Main Day 2 - Wednesday 10th September

Morning Plenary Sessions

8:00 am - 8:45 am Registration & Breakfast

9:00 am - 9:15 am Chair Remarks

9:00 am - 9:30 am Morning Plenary Panel Discussion – Mastering the Live Service Shift: Team Mindset, Co-Development, and Preparing for Long-Term Success

Yvonne Cunningham - Associate Development Director, DPS Games
Mario Savovski - Senior Game Designer, Kolibri Games
Miloš Stojaković - Senior Director of Game Design, Outfit7
Jade Ostle - Live Ops Manager, Glowmade

The transition to a live service model is more than just a technical challenge; it's a cultural shift. In this session, panellists will detail how to successfully transition a team to a live service model and how to avoid common post-launch obstacles and ensure smooth, long-term success by:

  • Shifting team mindset to live service delivery.
  • Leveraging co-development partnerships to scale, while ensuring critical expertise remains in-house for live adaptability.
  • Preparing for live service realities early to avoid growing pains post-launch.
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Yvonne Cunningham

Associate Development Director
DPS Games

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Mario Savovski

Senior Game Designer
Kolibri Games

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Miloš Stojaković

Senior Director of Game Design
Outfit7

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Jade Ostle

Live Ops Manager
Glowmade

9:30 am - 10:00 am Morning Plenary Keynote – Slot Reserved for Sponsor Partner


10:00 am - 10:30 am Morning Plenary Keynote – Building for Platforms: Navigating the Opportunities and Challenges of Gaming Ecosystems

Joel Edström - CEO, The Gang Studios

Stop ignoring the world's biggest gaming platform if you work in games. How to make it in the UGC space.

  • Platform overview (Roblox, UEFN, Minecraft, Zepeto, Everywhere).
  • What we have learned during our 6 years in the space.
  • Tips and tricks for using UGC platforms in your marketing & publishing strategy.
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Joel Edström

CEO
The Gang Studios

10:30 am - 11:00 am Morning Coffee Break

Morning Stream Sessions

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

11:00 am - 11:30 am Panel Discussion – Build or Buy?: Making Smart Tech Investments for Live Service Growth
Kazimierz Łuska - VP Client Engineering, Tripledot Studios
Lily Zhu - Senior Technology Product Manager, Tencent
Sergei Solokhin - Principal Animation Engineer, Build A Rocket Boy

As live service games scale, studios must decide which tools to develop in-house and which to source from third parties. Striking the right balance can impact everything from agility to long-term costs, but making the wrong choice can drain resources or limit flexibility. This panel will dive into how these decisions affect budgets, impact development efficiency, and a studio’s ability to keep up with evolving player needs:

  • Evaluating the cost-benefit trade-offs of building proprietary tools versus licensing third-party solutions.
  • Aligning technology choices with long-term studio goals to maintain efficiency and adaptability.
  • Managing budgets effectively by understanding the hidden costs of in-house development and external dependencies.
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Kazimierz Łuska

VP Client Engineering
Tripledot Studios

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Lily Zhu

Senior Technology Product Manager
Tencent

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Sergei Solokhin

Principal Animation Engineer
Build A Rocket Boy

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

11:35 am - 12:05 pm Available for Sponsor Partner


Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

12:10 pm - 12:40 pm Presentation – Building, Scaling, and Maintaining: 'Sea of Thieves' Live Services
Matt Cavanagh - Lead of Live Services, Rare Ltd

Dive into the complex cloud infrastructure that powers Sea of Thieves, a AAA live service game with over 40 million players served by a web of microservices dealing with hundreds of billions of requests per month. This session will explore the architecture of a large-scale live service stack, focusing on resilient systems design and challenges Rare Ltd have faced along their journey such as:

  • Handling large releases and mitigating incidents.
  • Identifying the best data management techniques for their studio, including aging out data to cheaper storage while maintaining player progress.
  • Migrating large amounts of data in an environment that is almost-always online.
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Matt Cavanagh

