Location
Google for Startups Campus in Warsaw
Date & Time
10am – 5:50pm, 19-20th of September 2022
Speaker
~ speakers sharing their knowledge
Seats
only 200 seats

WHAT IS GAMECAMP?

GameCamp - community and conference focused on business aspects of mobile gaming
  • Is Growth of mobile games something that is interesting to you?
  • Would you like to see current trends in Performance Marketing of mobile games and apps
  • Would you like to find out how to use data to increase the effectiveness of your development and marketing activities?
  • Are you interested in getting to know best mobile gaming experts from industry?

If you answered yes to any of those questions, then GameCamp should be very useful for you

If yes, then GameCamp conference happening in Warsaw is for you. As it is supported by Google for Startups, it is free for gaming companies.

EVENT WILL START IN

Advanced knowledge about business aspects of mobile gaming and apps.

Event Schedule

More details about GameCamp
Registration + coffee
9:00 - 10:00
  • Mariusz Gasiewski
Opening
10:00 - 10:10
CEE Mobile Gaming Lead, Google
  • Agnieszka Szwarc - Motyl
  • Magdalena Sumowska
How ASO Has Changed in 2022. ASO Creatives and Organic Growth best strategies
10:10 - 10:40

A few words on the day-to-day synergy between the Organic Growth Team and the ASO Creative team. Best practices for ASO optimization (how we are doing it at Huuuge Games)

ASO Creative Manager at Huuuge Games
ASO Expert at Huuuge Games
  • Dusan Pantic
Moving from 30 to 350 creatives a year to keep growing the 12 year old game to evergreen status and new heights
10:40 - 11:10

Creative is getting more and more important part of User Acquisition. How we at Nordeus are growing our creative possibilities? What was challenging for us and how we progressed in creative production over last months?

User Acquisition Lead at Nordeus
  • Kazimierz Merklejn
How to assess if your game/app is ready to be promoted?
11.10 - 11.40

Do you have a new app and wonder if it may become a hit? In that presentation, you'll see the recommended steps before starting regular UA for your app. You will learn about marketability tests, communication with the product team and assessing the readiness of your app to enter the global market—step by step, from zero to hero.

Senior Growth Media Buyer at Huuuge Games
Coffee break
11:40 - 12:10
  • Lukas Baranowski
  • Marijana Nikolic
  • Mariusz Gasiewski
  • Richard Lakučs
iOS in Google App campaigns. New Google App products (tROAS for ad revenue, App Campaigns for Engagement) in reality. When it works well?
12:10 - 13:00

DIfferent approach for iOS campaigns at Google - those that work and those do not work. Differences between approach towards Android vs iOS app campaigns at Google inventory. Real life experience from new Google app products (tROAS for ad revenue, App Campaigns for Engagement). Presentation based on examples and case studies.

Growth Manager, Reality Games
CMO, Peaksel
CEE Mobile Gaming Lead, Google
Gaming Growth Manager, Google
  • Richard Lakučs
Creative testing in Google App campaigns - is it even possible?
13:00 - 13:30

What are options for creative testing in Google App Campaigns? Is it even possible Theory and practice behind the topic.

Gaming Growth Manager, Google
Lunch
13:30 - 14:30
  • Daniel Rysan
How to Scale a Mobile Game Post-IDFA in 2022?
14:30 - 15:00

Scaling a mobile game can still be a big challenge after the post-IDFA changes. Join this talk and find out how we manage growth activities at SuperScale with an emphasis on the iOS platform. Presentation based on recent examples and case studies.

Senior Growth Manager, SuperScale
  • Ramiz Trtovac
  • Stefan Jovanovic
Creative fatigue and how to tackle it? Best practices in testing creatives
15:00 - 15:30

What are the signs of creative fatigue? How much usually does one winning creative last? How to tackle creative that has declining performance? Reiterations, New Concepts, Testing.

User Acquisition Manager Lead, Two Desperados
Creative Lead, Two Desperados
  • Katherine Sadouskaya
Misleading claims and stereotypes in game ads: why and how to oppose them?
15:30 - 16:00

There is this assumption that misleading, "clickbait-y" and "dramatic" ads always work and that this is the only way to roll in our highly competitive industry. But does it have to be like that? In this presentation, I will share some of the considerations on the topic, as well as GameHouse's creative insights.

User Acquisition Manager at GameHouse
  • Jorge Canga
How to research, create and tag to find quality users (cheaper) & eliminate guesswork?
16:00 - 16:25

Network’s ability to target the right users has gone down; these users are still out there spending money but, your marketing sophistication has to go up. Use this framework to keep pushing creative concepts and hitting the right audiences.

