BIG Festival was a success! The new format, now hybrid, and the new space, São Paulo Expo, were approved by all. There were four days of many activities, with more than 300 speakers, several games available for testing, influencers meeting fans, among other attractions. The event, which has established itself as the most important for the industry in Latin America, allowed for a real immersion in the world of games.
BIG FESTIVAL SPECIAL
BIG Festival is the major games event in Latin America
BIG celebrated 10 years in 2022.
BIG Festival is the biggest gaming event in Latin America and one of the most commented in the region! The success of the 2022 edition, held from July 7 to 10, 2022, at São Paulo Expo, in São Paulo, showed the potential of the BIG, which is growing every year. With spectacular panels, an excited audience, games, fun, business rounds (only available on the first two days) and lots of information, the event had a very positive impact on all who were able to participate. There were six thousand meetings scheduled (of which 4644 were attended by Brazilian companies), around 1,400 professionals, 669 companies (429 Brazilian) and much more. The numbers are surprising: throughout the four days, almost 30 thousand people visited São Paulo Expo and the festival reached 1.2 million online interactions. This was the biggest edition ever held; the event is expected to have generated more than US$60 million in new business.
BIG Festival is the biggest gaming event in Latin America and one of the most commented in the region! The success of the 2022 edition, held from July 7 to 10, 2022, at São Paulo Expo, in São Paulo, showed the potential of the BIG, which is growing every year. With spectacular panels, an excited audience, games, fun, business rounds (only available on the first two days) and lots of information, the event had a very positive impact on all who were able to participate. There were six thousand meetings scheduled (of which 4644 were attended by Brazilian companies), around 1,400 professionals, 669 companies (429 Brazilian) and much more. The numbers are surprising: throughout the four days, almost 30 thousand people visited São Paulo Expo and the festival reached 1.2 million online interactions. This was the biggest edition ever held; the event is expected to have generated more than US$60 million in new business.
Abragames presented unprecedented research at the BIG Festival
Study makes a detailed analysis of the Brazilian game industry.
During BIG Festival, the first National Survey of the Games Industry was presented by Carolina Caravana Laubisch and Rodrigo Terra, vice president and president of Abragames, respectively, Eros Ramos Tomaz da Silva, from ApexBrasil, and Eliana Russi, from the Export Project Brazil Games. With unprecedented data from the national industry and a complete design of the scenario of local developers, the survey was very well received by the industry, the media and the public. The study shows that the Brazilian game development industry is expanding. Despite the current economic scenario, the Brazilian games sector is emerging as a hub in Latin America, stimulating new business and increasing its revenues. There are 1,009 game development studios in the country, a jump of 169% in the last four years, when the country was home to 375 companies from the sector.
According to Rodrigo Terra, president of Abragames, the sector's growth is related to the maturing of the industry in the country, with the popularization of the game developer profession and the spreading of gamer culture contributing to the expansion. Game developers used to produce games for more than one area, diversifying the source of revenue. Among the largest revenues, the following stand out: entertainment games (76%), educational games (12%), advergames (6%), corporate (4%) and simulators using specific hardware (1%). Mobile devices (38%) are the main technological platform used, followed by PCs (20%), consoles (17%), web (13%), virtual reality/extended reality (9%) and social networks (0.4 ) %).
According to the survey, last year 57% of developers sold their services and games to companies in other countries. The main consumer markets for Brazilian productions are the United States and Latin America, which did business with 55% and 53% of Brazilian studios, respectively. Following are Western Europe (49%), Canada (49%), Portuguese-speaking countries (41%), Japan (37%) and China (24%). In the national market, the Southeast still hosts more than half of the developers (57%), followed by the South (21%), Northeast (14%), Midwest (6%) and North (3%). The survey also shows that of the 12,441 people working in the sector, 29.8% are women. In the 2018 and 2014 surveys, they made up just 20% and 15% of the workforce, respectively.
