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.
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.
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.
Game Development June 13, 2016 Oleg Pridiuk on Defold: “It’s a Tool That We Use to Build Games Ourselves”
Game Development June 9, 2016 Clicker As a Metagame What’s wrong with clickers and why does every time management game need one?
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.