More isn't always better. That idea ran through several sessions at PGC Nordics, which brought the mobile games industry to Helsinki on October 20th and 21st.
Here are four highlights from Katharina Schmidt, Dr Luke Dicken, Urška Leskovar and Ola Dokun, covering IP collabs, AI, live ops and direct-to-consumer sales.
Katharina Schmidt spent years in business development on Rovio's Angry Birds portfolio and coaches industry professionals on contract negotiation. She recently joined Stash but spoke in a personal capacity.
Her advice on IP collaborations centred on three details to agree at the start: how long the collab runs, whether it's global or limited to certain countries, and how the IP will actually appear in the game.
On length, she said: "Do you want to bring the collab in for a week? A month? That will change what the collab looks like on paper."
She also stressed getting the legal side sorted early. "Agree on IP usage rights and approvals early," she said. "Clarity is key."
Former head of AI at Take-Two Dr Luke Dicken on the AI hype cycle
Dr Luke Dicken, founder of LuDic AI and former head of AI at Take-Two Interactive, took a pragmatic look at four years of generative AI hype. He warned against two extremes: writing the technology off completely, and treating one successful use case as proof that everything has changed.
Dicken expects most of today's tools to change. Studios can try to keep up with every development, he said, but they'll get more from focusing on where AI adds real value.
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