Game Design
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- All [202]
- Profile [1]
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- Video [4]
- Job News [7]
- Feature [23]
- Comment & Opinion [41]
- Interview [54]
- News [69]
News
Mar 23rd, 2021
Crash Bandicoot N. Sane Trilogy was "too detailed and noisy to work on the small mobile screen," says King
Seasonal events, Bandicoot Pass and 70 costumes from day one
Interview
Nov 17th, 2020
Square Enix Montréal design team on crafting beautiful gaming experiences for small screens
PGbiz chats to the design team behind mobile titles Lara Croft GO and Hitman GO
News
Nov 13th, 2020
PGC Digital: Zynga lead game designer Poornima Seetharaman discusses how to balance gameplay
Comment & Opinion
Sep 22nd, 2020
Why now is the perfect time for mid-size casual studios to open up to hypercasual
Interview
Aug 28th, 2020
POC in Mobile: KingsIsle Entertainment games designer Victoria Brown on the importance of networking
Comment & Opinion
Aug 14th, 2020
Making match-3 magic: Elevating the genre with IP
Zynga director of product Peter Rosetti on what it takes to bring Harry Potter to match-3
Comment & Opinion
Jul 9th, 2020
Why are people still playing Brawl Stars?
A look at the design choices that make Supercell's fifth game so enjoyable
Comment & Opinion
Jun 25th, 2020
Opinion: I completed Pokemon Cafe Mix in two days, and I probably won't go back
A lesson in making sure you have enough content for your puzzle game
Interview
Jun 12th, 2020
Interview: How Outfit7 started a virtual pet revolution with its new game
"What's been wonderful is that the final product is actually very similar to our first concepts"
Comment & Opinion
May 25th, 2020
Why are people still playing Garena Free Fire?
A first-time player tries to explain the battle royale's appeal
Comment & Opinion
May 15th, 2020
A major lesson from hypercasual for the rest of the industry: Launch fast, test the core gameplay, forget the rest
Skunkworks CEO James Cramer details some of the lessons he's learned