Founder, Kaizen Internet
Coffee break
16:25 - 16:50
  • Yanina Velikova
Custom Product Pages: A Game Changer in Apple Search Ads Campaigns
16:50 - 17:15

App Store latest feature CPPs has already seen a huge success in improving iOS app marketing efforts on Apple Search Ads (ASA). This workshop will take a deeper look on Custom Product Pages by investigating the opportunities and challenges for app marketers, as well as different use-cases on how the new customised pages can increase CR on ASA, leading to better CPA and budget allocation.

Performance Marketing Manager, Admiral Media
  • Oriol Irurre Villaubí
Getting performance on Tik-Tok
17:15 - 17:40

Bad and good approaches in Tik-Tok campaigns. What we observed working in that channel based on our campaigns and tests? What is our approach to create creatives for Tik-Tok?

Performance Campaign Manager, Admiral Media
  • Martin Macmillan
A New Metric for calculating UA profitability
17:40 - 18:00

How to understand if my game is good enough to scale User Acquisition? How to understand if the game is good enough to have external financing of UA? How to understand risk behind it and opportunity cost?

Pollen VC, Founder
  • Youssef Zerouali
How marketing development impacts game's marketability?
18:00 - 18:30

How does modifying directly the Unity projects of the game allow much more creative potential for the game’s creatives? How to make the best out of marketing development? Experience from many different projects.

Lion Studios, Manager at Marketing Development
GameCamp After Party at Google for Startups Campus (you can just stay after conference)
18:30- 23:00

After a full-day of focus GameCamp invites you to some nice mingling in a different setting.

Registration
9:30 - 10:00
Coffee + networking
9:00 - 10:00
  • Mariusz Gasiewski
Opening
10:00 - 10:10
CEE Mobile Gaming Lead, Google
  • Dmitrii Ilinov
  • Luka Strasner
  • Mariusz Gasiewski
Trends in Growth (based on researches, AppAnnie and Google data)
10:10 - 10:50

What Growth trends can we see in gaming now? What are the trends in gaming genres and in countries? How Organic and Paid is behaving in Growth?

Data.ai, Senior Account Executive for CEE and Middle East
Senior Market Strategist, Outfit7
CEE Mobile Gaming Lead, Google
  • Georg Baumgarte
Finding market opportunities for your new game
10:50 - 11:20

Is this game worth making? How we combine genre and audience expertise with market research to decide which games to build next. The presentation will be based on activities that we are doing at Wooga and practical tips for your game studio.

Product Lead at Wooga
  • Joanna Janik
Product development and Growth - how clear data strategy can increase their scalable cooperation?
11:20 - 11:45

Product and Marketing are unique partners. In theory, cooperation should be extremely close. In practice, teams often differ in very different directions, making it difficult to use each other's findings to improve their own initiatives, as well as the goals for the company. In this workshop Joanna Janik, Data Strategy Architect for Booksy, will explore solutions for product & marketing teams to discover tactics for efficient & scalable cooperation. These include combining processes, creating clear data structure, knowledge repositories and competence centers which enable working in a more holistic way to maximize effects of growth initiatives.

Data Strategy Architect, Booksy
Coffee break
11:45 - 12:10
  • Adam Smolarczyk
  • Asya Stolbina
Changing MMP and attribution - lessons Learned. A Reality Games MMP Migration Story
12:10 - 12:40

Lessons learnt from changing MMP. What was hard, what was easy in changing attribution infrastructure? The process from both sides: from AppsFlyer and Reality Games perspective.

Head of Analytics, Reality Games
Customer Success Manager, AppsFlyer
  • Roberto Sbrolla
Dreamloft Case Study - Practical LTV calculation based on retention data
12:40 - 13:10

In this case study, we will practically describe the thought process (and show & explain the actual work) that had to be done to allow DreamLoft's team to understand and predict the long-term LTV, payback time, and predicted ROAS for their main game - which allowed them to gain confidence and move their UA efforts to the next level.

AppAgent, Mobile Marketing Lead
  • Robert Magyar
Grow your IAP revenue by double digits leveraging only existing content
13:10 - 13:40

The likes of Netflix, YouTube, and Amazon do this to increase their bottom lines, so why don't we? Our player bases deserve more relevant content at a relevant time for a relevant price as well. Utilizing innovative technologies, let's look at how we can optimize IAP monetization for our mobile games in order to achieve significantly better results. Presentation based on examples and case studies.

