Monday, October 8, 2012

iBanke Provides Online to Offline Home-Moving Solution

iBanke

As the internet industry continues to boom in China, it is easy to foresee more businesses and startups engaging in online to offline (O2O) services. The O2O business concept has yet to be fully maximized in the market, and jumping into the wave right now is not a bad idea. Beijing-based startup, iBanke, is looking to provide an online to offline solution for people who need to find home movers.

iBanke basically serves as an agent in helping families to find home-movers. The process is rather simple. Users are only required to take pictures of the items they wish to move, and send them to iBanke. The startup will then liaise with home-movers and send a quotation to the user based on the scale of the project. After which, the home-mover will then communicate directly with the user if the latter agrees to the quotation.

The idea is cool, and this service would be definitely helpful for people in big cities. Of course, there are plenty of home-mover services out there, but many people are confused as to which are the best or most credible. Having someone else doing the selection work could save a lot of time and worry for many people.

The website is still in beta, and I’m sure that the team will be making changes to improve it as they embark on a mission to make a mark in the O2O market. Right now, the site is pretty much just an unappealing “I want to move house” button. But If you are moving any time soon, you might want to consider making use of iBanke.

iBanke Site

The post iBanke Provides Online to Offline Home-Moving Solution appeared first on Tech in Asia.



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YourNextLeap pivots to a job site [Interview with the team]

Online career counseling service, YourNextLeap has pivoted to a job site. The company earlier raised Series A funding from Nirvana Venture Advisors (a fund anchored by the Patni Family) and demoed its product at UnPluggd.

Why pivot? 

Cofounder, Mohit Gundecha shares

YourNextLeap.com has been a Career Counseling and Jobs recommendation engine for the past 8 months. We have seen a very encouraging response from Job seekers, who’ve been delighted by the matching Jobs our engine has recommended them. As such, we decided to focus on Jobs by leveraging our expertise in graph-based matching. The jobs industry is a big market and we find that Job seekers & Employers can be provided with a better solution than what exists in the market at this time.

YNL - Job site

YNL - Job site

What about career counseling model? Is there a mass market that actually needs an online  *intelligent* service or do you think offline consultants are better positioned to fulfill this?

Mohit Gundecha: Career Counselling has a mass market for an intelligent service. But, as a start-up we have to focus on the one which we have been seeing bigger traction and engagement. Our differentiation is graph-based matching.

-

YourNextLeap’s recommendation engine leverages social curation, psychometric evaluations and career graph to ensure a high degree of matching. The automated matching and intelligent filters ensure (as claimed) that the recruitment managers save 90% of time during recruitment and get 60% higher conversions of candidates.

Given that there are quite a few other social recruitment platform that have grown quite well in the past, YourNextLeap surely has a long leap to cover.

Recommended Read: 10+ Indian Startups that pivoted (successfully).



» YourNextLeap pivots to a job site [Interview with the team] @Pluggd.in.


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How to design your platform for self-expression [Why would a user talk about your product?]

Why would a user talk about your product? Often, it’s because your product is really cool and helped them do something that they would never have imagined possible. But users don’t want to be talking about your product all the time. A great way to ensure users keep spreading the word around without even explicitly having to talk about your product is by having your platform enable them to market THEMSELVES.

It goes without saying that people would much rather talk about themselves than about, well, an online product. Just ensure that they’re using your service to talk about themselves. Self-expression is an innate human desire and the internet provides a global audience to the expressive. Any service that allows users to A) express their creativity and B) spread the news about it in the easiest possible manner is likely to find quick adoption among users.

Help users create and market something really cool

This psychology may seem obvious in the case of, say, Youtube, which really got big when users started creating and putting up their video and getting the word around. DrawSomething is another service that grew virally by making it easy for its users to get creative. Instagram allowed users to instantly produce cool pictures using a (thus far) crappy camera and distribute them. In all these cases, virality was baked into the value proposition of the service. There was no need to artificial incentives to be layered on top of this to promote virality.

Help users create while curating

A service may not allow a user to be creative in new ways  but may still enable her to project a certain persona.  Twitter’s continued usage, by a lot of follower-intensive tweeters, is largely driven by the tweeters’ desire to act as a multicaster for news that they would want to associate themselves with. Many curation-as-creation tools like Paper.li and Scoop.it grow on a similar model. To some extent, even Groupon’s virality is partly attributable to this model (apart from the incentives and deal tipping of course) as some users like to be aware of the best deal and like to pass it on to their friends.

