EA Paid Ninja $1 Million to Stream Apex Legends

Well given $1M to Ninja to stream APEX legends may seems a lot for most of the people but so far, but we must have to agreed their marketing strategy works pretty well. APEX legends has been a successful hit on launch and it clearly related and due to EA marketing strategy. The game is good, but their competitor were well installed. When you are in this situation, you must use the most appropriate marketing channel to reach your target audiance and bring them in your game.

I have to agree that to me and certainly to some other people it may sounds weird when a videogame companyt paid that amount of money to hire someone to stream and promote a game that game developer who work on the production of this game spends hours and hours way receive way more less than a streamer.

So far the truth is that it is a business, and event if gamers still beleive that the game developers are doing it by passion, they’re most of the time wrong. Game company are doing game because it as a potential to make big money. Few game developers are doing it by passion and it may be harsh to say but, passion is great but it won’t bring food on the table. A bad game well marketed will always work better than a good game without marketing.

If you work in F2P games and you have a small studio, it will be really hard to reach the top without investing massive money in marketing. Some of the company on mobile invest around +$500K per day to keep touching new player and stays at the top of the grossing chart. With that in perspective, spending 1M$ for a youtubers to promote your game is not that much. Although the most important question remain to me; “How someone that is paid 1M$ to stream and promote a game can be objective about it?”

source: https://twitter.com/Kotaku/status/1105929909808128001

How blockchain can (and will) influence game design.

Imagine that your users can create unique content for your game and get paid for doing that. Some of them, the most talented one can even work full-time for your game and gain enough money to make it their most important year income. It may seem to be irrelevant for some game developers but in fact, we are not far to make it happen and this may have become a general gaming industry trends in the upcoming decade.

I’ve been interested in blockchain technology for a few years already, I spend times to read in order to understand it.  As a game designer, I have an idea of how this technology can influence and will influence the way we are designing a game in the future. This future is already here and before going into the subject, here is what blockchain technology is about

Follow this link to learn more about it


What drives retention from the author of Theory of fun -Raph Koster

Here is a pretty great article from Raph Koster to writer of Theory of fun. In the Gamasutra’s article what drives retention, Kostner explain how the retention is the most important key metrics for GAAS and I totally agree with this statement. If your core game is not strong enough to retain your user to keep playing your game, you will just won’t be able to monetize them.

The difference in active users between 100% and 90% churn shows a huge increase under the curve for the lower churn rate.


Fortnite live “DJ Marshmello” event

Just a few minutes ago, I got the chance to look at the “DJ Marshmello” event in Fortnite. The virtual concert was starting at 14:00 EST and stand for about 15 minutes. That was a great concert. Epic games server we certainly full. Here are some pictures of the event and I’m pretty sure it won’t be the last one.

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Here is a link for a video of the live event

Red dead redemption 100-hour work per week

While the number of players is waiting to play Red Dead Redemption 2. It seems that the development team works around 100 hours per week in order to achieve from what seems to be the game of the year of 2018.

Everybody knows that the crunch time period happens in most of AAA game production. I’ve been forced to work 80 hours per week while I was working for a AAA studio and I’m pretty sure that you can imagine the impact that this working rate can have on your daily life quality.

Image result for red dead redemption 2

That shouldn’t happen, management needs to make their job and taking care of their employees.


Here is the Rockstar.com answer:



SEGA CHANNEL, Sega has always been too early…before everybody!

For all old folks like me, we all remember how SEGA was doing great console and most of the time they were way more innovative and above the competition.  Here is what I`ve found and it confirms that sometimes, Sega was well before their time.

Sega Channel.svg

The SAGE channel was an online delivery content available through a coaxial cable from 1994 to 1998. “Sega Channel has been praised for its innovations in downloadable content and impact on online services for video games” -source Wikipedia



EA shuts down Dead Space studio Visceral, but its Star Wars game is still alive

Following the verge news, EA is shutting down Dead Space studio Visceral…


The decision about the studio shut down don`t seem to be clear following the different source.

