June 23, 2010 Bravo Game Studios' Corben on going from a startup to 120 staff by the end of 2010 An aggressive expansion policy
June 17, 2010 Namco Network's Rob Schoeppe on why he's so bullish about Android Flight Control, Learn to Fly and Crush The Castle inbound
June 15, 2010 DeNA's Tomoko Namba on the platform business, expanding westward and kickstarting Japanese PC social gaming Wants US and European developers to get involved
June 11, 2010 WWDC 2010: Unity's Helgason on Android, Chrome OS and 1,000 iPhone games This is the power of middleware
June 10, 2010 WWDC 2010: 2XL Game's Rick Baltman on why iOS4 will reduce device fragmentation Plus the potential of the gyroscope for AR gaming
June 9, 2010 WWDC 2010: HandyGames - mobile ads are a growing revenue stream so of course we'll use iAd Monetise those eyeballs
June 9, 2010 WWDC 2010: MiniSquadron's Tak Fung hopes iPhone 4 won't start a graphics arms race Are we due a normal mapping bonanza?
June 9, 2010 WWDC 2010: Fishlabs' Schade on why Game Center, iAd and iPhone 4 will shake up the industry Raising the quality bar
June 8, 2010 WWDC 2010: Doodle Jump's Igor Pusenjak can't wait for iPhone 4's gyroscope Keen on FaceTime too
June 8, 2010 WWDC 2010: IUGO on iPhone 4, iOS 4, iAd and fragmentation It's going to make our lives better
June 8, 2010 Dreamsky's Michael Chen on the inspiration behind game carousel iGameDock Another discovery channel
June 1, 2010 Gameprom's Pogosov on the #1 success of its pinball games on iPhone and iPad And where the company's going next
May 28, 2010 2XL Rick Baltman's on the benefits of Real Rewards for motivating players and giving game longevity Boosted 2XL ATV Offroad Lite to 750,000 downloads
May 24, 2010 Candycane's Michael Bevin on how giving away Fling! resulted in 600,000 sales Plus 4.2 million downloads of the Lite version
May 24, 2010 FreeAppADay's Bayen on adding social features, launching an app, and why free is a sustainable model 80% of FAAD developers generate more income
May 19, 2010 Dynamo Games' McNicoll on expansion, going social, and embracing Android and iPad Champ Manager studio gains a promotion
May 19, 2010 How ThumbFire took Creamy Ice from zero to one million downloads in 3 days The power of free (and FAAD) underlined again
May 19, 2010 NimbleBit's Ian Marsh on breaking the four million download app barrier Making money from free games with IAP
May 18, 2010 Scoreloop's Gumpinger on the power of cross platform and why Android is a lovely playing field People totally underestimate it
May 11, 2010 Gamedoctors' Hochsmann on the toil, test and revision that made ZombieSmash a top grossing game Success is not a gamble
May 10, 2010 Digital Legends' Carrillo Costa on Bruce Lee, abstraction layers and why quality matters Going native, pushing boundaries
May 3, 2010 HandyGames' Kassulke on its triple-A erotic management game Porn Tycoon Refreshing the appetites iPhone can't fulfil
April 23, 2010 Freeverse's Morrison: iPad is the future but iPhone is still king Different sort of gaming device
April 22, 2010 Cobra Mobile's Ettle: People are playing games for longer on iPad Bigger means more immersive
April 21, 2010 Firemint's Rob Murray: We're ecstatic to be leading the iPad gaming field Continues to see iPhone as lead device though
April 20, 2010 Illusion Labs' Martensson on the 48 man-weeks for iPad launch games Negotiating the labyrinth
April 19, 2010 IUGO's Thomson on releasing iPad launch games for hype not sales Working on the trickle down effect
April 19, 2010 Jagex's Rob Smith: We want to test ourselves by bringing online games to mobile RuneScape developer gunning for iPhone and more
April 16, 2010 Bulkypix's Dondaine on why it only takes a 10% publishing cut Better deal than Chillingo
April 13, 2010 Tap Me CEO Hernandez on how iAd will impact its iComplishments in-game ad network Competition of sorts
April 12, 2010 Pangea's Greenstone: After iPad launch, I'm suffering from i-news burnout Game Center will be good though
April 12, 2010 Tag Games's Farley on the messy, glorious future of independent game studios Musings from the State of Independence
April 11, 2010 IUGO's Thomson on merging its VIP service with Game Center Making the most of Apple's new social network
April 9, 2010 Hand Circus' Oliver: iPhone 4.0 OS is a huge set of announcements Rolando man is impressed but worries about fragmentation
April 9, 2010 Appy's O'Connor: Game Center will be very compelling for developers Looking forward to iAds too
April 9, 2010 OpenFeint integrates with Game Center to provide base level social connectivity Will build on foundation in OpenFeint X
April 9, 2010 Scoreloop's Gumpinger is bullish about Apple's Game Center: 'We go far beyond what was announced' Virtual goods plus cross-platform support is its advantage
April 8, 2010 Ngmoco's Jeffery says Apple's Game Center won't impact Plus+. It's already an online service Quelle change
April 8, 2010 Freeverse: iPhone OS 4.0 is going to have a huge impact We're excited by the focus on gaming
April 6, 2010 SGNs Breen: Freemium on iPad is questionable in the early days Needs right product and install base
April 2, 2010 PopCap's Stein: Consumers will pay higher prices for premium experiences on iPad But higher resolution itself isn't enough
March 31, 2010 Scoreloop's Gumpinger on how to make free-to-play gaming precious for players More than just a business model
March 25, 2010 Get your global, hourly App Store information in one place says appFigure's Ariel Michael Good decisions require good data
March 24, 2010 Scoreloop's Gumpinger on mobile social gaming integration with MySpace Cross-platform +1
March 22, 2010 BuzzCity's Lai on the early success of free games portal Djuzz Already doing 30k downloads daily
March 19, 2010 Lima Sky's Pusenjak on taking Doodle Jump to mobile, maybe iPad, and bouncing on to four million sales Success built on the back of constant updates
March 18, 2010 Ngmoco's Young on repositioning Plus+ as the standard tech for free2play iPhone games Built on the backbone of experience
March 18, 2010 Ngmoco's Young on why iPhone social gaming won't be dominated by Zygna and Playfish Higher quality games are a barrier to entry