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Sensor Tower: Subway Surfers was most downloaded game in Q4 2022, but the Stumble Guys showed fastest growth
26.01
The Day Before loses its page on Steam. Developer cites trademark complaint
25.01
125 games industry professionals from 85 companies attended WN Connect business event in Belgrad
24.01
Blizzard caught up in scandal. Again. This time it is all about ranking its employees
24.01
Cyberpunk 2077 quest director Paweł Sasko on game’s non-linearity: “Players expected more because of the fact how The Witcher 3 is built”
23.01
Key success factors for ZERO Sievert, top-down extraction shooter that generated over $1 million in its first week
23.01
Dragon Age: Dreadwolf production director Mac Walters leaves BioWare after almost 20 years
23.01
Merriam-Webster acquires Wordle clone Quordle for undisclosed sum
23.01
This Argentine artist creates free game assets and tutorials for indie developers
20.01
Google to lay off 12,000 employees to match new economic reality and focus on growth areas like AI
20.01
All news
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.
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”

Video June 10, 2016

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

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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