Amy Henning who served as a writer and director on the Uncharted series was at the head of the STAR WARS game that was currently developed in the Redwood City studio.

EA hasn`t has commented to The Verge that the company is “in discussion with Amy about her next move.”

It seems that the STAR WARS game developed by the redwood city is not been canceled but the release date may change following the current news.

Montreal Visceral studio close in 2013 and EA reopen a new studio call motive with Jade Raymond has CEO. We really hope that all the talented employees will quickly find new challenges and new places to work.

source:  https://www.theverge.com/2017/10/17/16491044/ea-visceral-games-shut-down-dead-space-studio-star-wars

ACTIVISION PATENT MATCHMAKING Matchmaking That Encourages Players To Buy Microtransactions

Following Kotaku news, it seems that Activision start patented their new online matchmaking system that has for goal to increase player to buy microtransactions.

I’m pretty sure that this is not the first video game company that made that intentional design because has a business side, it makes perfect sense. But having it patented is a step further than most of the game company shouldn’t be willing to. Will it become a race to patented all game designer ideas?


Source: https://kotaku.com/activision-patents-matchmaking-that-encourages-players-1819630937


SQUARE ENIX Turns On The Heat With Release Of New MOBA, ‘FLAME vs BLAZE’

Exhilarating New App Features Fast-Paced Action, Colorful Character Cast, Special Transformation Abilities and More

PR Newswire

LOS ANGELESOct. 3, 2017 /PRNewswire/ — Mobile gamers in US and Canada are in for a treat as the highly-anticipated mobile multiplayer action game, FLAME vs BLAZE is now available as a free download in the App Store for iPhone and iPad.

FLAME vs BLAZE features quick 10-minute matches where players go head-to-head in 3-vs-3 real-time online battles. Players must work together to defeat their opponent’s Reactor and lead their own team to victory by recruiting monsters and gathering resources to strengthen their own Reactor. The game also features a unique “Mode Shift” system, allowing players to transform their character and gain new abilities, providing multiple playstyles for each character.

An all-star SQUARE ENIX® team was brought together for this game including director Yuji Abe (FINAL FANTASY® XIII series), producer Hironori Okayama (KINGDOM HEARTS Union χ[Cross]) and Designer Gen Kobayashi (THE WORLD ENDS WITH YOU®). The team will be adding regular updates to keep the game fresh and exciting for all players.

FLAME vs BLAZE will be available on Google Play for Android devices in early November.

For the latest assets, please visit the press site at http://sqex.to/Media.

About Square Enix, Inc.
Square Enix, Inc. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content throughout the Americas as part of the Square Enix group of companies. Square Enix, Inc. is affiliated with a global network of leading development studios such as Crystal Dynamics® and Eidos Montréal. The Square Enix group of companies boasts a valuable portfolio of intellectual property including: FINAL FANTASY®, which has sold over 135 million units worldwide; DRAGON QUEST®, which has sold over 71 million units worldwide; TOMB RAIDER®, which has sold over 60 million units worldwide; and the legendary SPACE INVADERS®. Square Enix, Inc. is a U.S.-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix, Inc. can be found at http://na.square-enix.com/

FLAME vs BLAZE © 2016, 2017 Square Enix Co., LTD. All Rights Reserved.
FLAME vs BLAZE, the FLAME vs BLAZE logo, CRYSTAL DYNAMICS, DRAGON QUEST, EIDOS, FINAL FANTASY, SPACE INVADERS, SQUARE ENIX, the SQUARE ENIX LOGO, TAITO, THE WORLD ENDS WITH YOU, and TOMB RAIDER are registered trademarks or trademarks of the Square Enix group of companies. All other trademarks are properties of their respective owners.


View original content with multimedia:http://www.prnewswire.com/news-releases/square-enix-turns-on-the-heat-with-release-of-new-moba-flame-vs-blaze-300529612.html

SOURCE Square Enix, Inc.