The survey is the result of a partnership between Abragames, the Brazilian Association of Game Developers, and ApexBrasil, the Brazilian Trade and Investment Promotion Agency.
The survey has incredible data. See more HERE.
During BIG Festival, the first National Survey of the Games Industry was presented by Carolina Caravana Laubisch and Rodrigo Terra, vice president and president of Abragames, respectively, Eros Ramos Tomaz da Silva, from ApexBrasil, and Eliana Russi, from the Export Project Brazil Games. With unprecedented data from the national industry and a complete design of the scenario of local developers, the survey was very well received by the industry, the media and the public. The study shows that the Brazilian game development industry is expanding. Despite the current economic scenario, the Brazilian games sector is emerging as a hub in Latin America, stimulating new business and increasing its revenues. There are 1,009 game development studios in the country, a jump of 169% in the last four years, when the country was home to 375 companies from the sector.
According to Rodrigo Terra, president of Abragames, the sector's growth is related to the maturing of the industry in the country, with the popularization of the game developer profession and the spreading of gamer culture contributing to the expansion. Game developers used to produce games for more than one area, diversifying the source of revenue. Among the largest revenues, the following stand out: entertainment games (76%), educational games (12%), advergames (6%), corporate (4%) and simulators using specific hardware (1%). Mobile devices (38%) are the main technological platform used, followed by PCs (20%), consoles (17%), web (13%), virtual reality/extended reality (9%) and social networks (0.4 ) %).
According to the survey, last year 57% of developers sold their services and games to companies in other countries. The main consumer markets for Brazilian productions are the United States and Latin America, which did business with 55% and 53% of Brazilian studios, respectively. Following are Western Europe (49%), Canada (49%), Portuguese-speaking countries (41%), Japan (37%) and China (24%). In the national market, the Southeast still hosts more than half of the developers (57%), followed by the South (21%), Northeast (14%), Midwest (6%) and North (3%). The survey also shows that of the 12,441 people working in the sector, 29.8% are women. In the 2018 and 2014 surveys, they made up just 20% and 15% of the workforce, respectively.
The survey is the result of a partnership between Abragames, the Brazilian Association of Game Developers, and ApexBrasil, the Brazilian Trade and Investment Promotion Agency.
The survey has incredible data. See more HERE.
BIG Play area received many visitors
The public enjoyed the four days of the event.
No one has left São Paulo Expo without celebrating their participation in the BIG or without having a story to tell about the event. The experience was approved by the vast majority and has already stimulated the start of work for next year. Here are the results of BIG 2022:
Games:
538 registered games from 53 countries
92 finalist games at the festival (23 Brazilians)
30 finalist games at Panorama Brasil
Public:
Total in-person audience: around 30,000
Total online hits: 1.2 million
Audience of panels on BIG's own platforms (TikTok, Twitch and YouTube): 286,500
Audience of BIG's websites: 913,500
Estimate of more viewers on TV (Claro's Channel 500): more than 100 thousand
Estimated views of BIG content on other networks (Xbox Store, Steam, App Store and Google Play): more than 80 million
Social networks and influencers:
BIG's social media reach: 104 million
No one has left São Paulo Expo without celebrating their participation in the BIG or without having a story to tell about the event. The experience was approved by the vast majority and has already stimulated the start of work for next year. Here are the results of BIG 2022:
Games:
538 registered games from 53 countries
92 finalist games at the festival (23 Brazilians)
30 finalist games at Panorama Brasil
Public:
Total in-person audience: around 30,000
Total online hits: 1.2 million
Audience of panels on BIG's own platforms (TikTok, Twitch and YouTube): 286,500
Audience of BIG's websites: 913,500
Estimate of more viewers on TV (Claro's Channel 500): more than 100 thousand
Estimated views of BIG content on other networks (Xbox Store, Steam, App Store and Google Play): more than 80 million
Social networks and influencers:
BIG's social media reach: 104 million
Panels were a success !
Important matters for the sector were discussed.