As sharing increases, creation in the form of curation and resharing is vastly shifting the balance and transforming consumers into contributors on a UGC network.

When users market themselves, new opportunities open up for you

According to Ben Rattray, founder of Change.org, Change.Org’s adoption took off, largely thank to a woman sitting in an internet cafe in Cape Town, South Africa who wanted the attention of the world on something she was passionate about (link). She started a petition against “corrective rape” seeking government action. The campaign amassed 170K signatures from users in 160 countries, widespread media coverage, and an offline protest in Johannesburg which eventually led to the National Task Force investigating the issue. Not only did it garner much needed support against an unwholesome practice, a single campaign from a non-celebrity catapulted the platform to global adoption.

The Flip Side… A Social Networking story

So here’s the problem with acting as a virtual showcase for users. To allow users to create and market something, the creation process should be incredibly simple. The simpler the creation and marketing, the better potential for user-driven virality. BUT on the flip side, the easier it is for users to contribute, the more noise there is in the system. And noise, can eventually undo the platform.

One of the reasons MySpace found rapid adoption was a technical glitch that allowed users to insert HTML code into their profile page and change its look and feel. Users loved it because of the ability to express themselves. Teeny Boopers who knew nothing about coding started exchanging HTML code snippets to make their profile look cool. MySpace, thrilled by the fact that users’ need for self-expression, was being met, decided not to fix the glitch. Over time, there was too much noise as every profile page looked different, ad-strewn and unaesthetic. Navigation was a nightmare. Moreover, since most users didn’t understand HTML, there were a lot of errors and broken pages across the site.This eventually led to falling engagement on MySpace.

Bebo noted what was going on and allowed users to customize using photoshop instead of HTML, which, being a lot easier, led to fewer broken pages. Customization of profile pages gradually became a trend. While it helped in self expression, it altered the essential experience of the underlying platform itself and made navigation quite difficult. Eventually, unsurprisingly, the social network that emerged victorious was one that allowed few customizations to the basic look and feel while providing new tools for self-expression.

Designing for Self-Expression

So how does one design for self expression? A few pointers to keep in mind.

1. Enable creative actions, target one-click

What are the modes of “showcase-able” self-expression on your platform. Voting is self-expression but isn’t “showcase-able”. For every creative action, minimize the number of steps. Have at least one action which is only one-click creation. Typically, sharing is one-click. Promote such actions.

2. Does it alter the underlying look and feel and consistency of the platform?

You don’t want another MySpace. For that matter, you don’t even want all the complications of Android (developers working on different versions, handsets supporting different versions). Specify what can be modified and what can’t be touched.

3. Provide easy multi-channel distribution

Provide easy distribution not just on your own platform but also on others. Make it one-click.

4. Design one-click (swipe?) sharing for the mobile

Sharing accounts for a lot of creation on the mobile.

5. Convert consumers to creators

Quora and StackOverflow use a very simple product hack to convert consumers into creators at the point of consumption. (link)

Bottomline: If you want your users to spread the word, ask yourself “What’s in it for them?” Monetary incentives are not scalable. But playing on the innate human desire to show-off, that’s just where your service may get really, really viral.

Self-expression is at the very core of why you and I spend so much time creating stuff (tweets, status updates, photos, blog posts etc.) on the internet. Why would your users be any different?

[About the Author: Sangeet Paul Choudary writes regularly on strategies for online two-sided markets: platforms, marketplaces and communities, at "http://platformed.info/" and works closely with startups in these spaces in India, Singapore and the US. Follow him on Twitter @sanguit]



» How to design your platform for self-expression [Why would a user talk about your product?] @Pluggd.in.


Link to full article

How to design your platform for self-expression [Why would a user talk about your product?]

Why would a user talk about your product? Often, it’s because your product is really cool and helped them do something that they would never have imagined possible. But users don’t want to be talking about your product all the time. A great way to ensure users keep spreading the word around without even explicitly having to talk about your product is by having your platform enable them to market THEMSELVES.

It goes without saying that people would much rather talk about themselves than about, well, an online product. Just ensure that they’re using your service to talk about themselves. Self-expression is an innate human desire and the internet provides a global audience to the expressive. Any service that allows users to A) express their creativity and B) spread the news about it in the easiest possible manner is likely to find quick adoption among users.

Help users create and market something really cool

This psychology may seem obvious in the case of, say, Youtube, which really got big when users started creating and putting up their video and getting the word around. DrawSomething is another service that grew virally by making it easy for its users to get creative. Instagram allowed users to instantly produce cool pictures using a (thus far) crappy camera and distribute them. In all these cases, virality was baked into the value proposition of the service. There was no need to artificial incentives to be layered on top of this to promote virality.