CONTACT: Adam Pelc, Square Enix, Inc., (310) 846-0400, prsej@us.square-enix.com

Web Site: http://www.square-enix.com

38 Years After First ESPN Broadcast, Skillz Unveils World’s First eSports Ticker

New Technology Automates Broadcast Narrative for 385 Million eSports Viewers Worldwide

SAN FRANCISCOSept. 7, 2017 /PRNewswire/ — Skillz, the leader in mobile eSports, announced today that the world’s first eSports streaming ticker has been released to the public. The new product builds on the recently announced Skillz video broadcast patents, delivering automated play-by-play commentary including stats, facts and real-time matchup information. Skillz ticker technology enhances the company’s eSports broadcast suite to close the content quality gap between eSports streams on sites like Amazon’s Twitch and broadcasts on networks like ESPN, which debuted with SportsCenter exactly 38 years ago today on September 7, 1979.

The eSports ticker is a scrolling text bar inside a video broadcast that offers dynamic facts about the tournament, competitors, streamer and Skillz system trends. The ticker provides context-based statistical information about the specific game in which the players are competing, including worldwide performance averages and all-time high scores. The ticker ensures that competitors receive the recognition they deserve and fans enjoy a richer, more engaging spectator experience.

“In 1979, ESPN debuted, revolutionizing the spectator experience in the homes of fans,” said Andrew Paradise, CEO and founder of Skillz. “Now, 38 years later, we are thrilled to announce the first eSports ticker enhancing the viewing experience for millions of eSports fans worldwide.”

Broadcasting has been integral to bringing eSports to the mainstream sports audience, and the Skillz eSports ticker technology improves the content that streamers broadcast on leading sites such as Amazon’s Twitch and Google’s YouTube. Twitch alone averages over 9.7 million daily active users, half of which spend over 20 hours a week on the platform. According to Newzoo’s Market Report, the audience for eSports grew almost 20 percent between 2016 and 2017 to 385 million people total. Newzoo projects 303 million occasional viewers and 286 million enthusiasts by 2020.

In August, Skillz announced that it was granted a patent for the technology behind Skillz Arena, an eSports event platform through which streamers can host and broadcast mobile eSports competitions with up to 50,000 players. Skillz Arena provides streamers, brands, non-profits, and venues the ability to run their own eSports tournaments with real prizes, live video streams, leaderboards, and dynamic overlays that fit seamlessly into a streamer’s existing content.

For more information on streaming Skillz games via Skillz Arena and utilizing the eSports ticker technology, visit www.corp.skillz.com/streamers/ or email live@skillz.com.

About Skillz
Skillz, the leading mobile eSports platform, connects the world’s 2.6 billion mobile gamers through competition. It is the first eSports business to top the Inc. 500 as the fastest-growing private company in America, and the first eSports company ever named the CNBC Disruptor 50. Over 12 million gamers use Skillz to compete in mobile games across 3,000+ game studios. Skillz awarded more than 46 percent of all eSports prizes and broadcast over 40 million minutes of footage to spectators worldwide in 2016. Founded in 2012, Skillz is headquartered in San Francisco and backed by leading venture capitalists as well as the owners of the New England Patriots, Milwaukee Bucks and New York Mets. To learn more, visit www.skillz.com.

Press Contact
Roxie Bostwick

Communications Lead
Skillz Inc.


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Paris, Sept. 5, 2017 — Today, the Co-Founder and CEO of Ubisoft, Yves Guillemot, the CEO of the Ubisoft

Montréal, Quebec and Toronto studios, Yannis Mallat, and the Managing Director of Ubisoft Saguenay, Jimmy Boulianne, announced plans for the next phase of the company’s expansion in the Province of Quebec.

