The next generation of casual games has already started to emerge along with the arrival of new technologies. But is it enough to accommodate the developers? What is needed by developers to be part of the revolution/evolution?
Delivered at Casual Connect Europe, February 2009
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Daniel ANISMAN (email)
Daniel is Product Manager for FreeSpin3D responsible of implementing the company`s core technology, OneLayer3D, into Adobe Flash. Daniel has over 13 years of experience in product management and software engineering in the areas of Enterprise software, Internet applications and gaming. Prior to joining FreeSpin3D, Daniel served as Product Manager at ZOW Ltd, An entertainment company that developed a technology which drives the various genre/engines using Complex Intelligence to create Virtual Performers who interact with each other and with human participants to simulate dynamic, personalized, information and entertainment for Telephony, Interactive TV, Internet/PC, Streaming Video, and more. Daniel holds an MBA from the Edinburgh Business School and a BA in Computer Science and Economics.
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Johan PEITZ (email)
With a background in computer science and engineering, Johan has been involved in digital games for more than a decade. In 1998 Johan founded the game studio Free Lunch Design, releasing more than a dozen very popular casual games, including the internet cult classic Icy Tower. During the years Johan has also researched game design and taught simulation engines at university level. Currently Johan acts as CTO at Muskedunder Interactive, which he also co-owns, and leads the technical direction for all productions.
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Stuart RADFORTH (email)
Stuart Radforth is a Technical Account Manager with Emergent. His main task is assisting both AAA and causal developers during production. Stuart was previously with Electronic Arts, working as a project manager. Before that, he worked for Criterion Software doing Developer Relations for RenderWare where he gained valuable experience working with studios around the world. Stuart’s first job in the game industry was with Codemasters, where he coded for titles like LMA Manager and the Brian Lara franchise. Stuart attended Warwick University. His final year project was on multi-resolution mapping to render real-time textured terrains. The project was awarded “The Best CSE Project of the Year,” securing Stuart a sponsorship by Lucas Arts and helping him get a start in the industry.
Slides/Audio (113 MB)