Data Science Lead at SuperScale
Lunch
13:40 - 14:40
  • Marcin Kolenda
Modern data architecture for data analytics and machine learning in mobile gaming. Case study.
14:40 - 15:10

Demonstration of use cases for UA, monetization analytics, behavioral analytics and LTV ML forecasting based on a modern technology stack using Google Cloud, starting from the basic scenario and developing to advanced data architecture (BigQuery, CF, DBT, Terraform, DataStudio).

Co-Founder and CAO, Alterdata
  • Niels Beenen
One year of SKAN. Learnings and insights from Rovio and Singular for the GameCamp community.
15:10 - 15.40

Learnings and experience from one year of SKAN campaigns. How Rovio approached that in the past and how it is approaching it now? Singular view on moves in the SKAN approaches.

Strategic Partnerships, Singular
  • Marijana Nikolic
How to polish F2P games for higher LTV and retention. Case studies
15:40 - 16:10

Peaksel approach in testing. What we saw working better and what we saw working less. Testing and optimisation of whole user's journey. Testing with usage of Firebase.

CMO, Peaksel
Coffee break
16:10 - 16:40
  • Piotr Miklas
Translation of data into decisions - case study
16:40 - 17:10

A story of how translating data into concrete decisions led us to create updates that improved our content based app KPIs. Presentation based on experience from Unsolved project.

User Acquisition Specialist, Artifex Mundi
  • Nadia Nazarova
How to validate your mobile game idea: A/B testing loop
17:10 - 17:40

Testing game through its assets before adding new features, before launch or even before its development. Insights on how to test your target audience, go-to-market strategy, characters.

Head of Product, SplitMetrics
  • Miroslav Pikhart
Data-centric development of a game
17:40 - 18:10

Applying the data-centric, user-focused approach towards developing a new product, executing liveOps on an older game as well as running a company, coupled with examples of things we learned while trying to make better decisions.

Lead Product Manager, Geewa
GameCamp/AppsFlyer After Party (in SEN, Wioslarska 6)
19:00 - 02:30

After 2 full days of presentations, join us at at party with good food and drinks.
Party is sponsored by AppsFlyer
All details you can find at: landing page of GameCamp/AppsFlyer party

Offline roundtables
10.30 - 13.00

Discussions in small groups in specialists areas related to: Growth, Data, Montisation, Creative.

GAMECAMP SPEAKERSs

Get info about our speakers. The list will be growing over next days.
Magdalena Sumowska

Magdalena Sumowska

ASO Expert at Huuuge Games
Richard Lakučs

Richard Lakučs

Gaming Growth Manager, Google
Daniel Rysan

Daniel Rysan

Senior Growth Manager, SuperScale
Marcin Kolenda

Marcin Kolenda

Co-Founder and CAO, Alterdata
Robert Magyar

Robert Magyar

Data Science Lead at SuperScale
Dmitrii Ilinov

Dmitrii Ilinov

Data.ai, Senior Account Executive for CEE and Middle East
Marijana Nikolic

Marijana Nikolic

CMO, Peaksel
Roberto Sbrolla

Roberto Sbrolla

AppAgent, Mobile Marketing Lead
Dusan Pantic

Dusan Pantic

User Acquisition Lead at Nordeus
Mariusz Gasiewski

Mariusz Gasiewski

CEE Mobile Gaming Lead, Google
Stefan Jovanovic

Stefan Jovanovic

Creative Lead, Two Desperados
Georg Baumgarte

Georg Baumgarte

Product Lead at Wooga
Martin Macmillan

Martin Macmillan

Pollen VC, Founder
Yanina Velikova

Yanina Velikova

Performance Marketing Manager, Admiral Media
Joanna Janik

Joanna Janik

Data Strategy Architect, Booksy
Miroslav Pikhart

Miroslav Pikhart

Lead Product Manager, Geewa
Youssef Zerouali

Youssef Zerouali

Lion Studios, Manager at Marketing Development
Jorge Canga

Jorge Canga

Founder, Kaizen Internet
Nadia Nazarova

Nadia Nazarova

Head of Product, SplitMetrics
Katherine Sadouskaya

Katherine Sadouskaya

User Acquisition Manager at GameHouse
Niels Beenen

Niels Beenen

Strategic Partnerships, Singular
Kazimierz Merklejn

Kazimierz Merklejn

Senior Growth Media Buyer at Huuuge Games
Oriol Irurre Villaubí

Oriol Irurre Villaubí

Performance Campaign Manager, Admiral Media
Lukas Baranowski

Lukas Baranowski

Growth Manager, Reality Games