Audiences at the BIG Festival attended incredible talks coordinated by big names in the gaming industry, such as Takashi Tokita, lead designer on Final Fantasy, David K. Lam, art director at Riot Games, and David Brevik, president of Skystone Games and one of the creators of the Diablo franchise. Among the stars of the event was also Shuhei Yoshida, Head of Indie Initiatives at Sony Interactive Entertainment. Yoshida is a renowned software developer who joined Sony Corporation in 1986, where he was involved in the corporate strategy group in addition to coordinating PCs' business. He was one of the first members of the PlayStation project in February 1993, where he held a number of high-profile positions, both in product development and in the areas of third-party relations. Yoshida was among those responsible for creating Sony Computer Entertainment Inc's in-house product development team. At the studio he produced Ape Escape®, Crash Bandicoot™, Gran Turismo®, ICO™ and The Legend of Dragoon®, among others. Shuhei did his presentation in person - his panel also was broadcast live. Lots of fans were at the auditorium anxious to hear from one of the most respected games professionals in the world. Yoshida, like the other speakers, walked around the fair, tested games and interacted with many fans. His posts about BIG - did at his Twitter account - were very commented on. Takashi Tokita, who only participated online, showed interest in coming personally to the next edition of BIG.
Audiences at the BIG Festival attended incredible talks coordinated by big names in the gaming industry, such as Takashi Tokita, lead designer on Final Fantasy, David K. Lam, art director at Riot Games, and David Brevik, president of Skystone Games and one of the creators of the Diablo franchise. Among the stars of the event was also Shuhei Yoshida, Head of Indie Initiatives at Sony Interactive Entertainment. Yoshida is a renowned software developer who joined Sony Corporation in 1986, where he was involved in the corporate strategy group in addition to coordinating PCs' business. He was one of the first members of the PlayStation project in February 1993, where he held a number of high-profile positions, both in product development and in the areas of third-party relations. Yoshida was among those responsible for creating Sony Computer Entertainment Inc's in-house product development team. At the studio he produced Ape Escape®, Crash Bandicoot™, Gran Turismo®, ICO™ and The Legend of Dragoon®, among others. Shuhei did his presentation in person - his panel also was broadcast live. Lots of fans were at the auditorium anxious to hear from one of the most respected games professionals in the world. Yoshida, like the other speakers, walked around the fair, tested games and interacted with many fans. His posts about BIG - did at his Twitter account - were very commented on. Takashi Tokita, who only participated online, showed interest in coming personally to the next edition of BIG.
21 categories of games were awarded
The expectation was for the best game.
The BIG 2022 awards ceremony counted with public, studios representings, industry professionals, companies, celebrities, etc. Everyone wanted to know who would be the winners of this edition, which received entries from different parts of the country and the world. The ceremony had fun moments and a lot of emotion. There were more than 20 categories, and the judges certainly worked hard to choose the winners.