Help users create while curating

A service may not allow a user to be creative in new ways  but may still enable her to project a certain persona.  Twitter’s continued usage, by a lot of follower-intensive tweeters, is largely driven by the tweeters’ desire to act as a multicaster for news that they would want to associate themselves with. Many curation-as-creation tools like Paper.li and Scoop.it grow on a similar model. To some extent, even Groupon’s virality is partly attributable to this model (apart from the incentives and deal tipping of course) as some users like to be aware of the best deal and like to pass it on to their friends.

As sharing increases, creation in the form of curation and resharing is vastly shifting the balance and transforming consumers into contributors on a UGC network.

When users market themselves, new opportunities open up for you

According to Ben Rattray, founder of Change.org, Change.Org’s adoption took off, largely thank to a woman sitting in an internet cafe in Cape Town, South Africa who wanted the attention of the world on something she was passionate about (link). She started a petition against “corrective rape” seeking government action. The campaign amassed 170K signatures from users in 160 countries, widespread media coverage, and an offline protest in Johannesburg which eventually led to the National Task Force investigating the issue. Not only did it garner much needed support against an unwholesome practice, a single campaign from a non-celebrity catapulted the platform to global adoption.

The Flip Side… A Social Networking story

So here’s the problem with acting as a virtual showcase for users. To allow users to create and market something, the creation process should be incredibly simple. The simpler the creation and marketing, the better potential for user-driven virality. BUT on the flip side, the easier it is for users to contribute, the more noise there is in the system. And noise, can eventually undo the platform.

One of the reasons MySpace found rapid adoption was a technical glitch that allowed users to insert HTML code into their profile page and change its look and feel. Users loved it because of the ability to express themselves. Teeny Boopers who knew nothing about coding started exchanging HTML code snippets to make their profile look cool. MySpace, thrilled by the fact that users’ need for self-expression, was being met, decided not to fix the glitch. Over time, there was too much noise as every profile page looked different, ad-strewn and unaesthetic. Navigation was a nightmare. Moreover, since most users didn’t understand HTML, there were a lot of errors and broken pages across the site.This eventually led to falling engagement on MySpace.

Bebo noted what was going on and allowed users to customize using photoshop instead of HTML, which, being a lot easier, led to fewer broken pages. Customization of profile pages gradually became a trend. While it helped in self expression, it altered the essential experience of the underlying platform itself and made navigation quite difficult. Eventually, unsurprisingly, the social network that emerged victorious was one that allowed few customizations to the basic look and feel while providing new tools for self-expression.

Designing for Self-Expression

So how does one design for self expression? A few pointers to keep in mind.

1. Enable creative actions, target one-click

What are the modes of “showcase-able” self-expression on your platform. Voting is self-expression but isn’t “showcase-able”. For every creative action, minimize the number of steps. Have at least one action which is only one-click creation. Typically, sharing is one-click. Promote such actions.

2. Does it alter the underlying look and feel and consistency of the platform?

You don’t want another MySpace. For that matter, you don’t even want all the complications of Android (developers working on different versions, handsets supporting different versions). Specify what can be modified and what can’t be touched.

3. Provide easy multi-channel distribution

Provide easy distribution not just on your own platform but also on others. Make it one-click.

4. Design one-click (swipe?) sharing for the mobile

Sharing accounts for a lot of creation on the mobile.

5. Convert consumers to creators

Quora and StackOverflow use a very simple product hack to convert consumers into creators at the point of consumption. (link)

Bottomline: If you want your users to spread the word, ask yourself “What’s in it for them?” Monetary incentives are not scalable. But playing on the innate human desire to show-off, that’s just where your service may get really, really viral.

Self-expression is at the very core of why you and I spend so much time creating stuff (tweets, status updates, photos, blog posts etc.) on the internet. Why would your users be any different?

[About the Author: Sangeet Paul Choudary writes regularly on strategies for online two-sided markets: platforms, marketplaces and communities, at "http://platformed.info/" and works closely with startups in these spaces in India, Singapore and the US. Follow him on Twitter @sanguit]



» How to design your platform for self-expression [Why would a user talk about your product?] @Pluggd.in.



