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.
Marketing July 4, 2016 How strong is the impact of mediation networks on the size of CPI? Why is mobile traffic so expensive? How do mediation networks charge up the prices and why? We’ve asked these questions to Head of Marketing at ComboApp Nadia Matukhno.
Marketing June 30, 2016 Localization Issues: The Smurfs, Fairy Tales and Prince Charming’s Pulsating Sword of Love The localization of apps for children – as seen by All Correct, an international translation agency.
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.
Marketing June 28, 2016 Ways to Promote Apps (Facebook, Word of Mouth, Name-Squatting) Some quick-and-dirty tips and trick of app promotion – from Anton Losman, CEO at CloudTeam and former Digital Click producer.
Marketing June 27, 2016 How to Boosts Downloads of Sports Games? How can Ice Hockey World Championship influence the downloads of sports games? We’ve asked Nikolay Rakushin, the founder of PlayMobileFree Studio.
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.
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”
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.