See who won the awards:
Best Game
Gamedec | Studio: Anshar Studios | Country: Poland
Best Game: Latin America
The Eternal Cylinder | Studio: ACE Team | Country: Chile
Best Game: Brazil
No Place for Bravery | Studio: Glitch Factory | Country: Brazil
Innovation
One Hand Clapping | Studio: Bad Dream Games | Country: United States
Best Multiplayer
DAVIGO | Studio: Davigo Studio | Country: Canada
Best Mobile Game
Wish Us Luck | Studio: Black Moluska | Country: Brazil
BIG Impact: Best Diversity Game
Unpacking | Studio: Witch Beam | Country: Australia
BIG Impact: Best Educational Game
Flying bunk | Studio: Plot Kids | Country: Brazil
BIG Impact: Best Social Questions Game
Train to Sachsenhausen | Studio: Charles Games | Country: Czech Republic
Best Sound
Inua: a story in ice and time | Studio: ARTE France | Country: France
Best XR/VR
Goliath: Playing with Reality | Studio: Anagram | Country: United Kingdom
Best Children's Game
The Adventures of Captain Cotton | Studio: Crenix Games | Country: Brazil
Best Game BIG Brands
Jorel's Brother and the Most Important Game in the Galaxy! | Studio: Double Dash Studios/Copa Studios | Country: Brazil
Best Student Game
Lysfangha | Studio: Daphné DELOFFRE - Baptiste MARSAC | University: ISART Digital | Country: France
Best Art
Backbone | Studio: Eggnut | Country: Canada
Best Narrative
The Forgotten City | Studio: Modern Storyteller | Country: Australia
Best Gameplay
Dodgeball Academy | Studio: Pocket Trap | Country: Brazil
Special Awards:
GTR Special Award for Unreleased Games
This Proxy | Studio: From South Games | Country: Argentina
GigaBash | Studio: Passion Republic Games | Country: Malaysia
BIG Direct - Best pitch of the Regional Associations
Gaucho and the Grasslands | Studio: Epic Games | Country: Brazil
Ripio call
Happened To Us | Studio: GeneZ Studio | Country: Brazil
Xsolla
Gigabash | Studio: Passion Republic Games | Country: Malaysia
The BIG 2022 awards ceremony counted with public, studios representings, industry professionals, companies, celebrities, etc. Everyone wanted to know who would be the winners of this edition, which received entries from different parts of the country and the world. The ceremony had fun moments and a lot of emotion. There were more than 20 categories, and the judges certainly worked hard to choose the winners.
See who won the awards:
Best Game
Gamedec | Studio: Anshar Studios | Country: Poland
Best Game: Latin America
The Eternal Cylinder | Studio: ACE Team | Country: Chile
Best Game: Brazil
No Place for Bravery | Studio: Glitch Factory | Country: Brazil
Innovation
One Hand Clapping | Studio: Bad Dream Games | Country: United States
Best Multiplayer
DAVIGO | Studio: Davigo Studio | Country: Canada
Best Mobile Game
Wish Us Luck | Studio: Black Moluska | Country: Brazil
BIG Impact: Best Diversity Game
Unpacking | Studio: Witch Beam | Country: Australia
BIG Impact: Best Educational Game
Flying bunk | Studio: Plot Kids | Country: Brazil
BIG Impact: Best Social Questions Game
Train to Sachsenhausen | Studio: Charles Games | Country: Czech Republic
Best Sound
Inua: a story in ice and time | Studio: ARTE France | Country: France
Best XR/VR
Goliath: Playing with Reality | Studio: Anagram | Country: United Kingdom
Best Children's Game
The Adventures of Captain Cotton | Studio: Crenix Games | Country: Brazil
Best Game BIG Brands
Jorel's Brother and the Most Important Game in the Galaxy! | Studio: Double Dash Studios/Copa Studios | Country: Brazil
Best Student Game
Lysfangha | Studio: Daphné DELOFFRE - Baptiste MARSAC | University: ISART Digital | Country: France
Best Art
Backbone | Studio: Eggnut | Country: Canada
Best Narrative
The Forgotten City | Studio: Modern Storyteller | Country: Australia
Best Gameplay
Dodgeball Academy | Studio: Pocket Trap | Country: Brazil
Special Awards:
GTR Special Award for Unreleased Games
This Proxy | Studio: From South Games | Country: Argentina
GigaBash | Studio: Passion Republic Games | Country: Malaysia
BIG Direct - Best pitch of the Regional Associations
Gaucho and the Grasslands | Studio: Epic Games | Country: Brazil
Ripio call
Happened To Us | Studio: GeneZ Studio | Country: Brazil
Xsolla
Gigabash | Studio: Passion Republic Games | Country: Malaysia
Education and games were on the agenda of the BIG Festival
Students from state and municipal schools were received at the event.
In partnership with the Secretary of Education of the State and Municipality of São Paulo, BIG Festival brought groups of students from these two public networks during the four-day event. The idea was to allow students to have access to the games on display and to all the activities proposed by the event. Seeking to encourage and awaken the interest of these children in the fascinating world of games, BIG allowed them to explore the event, playing and discovering new things, including opportunities in this segment.
