Each weekend we’ll be rounding up a selection of the most interesting articles related to mobile and the games industry at large.
This week includes a discussion on the good and bad sides of mobile game publishing partnerships, a postmortem on Hitman GO and how ARKit could bring AR to the masses.
See an article you think we should share? Email PocketGamer.biz Craig Chapple at email@example.com to add it to our weekly round-up.
"While both publisher and developer are after the same goal, which is launching a financially successful game, the relationship can go south in more than few ways. In this podcast, we discuss the common pitfalls as well as ways to make the relationship between the two parties flourish."
"In this 2015 GDC postmortem, Square Enix Montreal's Daniel Lutz delivers a design postmortem on the wildly unexpected game concept of Hitman GO, an award-winning, extremely minimalistic turn-based strategy game with beautifully rendered diorama-style set pieces."
"Apple, in usual fashion, has taken time to get AR right, instead of being first. The first wave of results suggests it’s a step beyond Google Tango and other peers. The next step will be putting advanced AR-friendly hardware into the hands of a broad range of users, and that looks set to happen when the next iPhone is announced."
"The value CBS is most suited to provide is completely absent on Candy Crush. If people want to watch someone play a video game, they’ll go to Twitch.tv. What they can’t get there, and what CBS is equipped to deliver, is professional commentary, carefully edited packages, and human-interest stories."
"Even beyond the core games, Pokemon has always been successful. This year, thanks to Pokemon GO, License Global Magazine ranked The Pokemon Company as the No.1 single-IP entertainment company. The last time it achieved such a recognition? Well, actually, last year. And the year before that."
"Marc ten Bosch has been working on 4D puzzle-platformer Miegakure (Hide and Reveal) for eight years now. Over that time, many have dared to describe how the game works after playing around with early builds, but it’s tricky to do well without an accompanying visual demonstration."
A chat with an American video game designer who is best known for his work as the lead designer and creative director on the Ratchet & Clank series developed by Insomniac Games for the PlayStation 2, PlayStation 3 and PlayStation 4.
"I have no interest in making things just look realistic - I want to make magic! And I'm not there yet - technology isn't there yet. But that's what I want, to create magic. And that's not to mean that something appears real, but that it's a real fantasy. It's boring to create things that you can see in the real world."