Marketing August 3, 2016 «Publisher Wanted»: A Service That Connects Indie-Developers With Publishers In the beginning of May, Sergey Kopov, Head of Publishing at HeroCraft, launched Publisher Wanted aimed at helping developers and publishers find each other. We’ve discussed with Sergey the goal of the project and its first results.
Game Development July 29, 2016 Charts: Top 10 Trending Steam Games (29.07.2016) With the help and favor of SteamSpy, statistical service owned by Sergey Galenkin, we begin publishing a regular chart of products appearing on Valve’s digital distribution platform – Top 10 Trending Steam Games.
Game Development July 29, 2016 Indigo Kids: “Kids Gaming Market Isn’t That Simple” Recently Indigo Kids released an update to their mobile game “Masha and the Bear: Kids games”. The release turned out to be a great chance for us to discuss games for children with Maksim Kochurin, a Project Manager at Indigo Kids.
Marketing July 27, 2016 Basics of Online Games Operating You can learn more about the cornerstones of online games operating from our articles based on the report by Viacheslav Utochkin, who participated in operating the “Perfect World” in Russia and launching “Armored Warfare: Armata Project”.
Game Development July 26, 2016 teamCOIL: We’re Not Afraid to Show Bones And Skulls Today we are talking to Ivan Zasyadvovk, one of the masterminds from teamCOIL. He’s going to tell us about the development of their new colorful card battling game CrystaLords, which in some way resembled us Clash Royale и Heroes Charge.
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.
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.
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.
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.