Social Power + Mobile Gaming = Big Bag of Awesome

A session at Big Design Conference 2011

Saturday 16th July, 2011

3:00pm to 4:00pm (CST)

With over 425,000 apps currently on the iTunes app store, unless your name is Zynga, EA or Gameloft or you have a million dollar marketing budget, your odds of success in mobile gaming is dicey at best. This presentation will cover game changers like:

  • What are the fundamental under pinnings of a great mobile game
  • How to leverage the power of brand to move up the charts fast
  • Put the odds in your favor and radically change the potential success curve

Matt Johnson, Executive Producer for Thruster (a division of Bottle Rocket Apps - www.bottlerocketapps.com), will discuss the two most important stages of any game development cycle and present a case study comparison of two of their most popular games and lessons learned from two different marketing strategies.

Thruster has designed and developed games with their Propulsion platform that have been downloaded over 2,000,000 times since the inception of the iTunes App Store. This success has attracted a host of emerging social brands that want to bring a new level of engagement to their millions of YouTube, Facebook and Twitter fans. Thruster continues to fuel this demand by moving brands like Annoying Orange, Freddie Wong, Fred, iJustine and Counting Crows to a new level of social entertainment on a multitude of gaming platforms.

About the speaker

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Matt Johnson

I make video games. bio from Twitter

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Time 3:00pm4:00pm CST

Date Sat 16th July 2011

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