Link to full article

Studio HIVE: Creating Beautiful Games in Bangkok

Skan Srisuwan and Kan Supabanpot

Skan Srisuwan and Kan Supabanpot

With clients such as Square Enix, Lucas Arts, Namco Bandai, Top Cow, and Stan Lee’s POW Entertainment, Studio HIVE is Thailand’s number one art outsourcing studio for concept art, comic book illustrations, and images for various branches of entertainment. Close to celebrating the company’s second year of existence, founders Skan Srisuwan and Kan Supabanpot have gathered an impressive track record of clients. Their next goal is to do the same with videogames with their first big game project being based on the well-known Ong Bak movie license.

Busy bees in Bangkok

Srisuwan and Supabanpot have been best friends for years and have always shared a passion for games and the industry that creates them. “We always knew we’d end up working together to create something beautiful,” Supabanpot admits. Before the dynamic duo founded Studio HIVE, Srisuwan was still working at another art studio, where he developed illustrations and designed for Square Enix’s game Front Mission Evolved. Supabanpot was busy founding the ThaiGamerNetwork to work with and support foreign game publishers and distributors in their efforts to promote video games in Thailand, and (because of the heavy piracy rates) stimulated the purchase of legal game copies.

When Srisuwan’s previous job encountered some changes, the event signaled the duo to start working together. They set up the company in 2010 and left for the Tokyo Game Show a couple of months later to talk to some of the biggest names in the game industry. Carrying a thesis project of some game design students that they had just hired, the duo bumped into the likes of gaming legend Hideo Kojima. Supabanpot notes:

We purposefully didn’t talk too much business with them, admits. But the Tokyo Game Show proved to us that meeting these high profile people isn’t that hard at all.

Thanks to the thesis project that the young group of developers had made before being hired by Studio HIVE, Srisuwan and Supabanpot were able to acquire a deal to develop the video game for the next installment of Ong Bak movie franchise, which is planned to be released sometime in 2013. At that time, Studio HIVE’s own art team was also hard at work to finish a new project for a graphic novel called Romeo & Juliet: The War from 1821 Comics and Marvel legend Stan Lee.

Supabanpot explains:

Our livelihood as the supplier of quality artwork and illustrations is providing us with a very profitable and stable source of revenue. That income isn’t wasted and is directly put back into our company in order to move forward and adapt.

Those revenue streams are also currently financing the finalization of their Ong Bak project, which a team of more than ten has been working on tirelessly since October of last year. The game is already in its final phase of being extensively polished.

with stan lee

with Stan Lee

A different approach

With a hefty amount of experience with only international clients, both gentlemen frown upon the traditional Thai business culture they’ve left behind. Supabanpot adds:

Our internationally oriented attitude is what makes us the best in Thailand and allows us to stand out. Our end goal is to slowly decrease our artistic efforts and shift towards game development in the near future. We never had a doubt about the direction we wanted to take.

Finding the right staff to set out into that new direction is hard with such an attitude. Under Srisuwan’s creative direction, the team at Studio HIVE now consists of some of the most elite artists in the country.

People who come to work with us start feeling the pressure to perform by themselves. They mostly create that pressure themselves, which causes some people to leave the studio on their own when they discovered they weren’t up to their tasks.

To earn a spot in Studio HIVE’s team doesn’t just require you to be a top notch artist, but also to have the passion for entertainment and to be able to not take yourself too seriously. “We strive to sustain a company culture that is focused on comradery and friendship,” Supabanpot adds. “If you don’t fit in there, you’re free to go.”

Now that Studio Hive’s reputation is growing and gaining more ground doing concept art for more game developers, including for mobile games, the stream of job applications from game professionals has also started pouring in:

That’s why our plan is to start focusing more on young game developers. We will select the most talented ones and also offer them various ways of further education under the studio’s care.

Doing what you love most

The confident attitude of Studio HIVE not only translates into a straight forward attitude, but also a spotless reputation and a collection of A-list clients. A quick overview of the studio’s portfolio makes it hard to question the capacities of creative director Srisuwan and his dedicated team of artists. But what’s the secret behind their success? According to Supabanpot:

“We only work on what we want. We don’t work on games for kids or casual games to rake in the money. We’re not big fans of how people try to make money by using games as advertising or educational tools. We choose our own projects based on how cool they are. After all, we’re running a young company and only want to create cool things. Working on well-paid, but especially very cool projects with clients such as Lucas Arts and Square Enix also makes our team incredibly happy and proud of their work.

Getting those high-profile gigs is also partially thanks to Studio HIVE’s own agent in the United States who, for a commission, helps the studio get connected with these big shots. It’s a pretty good deal for a young studio such as Studio HIVE. But with their reputation on the rise, the studio receives an increasing amount of these assignments.

