June 20, 2016 Square Peg, Round Hole? Does E3 need mobile games more than mobile games need E3? Mobile Mavens discuss the mobile dearth at E3 2016
June 17, 2016 Get In Gear Why we need to take off our VR beer goggles, stop worrying about 'proper VR', and focus on 'accessible VR' Modality vs Intent
June 17, 2016 Long View Striking the balance between user experience and monetization Tapdaq's Ted Nash lays down some rules
June 16, 2016 Know Your Players From engine to ad: How Unity helps you better understand and monetise your players Deep insight
June 15, 2016 Mum's The Word Seriously on giving influencers the creative freedom to promote your game Not just gamers anymore
June 15, 2016 Faster, Harder Why Marvel: Contest of Champions ditched Android and went auto-play/pay-to-win in China Kent Wakeford on Chinese changes
June 15, 2016 State Of Esports It's not about mobile game eSports. It's about is this a good mobile game for eSports? The story so far
June 15, 2016 China Challenge How can western developers break into the fast-growing Chinese VR market? DeePoon's Leon Zhang offers helpful advice
June 14, 2016 Hiring Now How to get a job at Capcom Vancouver Senior Recruiter Tracey Saretsky shares insights
June 14, 2016 Data Play Why Playlab, Aeria Games and Spil Games are using Tableau to better understand their data James Eiloart highlights partners
June 14, 2016 Unity Certification How Unity Certification will give developers a boost over the competition in the job market Laetitia Santore gives us the lowdown
June 14, 2016 Modality Vs Intent Will the introduction of carrier billing unlock paying users' intent for India? Indian Mavens discuss structural change
June 10, 2016 Next Steps What happens if your backend provider gets acquired? Gamesparks' Griffin Parry has some advice
June 8, 2016 On The Up How to get a job at San Francisco publisher FunPlus PR and Partner Manager Keeley Boess shares insights
June 8, 2016 Nice Problem Why is Clash Royale running out of steam? Torulf Jernström on what's next for Supercell
June 8, 2016 Games Meet The Real World Big Data startup Icejam on why mobile games should utilize Connected Reality Founder and CEO Stuart Duncan talks Connected Reality
June 8, 2016 Bet Him It Won't XBLA creator Greg Canessa on why real-money gaming portal Sparcade will revolutionize casual F2P game monetization What GSN Games did next
June 8, 2016 Kick Off How top developers will score big during the Euro 2016 Championships Christy Wong-Taylor on making the most of the opportunity
June 8, 2016 A New Strategy How Space Ape's next games take an either/or approach to market trends and passion for gameplay COO Simon Hade on playing with new genres
June 7, 2016 Games First, Funding Later Cloudcade on why raising money mustn't get between you and a great game Johan Eile on maintaining focus
June 7, 2016 Press Power PRing mobile games in Japan is tough, but you get better results than trying to PR mobile games in Europe David McCarthy on when less is more
June 7, 2016 Mumbai To Copenhagen "Creative dissatisfaction": Why Indian indie Shailesh Prabhu swapped Mumbai for Copenhagen Leaving home to chase the art
June 7, 2016 Consolidation Mobile Mavens discuss Vivendi's risky Gameloft acquisition And will it be a good thing for either party?
June 6, 2016 Number Crunch 650 million people play Facebook-connected games each month So says global games partnerships director Leo Olebe
June 6, 2016 United? Unity isn't an engine. It's about a providing successful games-as-a-service. So why don't developers get it? Unity is making F2P easier, but is anyone listening?
June 6, 2016 Half-time Analysis Six months on, Space Ape's Simon Hade reflects on his predictions for 2016 Why he still expects to see a Chinese dev hit Western top 20
June 6, 2016 Roll Out Space Ape on making Transformers: Earth Wars its most accessible game yet Appealing to people who never played Clash of Clans
June 6, 2016 Talent Scout Hire or train: Can anyone really be a UA manager? Do you know your ROI from your LTV?
June 3, 2016 Timing Not Location Is Key Flashback Friday: Think less EA, more Bethesda: Why E3 needs to get decentralised and go global to stay relevant Out with the old, in with the new
June 2, 2016 French Fancy Has Vivendi just bought an over-staffed, under-skilled company, which is failing to compete in a rapidly maturing market? Buyer beware
June 2, 2016 Free Time Why self-driving cars will grow the games market more than VR Torulf Jernström on freeing up game time
June 2, 2016 Going Global Why Playlab is investing Juice Cubes' western profits in UA campaigns in Thailand, Malaysia and Indonesia How to break into southeast Asia
June 1, 2016 Taking Aim Why Hothead Games is betting big on FPS and PvP mobile games PGC Vancouver speaker Mike Inglehart explains
June 1, 2016 Ua Xp UA MegaTrends guy Eric Seufert on setting up Heracles, a boutique agency providing CMO smarts Partnering for success
June 1, 2016 On The Horizon Why the VR mass market will only take-off when the mass market has actually experienced VR Sarah Blackburn looks ahead
May 31, 2016 Vive La Arcade With $50 million to invest in VR, why COLOPL thinks arcades are the best place for its early adoption Plus updates on Rune Story and Downtown Showdown ahead of PGC Vancouver
May 31, 2016 Forced Marriage? Would a Tencent acquisition of Supercell benefit it or the mobile game industry? Mobile Mavens discuss a potential giant
May 30, 2016 Beyond Ads The downsides of and alternatives to incentivised video ads Nick Hatter on new revenue streams
May 30, 2016 Indian Mavens With Indian women playing more than men, should more games target them? Is this engaged player-base overlooked?
May 27, 2016 (dis)approval Why did Apple U-turn on Palestinian indie game, and does its approval process need to change? Liyla and the Shadows of War developer Rasheed Abueideh speaks out
May 27, 2016 A Level A Day How Nitrome committed to retention, promising a new level every day for Leap Day Mat Annal on keeping the customer satisfied
May 26, 2016 Mass Market The Brandroid effect: How Android monetization is getting an upgrade Jeff Sue on the changing OS balance
May 26, 2016 Rolling Stone Gathers $$$ How Bandai Namco balanced IAPs and rewarded video monetisation in Tap My Katamari Designer Peter Qumsieh explains
May 26, 2016 Looking Ahead 4 key trends shaping the future of F2P mobile games Leonard Frankel has seen the future
May 26, 2016 A Cat Reborn Why we ditched "esoteric" UI and fixed poor retention to give Lumo's Cat another life Steve Stopps on creativity in the right places
May 25, 2016 Competition =/= Sport Updated: To be an eSport, you have to design a game for spectators as well as players, says Mobcrush Koh Kim discusses the rise of the spectator
May 25, 2016 Going Global How western developers can find success in Japan and China Chorus Worldwide CEO Shintaro Kanaoya explains
May 25, 2016 Making Of Back on track: The making of Train Conductor World Simon Joslin on bringing the franchise to free-to-play
May 25, 2016 Mobile Mavens Can Google's Daydream accelerate a slow-to-start 'year of VR'? Are the Mobile Mavens Daydream believers, or wide awake?
May 25, 2016 Look No Hands Why all F2P mobile game designers should be forced to make an idle game Torulf Jernström is getting lazy