Video July 19, 2016 White Nights St.Petersburg 2016: Increasing Production by Organization Changes Here goes the next video from White Nights St.Petersburg 2016. This time, it’s Robin Kiera, Goodgame Studios Inhouse Consultant. He speaks about how to increase production by organization changes.
Game Development July 19, 2016 Case: Associations Improved Session Length by 30% Nordeus studio has recently added a new mechanic, associations, to its football game Top Eleven. We’ve asked Aleksandar Aleksic, Producer at Nordeus, if it has improved the game’s KPI.
Video July 18, 2016 White Nights St.Petersburg 2016: What The Top 50 Apps Do With IAPs That The Others Don’t We’re starting to post videos from our White Nights St.Petersburg 2016 Conference. Here is the first one: Mike Hines from Amazon explains what the top 50 apps do with IAPs that the others don’t.
Game Development July 15, 2016 9 Key Rules for Creating a Great Mobile User Interface When people ask me about the secret of designing mobile games, I always say one thing – forget everything you knew before mobile games. All of your old experience is irrelevant here.
Marketing July 13, 2016 How to promote a game in South Korea? How to promote games on the South Korea mobile games market? Yuliya Nabieva, Asian Market Expert, shared some tips on it.
Game Development July 12, 2016 The Deconstruction of Tap Titans In December 2014, the developer Game Hive that created ‘Beat the Boss’ game series released the RPG clicker ‘Tap Titans’. The game has plenty of interesting and uncommon gamedesign decisions, so we’ve decided to deconsrtuct it.
Game Development July 8, 2016 Deconstruction of Fishdom Fishdom as the title is not a couple of months old as you may infer looking at the official release dates of Fishdom: Deep Dive on App Store and Google Play (December 2015 and February 2016, respectively). The first game under this title was released in 2008. Since then the World witnessed the release of at least eight projects with the similar name on PC alone with only three numbered parts among them. The mobile Deep…
Game Development July 6, 2016 Suricate Games: “We Created a Puzzle Wrapped in a Card Game” Panoptes is a single-player collectible card game about cyberpunk and demons developed by Suricate Games. Dmitry Gavrilov is a producer that worked on this project. He told us about the team and the reasons to make CCG.
Game Development July 5, 2016 Cultural Adaptation of Social Games to Japanese Market Nika Entertainment explained how to adapt your game to the Japanese market.
Marketing July 4, 2016 How strong is the impact of mediation networks on the size of CPI? Why is mobile traffic so expensive? How do mediation networks charge up the prices and why? We’ve asked these questions to Head of Marketing at ComboApp Nadia Matukhno.
Marketing June 30, 2016 Localization Issues: The Smurfs, Fairy Tales and Prince Charming’s Pulsating Sword of Love The localization of apps for children – as seen by All Correct, an international translation agency.
Game Development June 29, 2016 How to Make Yet Another Farm and Not to Fail? How to make a mobile farm game? And why do you need to make one, in the first place? We’ve asked Ivan Gorelov, Producer at Glu Mobile and former General Producer at Game Garden.
Marketing June 28, 2016 Ways to Promote Apps (Facebook, Word of Mouth, Name-Squatting) Some quick-and-dirty tips and trick of app promotion – from Anton Losman, CEO at CloudTeam and former Digital Click producer.
Marketing June 27, 2016 How to Boosts Downloads of Sports Games? How can Ice Hockey World Championship influence the downloads of sports games? We’ve asked Nikolay Rakushin, the founder of PlayMobileFree Studio.
Game Development June 24, 2016 Subway Surfers: a Gameplay Analysis A detailed review of methods of player retention and monetization in Subway Surfers.
Game Development June 22, 2016 How to Promote Games on Twitch? Thanks to Twitch tinyBuild’s and Lazy Bear Games’ fighting sim “Punch Club” has made $2 million in 2 months. Alex Nichiporchik, tinyBuild CEO, has shared with us some thoughts about how to promote games on the streaming service.
Game Development June 21, 2016 Space Ape Games: “Featuring is Always a Hard Work” Simon Watmough, Space Ape Games Technical Director, explains why a mobile game needs a famous script writer, how to get an App Store feature, and why does a game studio need venture capital.
Marketing June 20, 2016 Interface Language: Long or Short? You’ve Got to Know! Translation agency Alconost explains how the quantity of text in a game can change depending on the language it is being translated into. This text will be useful for anyone who wants to avoid having to redraw the size of the buttons in a game for every region.
Marketing June 15, 2016 How to Publish a Mobile Game in China? Some tips on how to enter the China’s mobile games market from Yuliya Nabieva, Asian Market Expert.