September 9, 2014
September 3, 2014
Dear Game Developers,
Hope you are doing spectacular. We certainly are!
We are rebranding our events to YetiZen Speaks!
YetiZen Speaks is our new moniker for our game developer events such as the GDC party at AT&T ballpark, the Casual Connect party at Ferrari, our Workshops, Seminars, Hackathons and other educational events.
We’ve noticed that word has gotten out beyond the game industry regarding our fantastic and extravagant parties. Coupled with the excitement around gaming in general, we have seen increasing numbers of attendees not from the game industry.
While we certainly appreciate this and believe everyone should benefit from the great knowledge and network within games, YetiZen’s mission first and foremost has been to provide education and powerful networking connections between game developers.
Here is what we are doing about this–>
We will curate all YetiZen parties
Previously, anyone with our party eventbrite link could sign up to our parties. Now we will ask everyone to fill out a short survey with questions such as company, title, and games developed recently. We will then hand select invitees from the survey based on gaming experience. The parties will be restricted to those on the invite list. Plus 1s must sign up separately.
I’m not a game developer but work with them? Will you invite me?
Yes, if you work for a SAAS tool for game developers, reputable gaming press (like our favorite VentureBeat), or investors who have invested in gaming we will likely invite you. But like others, you must fill out the survey and let us know how you can help game developers. Generally speaking, if we have limited tickets game developers will take preference (unless you are a sponsor).
What if I’m new to the industry and haven’t made any games yet?
We are glad you asked. If you haven’t designed, developed, launched a game yet and don’t fit into any of these categories: but ARE looking to learn about building games you gotta walk the walk… make a game!
So many people waste valuable time networking when really they should be building. You say you want to learn how? Luckily for you, you can do that by applying for our bootcamp, that is meant specifically for studios that are pre-product or pre-user traction or by watching videos of our past events (new ones added within 4 weeks after live event).
Email us at info [at] yetizen [dot] com if you have any questions.
See you soon!
August 22, 2014
June 26, 2014
The Debate Rages: Interstitials vs. Banner Ads…
Choosing the Right Ad Experience for Your Games
by: Japheth Dillman, CoFounder & CCO of YetiZen
We all know that games are an immersive experience. And we as developers create the reality that sucks in players giving them the illusion of escape. But we must also be mindful to not disrupt this experience if we want players to linger in this reality.
This brings us to ads.
February 1, 2014
And now, for your viewing pleasure… the SlideShare from the YetiZen AdMob Design Jam!
December 14, 2013
Our awesome mentor Blake Commagere is one of Biz Journals 40 under 40. You go Blake!
Blake Commagere created the first version of “Causes on Facebook,” which has raised over $20 million for various charities and created the social gaming category on social networks by developing some of the most popular apps (Zombies and Vampires) on Facebook Inc. to date with more than 50 millions users.
YetiZen portfolio company Incuvo’s Createrria reaches #2 in US Adventure Games in less than 24 hours!
December 7, 2013
YetiZen portfolio company Incuvo’s Createrria reaches #2 in US Adventure Games less than 24 hours after release.
December 6, 2013
Our CEO, Sana Choudary was invited to speak at AppNation on Tuesday afternoon on game investment patterns. The media has been portraying game investments as dead and that VC money doesn’t invest in game studios, instead deals goes to platform companies — however, Sana discovered this was not true. In fact, our numbers show the complete opposite.
The talk was also covered by Dean Takahashi at VentureBeat this morning.
Special thanks to our mentor Jerry Darko from Raymond James for providing us the raw data in our research. The data is also made publicly here. If you have any questions on the raw data please contact him via linkedin or email at jerry[dot]darko[at]raymondjames[dot]com
November 20, 2013
From YetiZen Gamasutra Press Release
Launch of the 1st YetiZen Boot Camp Program for Latin American Game Studios
Raising all ships, one game studio at a time
YetiZen, the wildly popular accelerator for gaming companies and the host of the YetiZen Innovation Lab has launched its first ever boot camp program for game studios coming from emerging gaming ecosystems.
YetiZen recognizes that there are many promising game studios across the world. Unfortunately, due to a lack of a developed ecosystem and with it limited access to information, connections, and mentorship these companies are often unable to achieve the success they otherwise can. San Francisco on the other hand is the world’s densest community of game developers anywhere and has in abundance what these other ecosystem’s lack. The boot camp program is YetiZen’s solution to address this problem and raise all ships in gaming.
In collaboration with Global Game Designers Guild or GGDG, YetiZen’s Latin American partner YetiZen has brought nine game studios from across Colombia and Mexico to the YetiZen boot camp. Four of these companies are attending the boot camp online while the other five are in person at the YetiZen Innovation Lab.
October 18, 2013
Selfpubd, a YetiZen portfolio company, has created a process where iPhone users can purchase games well below the ninety-nine cent price point, and still completely use iTunes distribution. The company, through it’s game promotion site Thumb Arcade, has leveraged it’s over 300 independent game companies to put together this groundbreaking discount bundle. This first offer includes ten games, multiple award winners and featured titles, at a 79% discount. The bundle, as it’s called, has a retail value of $23.90 and is on sale for just $5 (equivalent to 50 cents each).
“We were told that it can’t be done,” says Andy Rosic, founder of Selfpubd, the parent company of Thumb Arcade. “But Selfpubd’s central goal is to reimagine the seriously disjointed app discovery process, so we stayed at it until it became a reality.” http://bundle.thumbarcade.com becomes available on October 18, 2013 at 6am PST, and will run through October 31st, unless sales reach their maximum cutoff and it closes early. Game developers get an affordable discovery boost, and game playing users get a discount where it didn’t exist before.