Lead of Live Services
Rare Ltd

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

11:00 am - 11:30 am Panel Discussion – Planning Ahead in LiveOps: Data-Driven Strategies for Cross-Platform Monetisation
Louise Roberts - Monetisation Lead, Rare Ltd

Knowing your audience and what they want in a game is critical, but once you have a great game, how do you best spread the word and boost revenue? Panellists will discuss how to effectively leverage data to refine monetization strategies, optimise player acquisition and retention, and maintain engagement across multiple platforms by:

  • Assessing player data, feedback, and trends to pre-emptively incorporate in-game features that both entice players and boost revenue.
  • Leveraging data to create advertising strategies, like hosting in-game events, that attract new players and re-engage former ones.
  • Incorporating in-game ads that enhance, rather than disrupt, gameplay and utilising A/B testing to improve and inform those strategies.
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Louise Roberts

Monetisation Lead
Rare Ltd

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

11:35 am - 12:05 pm Panel Discussion – D2C QuickStart Guide: Proven Strategies to Scale D2C Revenue in 2025
Lee McNeil - Founder and Director, Tebex

As more studios explore Direct-to-Consumer (D2C) models, the benefits of deeper player engagement, revenue control, and brand ownership are clear – but so are the challenges. This panel, moderated by the Founder and Director of Tebex, Lee McNeil, will examine the biggest hurdles of launching high-converting D2C platforms, as well as:

  • Assessing the key benefits of offering a D2C channel to players.
  • Outlining common challenges studios face when building their own infrastructure.
  • Future-proofing solutions amid evolving player behaviours, platform shifts, and global regulations.
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Lee McNeil

Founder and Director
Tebex

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

12:10 pm - 12:40 pm Presentation – Collaborate or Not to Collaborate?: The Role and Fate of IPs & Celebrities in Mobile Gaming
Natallia Pershyts - Publishing Product Director - World of Tanks Blitz, Wargaming

In this presentation, Wargaming’s Publishing Product Director on World of Tanks Blitz, Natallia Pershyts, will detail how their team have strategically embedded IP partnerships and collaborations across multiple aspects of a game, balanced creative ambition with financial viability, and measured success beyond initial hype. Gain a deeper understanding of:

  • Integrating IP collaborations holistically to enhance gameplay, marketing, and monetisation.
  • Evaluating partnership potential by aligning brand synergy with long-term player engagement.
  • Mitigating costs and risks by assessing real impact versus surface-level appeal.
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Natallia Pershyts

Publishing Product Director - World of Tanks Blitz
Wargaming

Lunch

12:40 pm - 1:40 pm Lunch

Afternoon Stream Sessions

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

1:40 pm - 2:10 pm Fireside Chat – Designing for Engagement: Balancing Design, Player Segmentation, and Seasonal Themes
Michael How - Lead Level Designer, Sledghammer Games

This fireside chat will elaborate on how studios can achieve great live ops success in-part by aligning new game seasons and themes, with fresh level design concepts. This conversation will also explore the importance of:

  • Level design strategies and methodologies that contribute to the success of live service games.
  • Organising and supporting your teams to give them the best chance of success delivering live season content.
  • Leveraging analytics to and creating content for a diverse player base.
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Michael How

Lead Level Designer
Sledghammer Games

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

2:15 pm - 2:45 pm Presentation – UX Design Evolution: Tracking Success and Driving Player Engagement
Roman Bachilo - Director UX Design, Scopely

The role of UX design in live service games has evolved dramatically over the past 5-7 years, shifting from vague and undefined to a critical component of player retention and monetisation. This session discusses how studios may begin the task of quantifiably measuring the success of UX design through key metrics, the tools needed for accurate tracking, and why investing in UX is essential for long-term growth by:

