December 30, 2009 That was the year that was: Vincent Dondaine, Bulkypix In-app purchases in My Brute are already a great success
December 29, 2009 That was the year that was: Justin Fic and Lydia Heitman, Freeverse Discovery of iPhone games will be key
December 28, 2009 That was the year that was: Randy Breen, SGN The freemium business model is win-win
December 27, 2009 That was the year that was: Markus Nigrin, Windmill Apps Prepare for sequels, collaborations, big brands and cross-platform development
December 26, 2009 That was the year that was: Morten Nielsen, AGON Online Charging 99c for a game is silly
December 26, 2009 Sponsored Feature: DDM's Marco Dufour talks about being a Samsung Developer Challenge winner The inspiration behind Cinetrailer
December 26, 2009 Sponsored Feature: HyongaSoft's Sukhyun Shin talks about being a Samsung Developer Challenge winner The inspiration behind Ompass World Cities
December 24, 2009 That was the year that was: Tim Closs, Ideaworks Labs Laying the foundations for cross-platform development
December 23, 2009 That was the year that was: Michael Schade, Fishlabs We light a candle for Apple every day
December 22, 2009 That was the year that was: Paul Farley, Tag Games PSPgo underlines the rise of digital downloads
December 22, 2009 Imangi Studios and Critical Thought talk about geoSpark collaboration How hardcore gaming meshed with casual appeal
December 21, 2009 That was the year that was: Alex Galvagni, Glu Mobile We have pay more attention to the consumer experience of finding games
December 20, 2009 That was the year that was: Christopher Kassulke, HandyGames Grow up and concentrate on making money
December 19, 2009 That was the year that was: Adam Saltsman, Semi Secret Software I would love to see people price their games reasonably
December 18, 2009 That was the year that was: Brian Robbins, Riptide Games Droid is the first device that might compete with iPhone
December 17, 2009 That was the year that was: Joony Koo, Com2uS Google needs to reduce the Android OS refund policy
December 17, 2009 That was the year that was: Brian Greenstone, Pangea Software There are too many developers diluting the market
December 16, 2009 That was the year that was: Dave Castelnuovo, Bolt Creative 2010 will be the year of the big publisher
December 16, 2009 Nickel Buddy's Mike Barnes on bringing tower defence gaming to BlackBerry And selling it for $4.99 a pop
December 15, 2009 That was the year that was: Julian Farrior, Backflip Studios In-app purchases will be enormously significant in 2010
December 15, 2009 PressOK's Morell on getting Finger Physics to 1.9 million downloads Building up a touchy iPhone brand
December 14, 2009 Scoreloop's Gumpinger: A lot of companies are adding Android development The future of social networks is more than iPhone
December 14, 2009 That was the year that was: Sarah Thomson, IUGO 2009 for original iPhone content, 2010 for taking it to BlackBerry, BREW and Android
December 8, 2009 Gameloft's de Vallois talks in-app purchases, thirdparty publishing and copycat games
December 3, 2009 Pocket God's in-app purchases peak at 20 percent Castelnuovo: all our new games will use in-app purchases
December 2, 2009 Scoreloop's Hirsch: iPhone is only the start for social networking Taking your connections cross-platform
November 27, 2009 Mike Kirkup: BlackBerry enables developers to charge a premium for their games The untapped opportunities of the App World
November 26, 2009 Com2uS: Were focusing on iPhone, Android and Windows Mobile Android needs to find a poster child game
November 26, 2009 BlackBerry's Mike Kirkup on in-app purchases, OpenGL ES, and location services How RIM is gearing up the platform
November 25, 2009 BlackBerry's Mike Kirkup on the opportunities of RIM's new advertising service Hook into a global village
November 24, 2009 NaturalMotion's Reil on iPhone success: 99c, sub-10MB, plus a great game How Backbreaker Football sacked the App Store
November 24, 2009 Fishlabs' Schade: App Store price pressure means it's a challenge to break-even But premium priced games provide the opportunity to differentiate
November 23, 2009 Connect2Media's Hobson on Java, Lumines and cracking the App Store top 25 'There's plenty of life in the conventional carrier market'
November 20, 2009 Gendai Game's Agustin on dropping GameSalad Creator's Express price to $99 We're building a new kind of gamemaking community
November 19, 2009 SGNs Randy Breen: In-app purchases let players pay for what they value All future SGN games will adopt model
November 18, 2009 30% of Homerun Battle 3D's revenue comes from in-app purchases Items priced from 99c to $19.99
November 13, 2009 Freeverse on normal maps and OpenGL ES 2.0 support in Warpgate Single binary; dual device support
November 10, 2009 DeNA investment will fuel OpenFeint expansion into global smartphone market In-app purchases will be one focus
November 9, 2009 Get Set Games: From Game Jam to App Store in five months This is a really exciting time to be a game developer
November 6, 2009 One Circle on making experiences for iPhone parents to share with their kids Secondary audience is bigger than you think
November 5, 2009 Cellufun: Successful virtual currencies are about content and ease of use not pricing Experiencing higher usage rates on mobile than PC
November 4, 2009 StormBASIC on embracing PSP Minis and supporting iPhone 3GS The most difficult thing for an indie is the decision
November 4, 2009 Dynamic Pixels: 18 percent of Russian mobile gamers will pay for micro transactions ARPU for the best free games is over $10
November 3, 2009 Live Gamer: Apple needs to unlock sub-99c payments to kickstart the iPhone virtual item market That's where the volume is for PC online market
November 2, 2009 QuIC's Rob Chandhok on why mobile open source matters to Qualcomm New subsidiary is a 'significant initiative'
October 29, 2009 New Zealand studio The Miracleworks on filling the female iPhone gaming gap Huge potential but currently under represented
September 17, 2009 Qplaze explains micro-transactions for mobile MMOG Age of Heroes Online Convert dollars to Divine Grace
September 17, 2009 Bolt Creative: We need to be frank with gamers and explain why we need micro-transactions Next Pocket God update has 99c customisation pack
September 16, 2009 Gamevil: 99c minimum for iPhone micro-transactions is a big hurdle Extra nickel and dime options would be better
September 16, 2009 Why the Granny Coder decided to make her first iPhone game aged 77 You're never too old for XCode