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.
Marketing June 14, 2016 Clive Downie: “We’re trying to be the singular destination for people who want to create in a digital space” Unity CMO Clive Downie on why is there no AAA-titles made with Unity, what are the difference between Unity new subscription plans and how can Unity Certification Program help you get a job.
Game Development June 13, 2016 Oleg Pridiuk on Defold: “It’s a Tool That We Use to Build Games Ourselves”
Marketing June 8, 2016 What Does a Game Publisher Do? A few years ago one of the biggest issues was whether the mobile app market needs publishers. The memory is fresh about examples like Temple Run and Tiny Wings. And even the small teams, following the footsteps of these games’ developers, asked themselves “don’t we deserve the same?”
Game Development June 7, 2016 Deconstructing the Game: 10 Facts about Love Rocks In October 2015 the match-3 market saw the launch of Rovio’s “Love Rocks”. The project has made a great difference from the existing titles of the kind: when confronted with Love Rocks, even an experienced match-3 player will feel abashed. There’s nothing wrong with that, it’s rather a testimony that the game indeed has new things to offer.