  • Understanding how the UX designer role has adapted to the demands of live service gaming, which in turn enables studios to leverage new opportunities.
  • Identifying the right metrics and tools necessary to quantify UX success and improve player retention.
  • Leveraging UX insights to inform design decisions and create a more personalised player experience.
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Roman Bachilo

Director UX Design
Scopely

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

1:40 pm - 2:10 pm Presentation – Building Player-Centric LiveOps: Strategies & Best Practices for Cross-Functional Team Collaboration & Operational Efficiency
Muhsin Yaramis - Director Customer Experience - Global Publishing, Ubisoft

In this session, Muhsin Yaramis, will reveal how deploying an efficient operational framework not only boosts cross-functional team collaboration and elevates player experiences, but also ensures launch and operational readiness from pre- and post-launch operations to sunset. We'll dive into strategies for streamlining live operations, advocating for player-centricity, and risk management practices. Attendees will hear about applicable and proven best practices such as:

  • LiveOps Excellence: Learn how to deploy efficient frameworks that enhance cross-functional collaboration and ensure seamless launch and operational readiness from pre-launch to sunset.
  • Player-Centric Strategies: Discover actionable strategies to elevate player experiences through a dedicated, player-centric approach integrated into live operations.
  • Framework for Anticipating and Mitigating Risks to safeguard player experiences, employees, and brand integrity.
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Muhsin Yaramis

Director Customer Experience - Global Publishing
Ubisoft

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

2:15 pm - 2:45 pm Presentation – To the GWENTfinity and Beyond: How CD PROJEKT RED Put GWENT On the Path of Sustainability with Players' Needs in Mind
Vladimir Tortsov - Director of Live Ops, CD PROJEKT RED

Not every live service game can run forever, but knowing when and how to transition from active development to sustained support is critical for long-term success. This session will explore how CD PROJEKT RED successfully made such a switch for its popular live service card battler by involving players in the process:

  • Identifying the right time to transition a game to a self-sustaining model or phase it out.
  • Optimising monetisation for a self-sustaining model while keeping players engaged.
  • Aligning development, LiveOps, and business strategy to provide players with game management tools.
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Vladimir Tortsov

Director of Live Ops
CD PROJEKT RED

Afternoon Plenary Sessions

2:45 pm - 3:15 pm Networking Break & Refreshments

3:15 pm - 3:45 pm Afternoon Plenary Keynote – Retention is Key: Decision-Making, from Prototyping to LiveOps

Harris Kaldis - Director of Product, FM GAMES

In this data-rich session, Harris Kaldis, Director of Product at FM Games, will walk attendees through a global player retention strategy case study.

From prototype and the importance of early data to progression-based tunning and long-term retention mechanics, dive deeper into:

  • A "good enough" MVP definition and Greenlighting the Right Concepts.
  • Progression Tuning.
  • Personalisation and the importance of fitting the market and player profile.
  • Evergreen vs. UA treadmill games, mind the gap between the retention curves, and ROAS becomes king.
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Harris Kaldis

Director of Product
FM GAMES

Live service gaming, and the gaming industry as a whole, is evolving rapidly. This panel of industry experts will discuss how studios can set their teams up for sustainable success and turn challenges into opportunities via strategies such as:

  • Pre-emptively assessing potential down falls earlier on in the development stage and directly pre-launch.
  • Identifying a game’s live service potential to shift existing titles to a live service model or improve upon an existing model that keeps new and old players engaged.
  • Implementing cross-department communication at the beginning of a game lifecycle given the impact it can have on the success of commercial, monetary, and community-focused outcomes.
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Jussi Immonen

Chief Commercial Officer
Nitro Games

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Benjamin Villhauer

Chief Innovation Officer
MY.GAMES

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Anna Mostyn Williams

Senior Director of Commercial
Jagex

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Ksenia Samersava

Senior Technical Program Manager
Microsoft

4:15 pm - 4:25 pm Closing Remarks & End of Conference