August 30, 2017 Refining Features Back to the Features Part II: How to utilise feature data to improve mobile game revenue How GameRefinery's new tool gives you an insight into your game's design
August 29, 2017 Competitive Gaming Super Senso and sensibility: GungHo on embracing the growth of mobile eSports GungHo and Turbo CEOs offer their thoughts on eSports and discuss new strategy game Super Senso
August 24, 2017 Big Bets Stick or twist: What’s next for the mobile social casino sector? Stick within a $3 billion market or twist for $40 billion?
August 22, 2017 The Gamer's Brain How the rise of UX has brought cognitive science to mainstream game development Epic's Director of UX Celia Hodent opens the book
August 21, 2017 Kamagames Interview KamaGames on why it's developing for HTML5 and VK's new Direct Games platform Chief Marketing and Commercial Officer Daniel Kashti discusses the opportunities that await with HTML5 and social networks
August 17, 2017 Talent Development How the Outplay Academy has created a centralised hub for learning at the studio Outplay's Emma Purvey discusses the studio's new initiative to educate staff and the wider games industry
August 16, 2017 Full House The lessons learned from making a virtual reality casino Alea Co-founder Alexandre Tomic shares some of the lessons learned while bringing SlotsMillion to market
August 16, 2017 East Meets West There's been a radical market shift for foreign games in China Pascal Clarysse on why Western publishers now need Chinese distributors more than China needs them
August 15, 2017 Making Of Aiming high: The making of Guns of Boom Game Insight CEO Anatoly Ropotov tells the story behind the hit mobile shooter
August 15, 2017 Mobile Game Trends China mobile game trends in H1 2017: Tencent and NetEase dominate iOS charts Niko Partners Analyst Daniel Ahmad on what the charts tell us about the local games industry
August 14, 2017 Decoding Design Deconstructing the secrets of MZ's success part two: The game design Anil Das-Gupta uncovers just how the developer is able to make hit after hit
August 11, 2017 Retention Tool How Summoners War’s unexpected success disrupts conventional wisdom about mobile eSports Audience comes first
August 9, 2017 Making Of Feline fighters: The making of ZeptoLab's C.A.T.S.: Crash Arena Turbo Stars Chief Product Officer Max Petrov spills the beans on the game's development
August 7, 2017 Decoding Design Deconstructing the secrets of MZ's success part one: The history Anil Das-Gupta uncovers just how the developer is able to make hit after hit
August 4, 2017 Firing On All Cylinders Despite profitability, Zynga CEO Frank Gibeau says it’s too early to declare victory Dog on the up
August 3, 2017 Of Metal And Men From console FPS to mobile RTS: The shaping of Titanfall: Assault Particle City’s journey
August 3, 2017 Studio Profile Playing it cool: How Snowfall is building a business on one external IP CEO Natasha Trygg discusses the studio's big plans
August 2, 2017 Live Fantasy How Mobius Final Fantasy is keeping players coming back for more The team at Square Enix discusses the game's life so far
August 2, 2017 Sony Hits & Misses From Fate/Grand Order to Mingol and PlayLink: Two years of Sony's mobile big bangs and misfires A look at the three pillars of Sony's current mobile efforts
August 2, 2017 Live And Kicking Five years on: Supercell on the evolution of Clash of Clans An insight into the live ops of one of the biggest mobile games ever
August 1, 2017 Speaker Spotlight Mobile ad monetisation challenges and best practices SafeDK's Ayala Rudoy discusses ad monetisation challenges and best practices
July 28, 2017 Myth Buster 3 myths about playable ads IronSource's Daniel Herman tackles some popular beliefs about the ad format
July 26, 2017 Indie Mavens What do indie developers think about Apple's ARKit? Our Indie Mavens weigh in
July 26, 2017 Meet Up Meet localisation and player support specialist MoGi at Gamescom 2017 Find out how MoGi can support your game
July 25, 2017 Emerging Markets Mobile games market rising stars: New promising countries in terms of revenues Zenna's Bohdan Chernobai breaks down the data from emerging markets
July 25, 2017 Spooky Business Balancing the bang and the buck: The making of Zombie Gunship Survival Limbic Software and Flaregames explain all
