February 13, 2015 The Sizzle How Grey Alien rose to the challenge of marketing a casual solitaire game Gearing up social muscle
December 19, 2014 Interviews 2014 in Review: Full Indie UK devs give their verdicts Future trends from the remembrance of things past
December 5, 2014 Full Indie Uk How to create crazy-fun gameplay without confusing your players Alistair Aitcheson on tweaking the UX for Tap Happy Sabotage
November 7, 2014 Full Indie Uk Column Learning to say yes: Why being an indie means putting yourself out of your comfort zone I went to fear and all I got was this stupid t-shirt
October 24, 2014 Full Indie Uk Column KPIs are important but don't fall into the Ludic Fallacy Solve the problem not the symptom says Luke Dicken
October 10, 2014 Full Indie Uk Column 10 key steps to project management success ”I love deadlines. I like the whooshing sound they make as they fly by”
September 26, 2014 Full Indie Uk Column How I went indie, coded Fairway Solitaire, moved continents and took 9 years to make any money Jake Birkett on making mistakes and surviving
August 29, 2014 Full Indie Uk Column Killing your darlings: Post-mortem of a cancelled game Why Leaf Rider from Two Tails ran off the tracks
July 25, 2014 Full Indie Uk Column What's the story? How to adapt your game to suit your players' taste Luke Dicken on appling the personal touch
July 18, 2014 Full Indie Uk Development perspective: What lessons did Develop 2014 teach our indies? Games by the sea
June 27, 2014 Full Indie Uk Column How to take on freelance development (without losing your humble indie status) Full Indie UK's Tim Wicksteed with the honest truth
June 13, 2014 Full Indie Uk Room for improvement: Developers weigh in on Apple's WWDC announcements Good, but not great
May 30, 2014 Full Indie Uk Column Now you're talking: Getting the best from your in-game voiceovers Full Indie UK's Trevor Klein sounds off
May 16, 2014 Full Indie Uk Column Public play: 5 lessons learned from taking games out and about Full Indie UK's Alistair Aitcheson reveals all
April 18, 2014 Full Indie Uk Column Six simple steps to productive and effective games PR How to get the most for your time and money
March 28, 2014 Guest Editorial 'Everybody bumps into the first pipe': How Flappy Bird and Ikaruga turn scoreboards into an asset Full Indie UK's Aitcheson on the numbers game
March 14, 2014 Flop To Finance Can you turn disappointing sales into cold hard cash? Full Indie UK's Wicksteed talks funding
March 7, 2014 So I've Had This Idea... How to break through the creative block and come up with your next game Full Indie UK's Klein on beating the 'paralysis of choice'
February 15, 2014 PocketGamer.biz Week That Was: Farewell Flappy Bird, Supercell's $892 million sales, and Molyneux says F2P is a sledgehammer The past 7 days in bite-sized portions
February 14, 2014 Fighting the fear: Why the industry is as scared of Flappy Bird's rise as it is Nintendo's demise Full Indie UK's Alexandru on the dearth of craft
February 6, 2014 Opinion: I don't care about the Dungeon Keeper debacle, and neither should you Games press spectacularly misses the point
February 6, 2014 A question of scale: How to master dynamic UIs for mobile Full Indie UK's Jake Birkett on why it matters
January 2, 2014 2013 In Review: Full Indie UK's Dave Mitchell, Jake Birkett, Alistair Aitcheson and Tim Wicksteed 'Someone will make the Citizen Kane of F2P games'
December 13, 2013 Ludonarrative insolence: Add one part 'game' to four parts 'story', mix well and serve Full Indie UK's Klein on designing narrative-led games
November 29, 2013 The next big thing: Mobile devs need to embrace the leap to touchscreen desktops Full Indie UK's Aitcheson on learning from Windows 8
November 14, 2013 Ready to pop: How to survive once the 'indie bubble' has burst Grey Alien Games' Jake Birkett on mobile's future
November 1, 2013 Developers, are you fed up with F2P? Have you tried passive Bitcoin mining? Icoplay's Simon Hill talks monetisation matters
October 18, 2013 Developers, indulge yourself: Why putting yourself at the heart of your game's design can pay off Tim Wicksteed on avoiding narcissism
October 3, 2013 Mobile developers are absolutely awful at actually being mobile Full Indie UK's Morris on getting out and about
September 27, 2013 Trail blazer or trail fail: How to make the ultimate trailer for your indie game Full Indie UK's Trevor Klein gives his tips and tricks
September 19, 2013 Flying the flag: Indie collective Best of British rebrands as Full Indie UK Launches 'fresh wave of public events'
September 6, 2013 Full Indie UK: Are the days of the mobile-only developer over? Alistair Aitcheson on platform-agnosticism
August 30, 2013 Full Indie UK: You shouldn't attempt to do everything yourself Why Byron Atkinson-Jones hired a PR agency
August 9, 2013 Full Indie UK: Why devs can't afford just to click the export button with Ouya Learning from NimbleQuest
August 2, 2013 Best of British: How to make money the 'non-evil' way Grey Alien's Birkett on calculating your revenue streams
July 26, 2013 Best of British: Loneliness and a lack of funds - the costs of being an indie developer Stephen Morris on preparing to be poor
July 5, 2013 Best of British: Speaking honestly, we need to let our players be dishonest Alistair Aitcheson on creating space for foul play
June 28, 2013 Best of British: Your 8-point plan to joining the Game Developer Failure Association (GDFA) An all-in-one guide to flopping
June 14, 2013 Best of British: Developers need to break free of the bedroom Byron Atkinson-Jones on breaking down barriers
May 31, 2013 Best of British: Stephen Morris considers the split second timings needed for intuitive controls Does your ADSR match the cognitive modeling method?
May 10, 2013 Best of British: How brand power can turn your work-for-hire into something to be proud of Somethin' Else on ad agencies as publishers
April 12, 2013 Best of British: Greenfly Studios on the fun of physical multiplayer gaming Playing face to face
March 15, 2013 Best of British: Has the age of the App Store helped or hindered game design innovation? Catalin Alexandru spies the current state of play
March 1, 2013 Best of British: Is crowdfunding the right solution for cash-strapped indies? From a failed Kickstarter to forming a plan B
February 15, 2013 Best of British: Greenfly Studios on the convergence between board games and mobile Let's get physical
February 1, 2013 Best of British: Indies - don't risk getting lost in the blend, says Alistair Aitcheson A call for independence
January 18, 2013 Best of British: Grey Alien Games talks the pros and cons of touchscreen controls Touch, tap, tilt or joystick?
December 7, 2012 Best of British: Alistair Aitcheson on the pros and practicalities of running a game jam Devs that jam together, stay together
July 21, 2012 Live from the Best of British 48 hour game hack #BoBHack PocketGamer.biz is on the scene