In partnership with the Secretary of Education of the State and Municipality of São Paulo, BIG Festival brought groups of students from these two public networks during the four-day event. The idea was to allow students to have access to the games on display and to all the activities proposed by the event. Seeking to encourage and awaken the interest of these children in the fascinating world of games, BIG allowed them to explore the event, playing and discovering new things, including opportunities in this segment.
Influencers met fans at BIG Festival
Influencers participated in panels, played the new games, took pictures with fans and commented about the event.
Celebrities from the gaming world participated in the BIG Festival and made fans happy during the Meet&Greet - a moment to say hello and take pictures with followers. Many influencers spoke on panels and others participated in games, but all of them were very receptive.
Celebrities from the gaming world participated in the BIG Festival and made fans happy during the Meet&Greet - a moment to say hello and take pictures with followers. Many influencers spoke on panels and others participated in games, but all of them were very receptive.
BRAZIL GAMES EXPORT PROGRAM
The Brazil Games Export Program is the export program created by the Brazilian Game Companies Association, Brazil Games Association, in partnership with ApexBrasil, the Brazilian Trade and Investment Promotion Agency. Our goal is to promote the Brazilian Game industry internationally, developing new business opportunities for our companies. The Brazil Games Program also promotes Brazil as the hub for business in Latin America and invites buyers, investors and publishers for BIG Festival, Brazil's Independent Games Festival, the most important international indie games festival and the hub for international business in Latin America.
BRAZILIAN GAME COMPANIES ASSOCIATION
Brazil Games Association, the Brazilian Game Companies Association, was founded in 2004 and represents Brazilian studios developing games on various platforms. Besides catalyzing the game production in the country by training and promoting expertise, Brazil Games Association aims at making Brazilian creativity and technology available to the main players of the international game industry.
ABOUT APEXBRASIL
The Brazilian Trade and Investment Promotion Agency (ApexBrasil) works to promote Brazilian products and services abroad, and to attract foreign investment to strategic sectors of the Brazilian economy. The Agency supports more than 12,000 companies from 80 different industries, which in turn export to 200 markets. ApexBrasil also plays a key role in attracting foreign direct investment to Brazil, working to detect business opportunities, promoting strategic events and providing support to foreign investors interested in allocating resources in Brazil.
Disclaimer: Sponsored events and games showcased on this Newsletter may not reflect Abragames/Brazil Games opinion.
The Brazil Games Export Program is the export program created by the Brazilian Game Companies Association, Brazil Games Association, in partnership with ApexBrasil, the Brazilian Trade and Investment Promotion Agency. Our goal is to promote the Brazilian Game industry internationally, developing new business opportunities for our companies. The Brazil Games Program also promotes Brazil as the hub for business in Latin America and invites buyers, investors and publishers for BIG Festival, Brazil's Independent Games Festival, the most important international indie games festival and the hub for international business in Latin America.
BRAZILIAN GAME COMPANIES ASSOCIATION
Brazil Games Association, the Brazilian Game Companies Association, was founded in 2004 and represents Brazilian studios developing games on various platforms. Besides catalyzing the game production in the country by training and promoting expertise, Brazil Games Association aims at making Brazilian creativity and technology available to the main players of the international game industry.
ABOUT APEXBRASIL
The Brazilian Trade and Investment Promotion Agency (ApexBrasil) works to promote Brazilian products and services abroad, and to attract foreign investment to strategic sectors of the Brazilian economy. The Agency supports more than 12,000 companies from 80 different industries, which in turn export to 200 markets. ApexBrasil also plays a key role in attracting foreign direct investment to Brazil, working to detect business opportunities, promoting strategic events and providing support to foreign investors interested in allocating resources in Brazil.
Disclaimer: Sponsored events and games showcased on this Newsletter may not reflect Abragames/Brazil Games opinion.