As their art team is now very stable, most of the studios attention is focused on their Ong Bak game.

Dealing with the business side of things and the game being based on an existing well-known IP has proven to be much more difficult for us than I initially thought. We are very lucky that Ong Bak’s production company Sahamongkol Film international is very supportive. The most fun part for us was when we figured out the main concept of the
game from the treatment we received from Sahamongkol. We had to make sure the game would get along with their treatment, but we actually received a lot of creative freedom and space to come up with various of elements in this game by ourselves.

The success of the Ong Bak game will definitely be a determining factor in Studio Hive’s future as a game development studio, making it not only an ambitious first project for the young studio, but a relatively risky one.

We obviously have the goal to develop our own franchises one day, like we have always wanted. But are we ready for that yet? I’m not so sure about that.

Studio Hive’s work on the Ong Bak game will shed more light on that soon. The game itself has still not been revealed to the public and no information has been disclosed. It shouldn’t be a surprise to know that a well-defined art style and state-of-the-art visuals were one of the first elements in the game to be finished.

What we can share is that the Ong Bak game is full of detailed characters, lively and brightly colored environments and filled with influences from Thai culture and mythology. Studio HIVE is currently in the process of finishing the final touches on the project, but no details are yet available about when the game will be publicly presented or officially released.

The post Studio HIVE: Creating Beautiful Games in Bangkok appeared first on Tech in Asia.



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Tencent Acquires a Struggling Smaller Rival to Boost E-Commerce Efforts

We’re seeing a lot of struggling Chinese e-commerce sites these days, with a number of smaller e-tailers imploding under the weight of costs in the B2C sector. Some have failed spectacularly; others reached the exit. Luckily for the team at 500CCC.com – or “500City” as it’s called in Chinese – they’ve been acquired by China’s biggest web company, Tencent (HKG:0700).

The acquisition has been confirmed by 500CCC executives, but the financial terms of the deal haven’t been revealed. The site remains operational, but rumors in the industry for months have suggested that the site was close to collapse.

500CCC has two offices, one in Beijing and one in Guangzhou.

What is Tencent’s interest in the gadget e-tailer 500CCC? Well, China’s social media and gaming giant is also doubling down on e-commerce these days, running QQ Buy (a B2C open platform), Paipai (C2C), and 51Buy, which sells only gadgets. Speculation is that the acquisition is aimed at boosting 51Buy with, initially, acquired talent – and later merging the two sites into one. So the smaller e-commerce site seems to have been rescued, though it’s unlikely its brand will go on much longer.

Just last month, the once-promising Redbaby, which sold infant’s clothing and supplies, was acquired for $66 million by Suning, a major electronics retailer that’s also pushing hard into e-commerce right now. That exit also came amidst rumors of the collapse of the site – and represented a cheap sale after hundreds of millions of dollars of VC funding had been ploughed into it over the years. Others, like Yaodian100, have vanished without trace.

[Source: Sina Tech (in Chinese); via Marbridge]

The post Tencent Acquires a Struggling Smaller Rival to Boost E-Commerce Efforts appeared first on Tech in Asia.


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Google, Facebook, Apple, Microsoft, et al Launch WebPlatform.org with W3C to help you build a better web

If you are a web developer, or someone who has been on a team that builds applications for the web, you’d have gone through the pains of making your client side code work smoothly on multiple browsers. There would have been many occasions when you’d scour the internet, forum, communities, and Q&A sites, in an attempt to find a solution to fix that stubborn button that slightly misaligns on IE7, before finding an answer, or worse, alter your design because you couldn’t find the right solution in the right time.

W3C has launched WebPlatform.org, a community-driven site the W3C hopes will become the go-to source for learning how to build the web, and troubleshooting issues while building the web. Contrary to the boring, monochromatic text-only, lengthy specs by W3C, WebPlatform Docs are hypertext-enabled and come with a very pleasing UI and easy navigability. 

The initiative is backed by leading browser companies Google, Mozilla, Microsoft, and Opera, and some of the biggest players on the web Apple, Facebook, Nokia, and HP. With W3C as the convenor, these behemoths will act as stewards for the project, helping to build a community and grow the site. These organizations will have individuals dedicated to the WebPlatform to keep the site up to date, monitor and edit user-generated content, and make sure the information is useful in an easy-to-find way.

