Tom Rassweiler

VP of Product: Interactive Content, Arkadium
Tom runs the Content Reinvention Department. Using agile development and an inclusive ideation process, his team has created interactive content in the form of interactive data visualizations (factives), games, quizzes, and more. Tom is driven by his love of exploring the cutting edge of technology and design to bring the most exciting and satisfying experiences to the company’s publishing partners. Responsible for defining the vision and leading the strategy to grow Arkadium's interactive content business. "Owns" Arkadium's portfolio of games and factives (gamified interactive data visualizations) and uses data and market expertise to position our products to maximize short and long term value.


We all know the web based gaming market is sputtering; but how many know that it represents an opportunity to capture an under-served audience for those studios willing and able to adapt? Web based acquisition is significantly easier, less costly, and nearly frictionless. As the gaming market continues its move to mobile, how can ambitious studios seize the upside of webgl browser based gaming? If web-based games are to be the next big thing, the industry will need to adopt the cross-platform tools and technologies required to satisfy this large and hungry audience. In this session, a leader in Webgl browser based games will share the pros and cons of web-based gaming, details the hurdles that are preventing growth, and speculates whether the decline of the browser based market is permanent or poised for a resurgence. Attendees will hear data about the growth of web and mobile web gaming. They will learn specific ways the current gaming ecosystem does not support the trend towards mobile, technological adaptations studios need to thrive in the web based gaming market, and best practices for web based game design.

Design expectations for web-based games are a bit different than with mobile games: There needs to be more instant access than mobile games. Users have even less inherent allegiance to web-based games since there is no download and no pre-commitment; and distractions are a click away. Stable user data is tough to grab, since users don’t log in (we can present data to that effect). We can’t trust cookies on browsers since anti-spyware and browsers will clear them, so we have to make games more “evergreen” and accept that users are ok with losing data.

The demise of Flash has left us without good tools to support an art pipeline for creative game development. We tried to make our own and we tried third parties like DragonBones. Ultimately we came up with a manageable solution, but it’s much more challenging than it used to be. We are hopeful that Pixi Animate and Adobe Animate will come full circle, returning us to Adobe products, allowing for consistent user flow; or that Unity actually invests the needed work to enable high quality download-free browser based desktop and mobile games.

Mobile web is a fascinating space for exploration. Adoption of phones as a gaming platform is undeniable and growing stronger. We’ll share proprietary data on mobile web game adoption from our network. Use of the mobile web browsers is growing. Yet, gaming on the mobile web is almost unknown. As one of the largest networks of online desktop and browser based games, we’ll explore whether or not “mobile web gaming” is going to happen.