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Newsline

Chinese studio Ohayoo has published over 150 titles in 2 years, strengthening ByteDance’s position in mobile
News ,  12.04
Report: Sony’s obsession with AAA blockbusters damages small studios and leads to high turnover
News ,  12.04
Valve on what affects Steam algorithm and importance of tags and game pages
Marketing ,  08.04
Report: Hideo Kojima in talks with Microsoft to publish his next game
News ,  08.04
Steam introduces UTM analytics to track purchases and wishlists
News ,  08.04
Death Stranding surpasses €23 million in revenue on PC
News ,  07.04
Gamefam is publisher that helps Roblox developers generate six-figure revenues
News ,  07.04
Sucker Punch co-founder Brian Fleming on developing Ghost of Tsushima: “Everything broke”
News ,  07.04
Krafton to submit IPO application this month after its revenue soared to $1.49 billion in 2020
News ,  07.04
Genshin Impact fans clap back after users try to boycott game over racism and sexualization of minors
News ,  06.04
All news

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Posts

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.

//gameworldobserver.com/wp-content/uploads/2021/04/2_8.gif
Game Development June 13, 2016

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?

Video June 10, 2016

White Nights Helsinki 2016: An Interview with Viber’s Shai Magzimof

Fireside Chat with Shai Magzimof, Head of Business Development for Games, Viber.

Game Development June 9, 2016

Clicker As a Metagame

What’s wrong with clickers and why does every time management game need one?

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.

Marketing June 6, 2016

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.

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Researcher
Limassol
Middle/Senior Unity Developer (remote)
Limassol
Middle/Senior Data Analyst
Limassol
Game Designer
Limassol
Product Manager
Limassol
HR Manager
Remote work
Talents In Games
21 vacancies
ZiMAD
10 vacancies
Gaijin Entertainment
9 vacancies
Friday`s Games
8 vacancies
Plarium
8 vacancies
Playrix
8 vacancies
All vacancies Create resume Post a job
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