenue comes from the mobile market.

Out of curiosity, using the example of Virtual City Playground, Yulia demonstrated how one game behaves with different types of monetization. The paid version eventually began to lose in sales. The Free-2-Play version, on the contrary, only grew over time.

PlayScapeMoran Arad from the Israeli PlayScape began the presentation with a demonstration of her pets: a dog and a cat.

The bottom line is that each of the pets should be treated in its own way. Also with audiences.

But the main focus of the report was on explaining the role of publishers in the mobile market. Moran talked a lot about distribution, about changing business models.

However, the figures on the Android platform were the most interesting to us. According to PlayScape, out of 700 thousand applications on Google Play, only 5% of projects have more than 50 thousand downloads and only 1% have 500 thousand downloads.

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