July 24, 2017 Understanding Data The data game Matomy's Itai Blitzer discusses behavioural patterns and why first-party data is so important
July 24, 2017 Decoding Design How Fire Emblem Heroes made $100 million from 10 million installs Wargaming's Anil Das-Gupta on how Nintendo has been able to quickly leverage the IP successfully on mobile, and what more it could do
July 21, 2017 The Walking Deal "As opposed to adapt, the word expand is better": Skybound's Dan Murray talks video game franchises Speaking at PGC San Francisco, the Walking Dead boss discusses the challenges and opportunities of making games based on big brand IP
July 20, 2017 Mad World One year on: Madfinger's Studio Head on its big recruitment drive and sharing profits with the team Miguel Caron discusses the changes he's implemented since year joining in May 2016
July 20, 2017 Featured Features Top 5 features games developers should consider to make it big in Japan GameRefinery’s tool identifies the most popular gameplay mechanics
July 19, 2017 Monetisation Royale Brawl Stars versus Clash Royale: Designing a strong gacha Adam Telfer delves into the monetisation of two of the hottest games on mobile
July 19, 2017 Inconvenient Truth Why the mobile games industry underestimates MZ at its peril Are you playing FFXV or Brawl Stars?
July 18, 2017 Masters Of Engagement How to successfully leverage influencers as creative consultants Flaregames' Jon Howard provides key tips on creating engaging promotions
July 18, 2017 Chatterbots How social chatbots are creating a new wave of casual gamers Gamee's Bozena Rezab on the opportunities for developers and brands
July 17, 2017 Mobilescape Why Jagex is finally bringing RuneScape to mobile with cross-platform play Neil McClarty offers up the details MMO's big jump to smartphones and tablets
July 17, 2017 Flying High How Angry Birds 2 significantly increased its revenues within a year Michail Katkoff deconstructs the changes that breathed new life into the game
July 14, 2017 Mobile Mavens Mobile Mavens: Is there an opportunity for smartphones to build on the Nintendo Switch model? Following recent investments, we ask the experts for their view
July 11, 2017 Developing A Legend "We have a plan, and we're sticking to the plan": Nordeus on the continuing development of Spellsouls The Spellsouls team discuss how development is progressing six months after soft-launching
July 11, 2017 Fulfilling The Vision InnoGames on finishing what Wooga started with Warlords Studio Director Philip Bang on the project so far
July 10, 2017 Influencer Marketing Why influencers are a key part of games marketing and how to work with them An overview of the space and how to harness these social media stars in your marketing campaigns
July 10, 2017 Blitz Meets Socom How Forces of Freedom is shooting for mobile eSports success Reinventing the coffee-break
July 10, 2017 Influential Tech New technology delivers three million mobile game installs with a single YouTuber campaign Playcom details the benefits of its new PlayClips technology
July 7, 2017 Star Pitch What it takes to make a winning app, according to one Big Indie Pitch judge Amazon Appstore's Mario Viviani offers his tips
July 7, 2017 Promoting Diversity "As soon as you call it out, people become more aware of it": Wooga on promoting diversity in games Head of Communications Maike Steinweller discusses the initiatives Wooga is working on to get more women into games
July 7, 2017 Coming To Mobile How Elvenar became InnoGames' second biggest game with a 50% female player base Ulrike Kunkel on bringing Elvenar to mobile
July 6, 2017 Gotta Catch 'em All One year on: How Pokemon GO has proved it’s more than just a fad The right game at the right time
July 6, 2017 Show Don't Tell The augmented reality-fueled future of mobile marketing will be narrative and personalised Motive.io's Peter Wittig shares discusses how it aims to empower developers, markets and advertisers to bring immersive experiences to consumers
July 6, 2017 Unity For Everyone "People have been using Unity for non-gaming things for years" Product Manager Mike Wuetherick talks Timeline, Cinemachine and opening Unity to everyone
July 6, 2017 Besieged With Competition Simutronics on Siege: Titan Wars and 30 years of multiplayer gaming CEO David Whatley on the journey from MUDs to mobile PvP