This announcement took place in the presence of the Prime Minister of Quebec, Mr. Philippe Couillard, the Minister of Finance, Mr. Carlos Leitão, as well as the Mayor of Saguenay and Chairman of the Board of Directors of Promotion Saguenay, Mr. Jean Tremblay.

Ubisoft Saguenay and Regional Investments
Ubisoft is focusing on significantly increasing its regional operations with the creation of the Ubisoft
Saguenay studio in early 2018. Online services and technologies are one of the videogame industry’s main growth and innovation drivers, and Ubisoft Saguenay will be dedicated continuing to develop expertise in this area within the company. The studio should grow to 125 employees within 5 years, which represents direct regional investments from Ubisoft of $135M by 2027.
“We are entrusting Ubisoft Saguenay with a mandate that is resolutely focused on the future. The development of connected experiences that allow millions of players to meet and interact on online game platforms is a leading growth and innovation driver not only for Ubisoft, but for the entire videogame industry as a whole,” said Mallat.

Ubisoft also intends to pursue its regional expansion and open another studio in the Province of Quebec by
Renewed Confidence in Quebec The opening of Ubisoft Saguenay is part of Ubisoft’s larger expansion blueprint for Quebec, with plans to invest an additional $780M and create 1,000 new jobs by 2027. In addition to the 125 jobs in Saguenay, Ubisoft anticipates creating 200 new jobs for Quebec City as well as 675 for Montreal and another new
studio to be opened elsewhere in Quebec.
This new investment is in addition to Ubisoft’s current operations totalling $3.5B since 1997. At the end of this new growth phase, the company will employ 4,600 people and will have made direct investments in Quebec totalling $9B since 1997.
“We are proud to have contributed to the emergence of Quebec as a world-renowned hub for videogame development. Over 20 years, Ubisoft has created more than 3,600 jobs, invested more than $3.5 billion and developed some of the greatest brands in the industry here in Quebec. Today, videogames are the most dynamic segment of the entertainment industry, and are at the heart of technological revolution. As a result,
we have a unique opportunity to build tomorrow’s Quebec, together,” said Guillemot.
Focus on Education In order to support its growth and that of the industry, Ubisoft plans on investing $13M, in addition to its current commitments, in education, applied university research, and the ecosystem of techno-creative start-ups. These new investments in Quebec will be deployed across additional regions to attract and train
an increasing number of young people in disciplines related to videogame technology.
“Videogame jobs are constantly evolving and continue to prove themselves as the jobs of the future for young Quebeckers. With these direct investments in the ecosystem, Ubisoft is concretely participating in the development of specialized technological expertise, a long-term enabler of success for the Province of Quebec. These commitments will aid in cultivating the favourable circumstances that will allow us to open a fifth centre of operations in another region of Quebec within 10 years,” said Mallat.
Ubisoft Saguenay is Hiring
Ubisoft Saguenay wishes to build a multidisciplinary and diversified team composed of professionals from various fields of expertise, ranging from production management to programming, from graphic design to modelling, from animation to level design.
“I come from the Côte-Nord region and I am proud to be able to concretely contribute to creating regional jobs. I also have always had the ambition of returning to the region and sharing the expertise I have acquired during my career. Thanks to Ubisoft’s support, today, I am achieving these two ambitions. I invite all of those who want to participate in this great adventure to reach out to us using any of our communications or recruiting platforms. Ubisoft Saguenay is destined for a wonderful future!” concluded Boulianne.

All jobs currently open for Ubisoft Saguenay are posted on the website http://saguenay.ubisoft.com/

About Ubisoft
Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s videogame series, Rayman, Far Cry and Watch Dogs. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular
platforms, including consoles, mobile phones, tablets and PCs. For the 2016-17 fiscal year, Ubisoft generated
sales of €1,460 million. To learn more, please visit http://www.ubisoftgroup.com.

Press Relations
Michael Burk
Senior Director of Corporate Public Relations
+ 33 1 48 18 24 03


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Jean-Benoît Roquette
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+ 33 1 48 18 52 39