People in the web community — including browser makers, authoring tool makers, and leading-edge developers and designers — have tremendous experience and practical knowledge about the web”, said Tim Berners-Lee, W3C director. “Web Platform Docs is an ambitious project where all of us who are passionate about the web can share knowledge and help one another.

With Web Platform Docs, web professionals will save time and resources by consulting with confidence a single site for current, cross-browser and cross-device coding best practices, including:

  • How to use each feature of the Open Web Platform, with syntax and examples;
  • The interoperability of various technologies across platforms and devices;
  • The standardization status of each technology specification;
  • The stability and implementation status of features.

The Web Platform’s slogan is Your Web, documented. It covers topics such as HTML5, CSS, Canvas, WEB GL, SVG, Video and Audio. Although much of it is very complicated, it includes beginner stuff like Web development for beginners.

Aptly titled “One Small Step”, the first blog post on the WebPlatform blog says:

WebPlatform.org will have accurate, up-to-date, comprehensive references and tutorials for every part of client-side development and design, with quirks and bugs revealed and explained. It will have in-depth indicators of browser support and interoperability, with links to tests for specific features. It will feature discussions and script libraries for cutting-edge features at various states of implementation or standardization, with the opportunity to give feedback into the process before the features are locked down. It will have features to let you experiment with and share code snippets, examples, and solutions. It will have an API to access the structured information for easy reuse. It will have resources for teachers to help them train their students with critical skills. It will have information you just can’t get anywhere else, and it will have it all in one place.

A small step for W3C, a giant leap for web development.

Almost every browser vendor has their own learning resources for web developers and there is a lot of overlap: Mozilla Developer Network, MSDN, Dev.Opera, Safari Dev Center, and the Chromium project by Google. A consolidation of all these resources into one easy to use website for web development will be interesting and useful. I wonder what will happen to these individual resources now–will they continue to function the way they are or content will be shared between the developer resource for the individual browser and this one for cross-browser resources in general. Biased information like this About LiveConnect page will be flagged ‘Not Neutral’. Steps like these will ensure the quality and generality of the entire resources.

There are quite a few trusted community-driven resources like the the all-technology StackOverflow, the web-development specific Web Monkey, and even the Q&A site Quora is catching up fast. With the backup from W3C and all the biggies, WebPlatform may quickly see users moving out from these sites to its own.

Currently in Alpha, the platform is already very rich in content, and is poised to become the defacto standard for all Javscript/HTML5/CSS4 resources. Browse through the easy-to-navigate site and easy-to-read tutorials, and if you get stuck where to begin, look at this Getting Started flowchart, or watch this introductory video:

Developers and communities all around the world are rejoiced and hopeful of this initiative. Lets see, in the comments section, what does the Pluggd.in developer community feel about this.



» Google, Facebook, Apple, Microsoft, et al Launch WebPlatform.org with W3C to help you build a better web @Pluggd.in.



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GREE Working With More US-based Indie Developers

gree tokyo game show 2012

GREE booth at Tokyo Game Show 2012

Japanese gaming giant GREE (TYO:3632) is announcing a new developer program that aims to support independent developers in the United States.

It’s called ‘GREE Loves Indies’ and the plan is to offer developers and small studios access to GREE’s resources and expertise. The company will also hold an ‘Indie of the Month’ contest where developers are invited to submit their games to be considered for a four to six week launch and release support campaign. Applications for the first contest are due on November 2nd.

Over the next few days at GDC Online in Austin, Texas, developers can visit GREE to find out more about the program. Eros Resmini, the SVP of developer relations and marketing at GREE International noted:

[Indie developers] are responsible for pushing the limits of creativity and driving innovation within the mobile industry and I feel we have a responsibility to give them the tools and knowledge they need to work their magic.

More Indie Partners

GREE also recently announced a number of new indie development partners in North America for its mobile gaming platform. Those partners are:

  • Fifth Column Games, Inc – Located in San Francisco, this game studio was founded in 2011 and has developed games for console, mobile, web, and PC.
  • Enders Fund, Inc – A mobile game studio also based out of San Francisco. TriviaThis will be among one of its first titles to be featured on GREE’s platform.
  • Fathom Interactive – Based in Vancouver, Fathom is a developer and outsourcing partner. It hopes to have its popular Sky Pirates title on GREE’s platform by the end of the year.
  • FreezeTag, Inc – This California-based developer creates casual games for mobile, PC, and Mac. Its Party Animals title will launch for GREE sometime this year.

The post GREE Working With More US-based Indie Developers appeared first on Tech in Asia.



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