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.
Oleg Pridiuk on Defold: “It’s a Tool That We Use to Build Games Ourselves”
At the end of the March, King released Defold, an in-house free engine. We’ve asked Oleg Pridiuk, King Evangelist, a few question about Defold – is it really 100% free, what features does it have, and most importantly, why does King even need its own engine?
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?”
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.
Using Return on Investment (ROI) to Evaluate the Performance of a Gaming Project
Konstantin Sakhnov, the research advisor of ‘Online Gaming Project Management’ education initiative and the Head of Game design at Rocket Jump, told us how to calculate the return on investments in gaming projects and shared with us some specific methods for doing it.