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Download .pdf - magazine & cover archive - Casual Connect

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Join Our Family!<br />

Great Working w/ You!<br />

At Big Fish Games we take pride in helping our partners succeed.<br />

We’re looking for long-term partners that we can bring into our<br />

close-knit family, and we see the true value in enabling our<br />

partners to create, distribute and publish top-notch games.<br />

Put Big Fish Games to Work for You!<br />

For more information email: business@bigshgames.com<br />

Meanwhile, in Kyiv . . .<br />

What They’re Saying about <strong>Casual</strong> Games in Russia<br />

We love holding conferences in Kyiv. Not only is the food in Kyiv excellent, but the attendees are<br />

full of fire and enthusiasm. It’s always exhilarating to get together there. Although it was attended<br />

primarily by people from Russia and the Ukraine, we also had over 75 people from North America in<br />

attendance at our last conference in Kyiv.<br />

<strong>Casual</strong> games have a distinguished history in Russia, beginning with the 1984 release of Tetris,<br />

the #1 selling casual game of all time. Since then, many of the most popular casual games—<br />

including Magic Ball, Mystery Case Files, and Cake Mania—have passed through the hands<br />

of Russian developers on their way to market. Recent acquisitions by Oberon Media, Arkadium,<br />

and MumboJumbo merely confirm what many of us already know: Eastern Europe and Russia are<br />

producing many talented casual game developers.<br />

To give everyone a bit of insight into how the local community has received the casual games industry,<br />

we are reprinting here a translation of an article that recently appeared in DTF, the largest online<br />

publication in Russia. —ed.<br />

Игровая индустрия за неделю:<br />

15–21 октября 2007 года<br />

Привет всем читателям самого игроиндустриального ресурса<br />

Рунета, особенно той части, с которой ваш покорный слуга<br />

имел удовольствие общаться в Киеве на международной<br />

конференции <strong>Casual</strong> <strong>Connect</strong>: Киев 2007. Начнем сегодняшнюю<br />

колонку как раз с этой темы.<br />

Итак, год назад <strong>Casual</strong> Games Association, принимая во<br />

внимание тот факт, что на казуальной сцене все громче<br />

проявляют себя игры, сделанные на просторах бывшего<br />

СССР и прилегающих странах Восточной Европы, приняла<br />

решение к двум уже существующим конференциям - в Сиэттле<br />

и Амстердаме - добавить еще одну. Местом проведения<br />

по многим причинам был выбран Киев. Как в этот раз<br />

признались сами организаторы, год назад они побаивались, что<br />

мероприятие не соберет достаточного количества участников,<br />

но их опасения оказались напрасными, поскольку на <strong>Casual</strong>ity<br />

2006 (так тогда назывался эта конференция, читайте, кстати,<br />

наш подробный репортаж о ней) приехало около 300 человек.<br />

Нынче “посещаемость” выросла почти вдвое, кроме того<br />

усилилось, внимание к конференции со стороны зарубежных<br />

“китов” казуальной индустрии. На <strong>Casual</strong> <strong>Connect</strong>: Киев 2007<br />

присутствовали представители от всех лидеров этого рынка<br />

(как зарубежного, так и отечественного) - Oberon Media,<br />

Real, Mumbo Jumbo, BigFish, PopCap, iWin, Reflexive, Alawar,<br />

Absolutist, IT-Territory, Nevosoft, CTXM и многие другие<br />

(прошу прощения у тех, чью компанию я не назвал).<br />

Говоря об организации, нельзя не отметить, что ее уровень<br />

существенно повысился (во многом благодаря грамотному<br />

использованию возможностей нового места проведения<br />

- президент-отеля “Киевский”). За три дня работы было<br />

проведено несколько десятков лекций и семинаров,<br />

причем впервые они шли в два потока. Возможностей для<br />

Alex Ptitca<br />

1 <strong>Casual</strong> <strong>Connect</strong> Magazine <strong>Casual</strong> <strong>Connect</strong> Magazine 1<br />

“<br />

<strong>Casual</strong> games made<br />

in the countries of the<br />

former USSR and the<br />

bordering Eastern<br />

European countries<br />

are becoming more<br />

and more remarkable.<br />

THE GAME INDUSTRY WEEKLY:<br />

October 15-21, 2007<br />

”<br />

Regards to all the readers of the most “gameindustrious” resource<br />

of the RU-net, especially to that part of you whom your humble<br />

servant had pleasure to meet at the international conference<br />

<strong>Casual</strong> <strong>Connect</strong> Kyiv 2007. Let’s start the current column right from<br />

this topic.<br />

Due to the fact that casual games made in the countries of the<br />

former USSR and the bordering Eastern European countries<br />

are becoming more and more remarkable, a year ago the <strong>Casual</strong><br />

Games Association decided to add one more conference to their<br />

existing ones in Seattle and Amsterdam. For many reasons Kyiv<br />

was selected as its venue. The organizers confessed that a year<br />

ago they were a bit afraid that the event would not attract enough<br />

participants, but their concerns proved to be groundless as there<br />

were over 300 people at <strong>Casual</strong>ity 2006 (as the event was called at<br />

that time— see details on that at http://www.dtf.ru/articles/read.<br />

php?id=43732).<br />

This year the attendance grew almost two times; moreover, the<br />

attention of the foreign casual industry’s “high and mighties” has<br />

intensified. All the leaders of this market (foreign and domestic)—<br />

Oberon Media, RealNetworks, MumboJumbo, Big Fish Games,<br />

PopCap Games, iWin, Reflexive, Alawar, Absolutist, IT-Territory,<br />

Nevosoft, CTXM and a lot of others (my apologies to those whom I<br />

have failed to mention)—were present at <strong>Casual</strong> <strong>Connect</strong> Kyiv 2007.<br />

Speaking of the organization of the conference, it is necessary<br />

to mention that its quality has significantly increased (in many<br />

respects due to the capable use of the venue facilities—President<br />

Hotel Kyivsky). During three days of the conference there were<br />

several dozens of lectures and workshops conducted; moreover,<br />

for the first time they were split in two tracks. There were plenty<br />

of opportunities for developers to communicate with potential<br />

distributors and publishers.

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