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Honkai: Star Rail tops $130 million in mobile revenue in its first month
26.05
Mundfish on Atomic Heart’s game design: “We had to strike a balance between ambition, common sense, and the release date”
26.05
EG7 to shut down Rising Storm 2 developer Antimatter Games to achieve higher profitability
26.05
Mark Darrah on lessons learned from Baldur’s Gate: “If you look for perfection, you’re never going to ship”
25.05
Join new episode of AI Talks with Bjørn Furuknap on how AI could empower devs and fill in missing roles on teams
25.05
Players review bombed War Thunder to 93% negative reviews to make devs finally address controversial economy changes
24.05
Embracer Group share price nearly halved on collapsed $2 billion deal and lowered financial outlook
24.05
Sony expects to make $450 million on PC this year and significantly increase investment in live service games
24.05
Paradox Interactive kills nearly half of its games before launch, resulting in hit rate of 71% over past 10 years
23.05
Over 90 audio cassettes from 1999 Game Developers Conference now digitized and available for free
23.05
All news
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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