October 12, 2016 Doubling Up Apple opening second China R&D centre in Shenzhen Strengthening bonds even more
September 30, 2016 Apple In China Apple's new hardware-focused R&D centre in China to cost $45 million Will employ 500 people
September 29, 2016 New Apple Campus Apple to set up enormous new campus at Battersea Power Station Moving most of its London staff there
September 28, 2016 Making A Mark How a vibrant community is helping shape the future of 60-second RPG Exiles of Embermark Tim Harris talks us through the latest in Exiles' development
September 14, 2016 Spread Thin Updated: Marmalade to shut down game development platform to focus on making games Job losses expected
July 15, 2016 Surprise How a broken arm in a game jam led to Slovak indie Jan Ilavsky winning an Apple Design Award The story behind Chameleon Run
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 10, 2016 Say No To Code Are codeless development tools making the mobile indie development scene stronger? Opening development to a new generation
June 9, 2016 Stugan 2016 Stugan 2016 reveals participants, announces Rami Ismail and Peter Vesterbacka as mentors Big names, interesting games
June 7, 2016 Polish Games Fund Polish Games Association teams with Polish government to set up $20 million R&D fund Promoting innovation in the country
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?
May 16, 2016 Frictionless How codeless tool Buildbox is helping new developers enter the App Store Top 100 charts How it got started and plans for the future
May 3, 2016 Don't Push It Indie Mavens on why Crunch - including indie self-crunch - is a failure of process Don't confuse passion with servitude
April 20, 2016 Everything You Know Is Probably Wrong The surprising results of A/B testing Benji Bananas' gameplay as Jetpack Joyride vs Tiny Wings Do you prefer Torulf Jernström or Torulf Jernstrom?
April 14, 2016 Getting Better Why you should be prepared to throw away half your game Torulf Jernström is self-improving
April 13, 2016 Swedish Scenes At Stugan Stugan 2016 applications closed, location of summer program announced 7 weeks of making games in the Swedish countryside
February 24, 2016 A Codeless Future GameSalad CEO Stephen Nichols on the slow death of coding Can accessible dev tools kill off coding?
February 18, 2016 Get Competitive ESL's David Hiltscher on developing an eSports game Tips for a competitive edge
February 15, 2016 Turning The Tables Vladimir Funtikov on why free-to-play development sucks and what you can do about it Creative Mobile CEO speaks out
February 12, 2016 Keep It Lean Flaregames' Miikka Luotio on the challenges and opportunities of making games with small teams Bigger may not be better
December 24, 2015 Train-ing Session Video: Big Huge Games' Tim Train on what made DomiNations a success Knowing your competition and working rapidly
December 22, 2015 Epic Teaching Epic releases Unreal Match 3, its free mobile development learning tool Teaching all the basics of mobile games
November 27, 2015 Bigger Isn't Always Better Indie Mavens on the opportunities of making lots of small games Can you be true to yourself while still turning a profit?
November 3, 2015 Learning Brief Inside the Game: The role of interns at Pixelberry Jessica Yang provides the inside track
October 20, 2015 Horror Heroes Inside the Game: The role of story in Hollywood U's Halloween update Eric Dean on the power of a fright story
October 6, 2015 Limelight Inside the Game: How partnering with Glee's Lea Michele upped our games Jennifer Young on celebrity power
September 29, 2015 Take It To The Limit Google doubles the size limit of Google Play APKs to 100MB But use wisely, blog post warns
September 23, 2015 Optimisation Inside the Game: Small team, lots of devices to support Henry Shao on QA challenges
September 10, 2015 Skywalking How Kabam found balance in the force as it worked on Star Wars Uprising Daniel Erickson on a star-sized IP
August 25, 2015 Double Whammy Inside the Game: How Hollywood U went from greenlight to App Store in 4 months Royal McGraw on doubling up
August 11, 2015 Action Stations Inside the Game: How to deal with a bug that kills your live game Kara Loo on staying calm and not panicking
July 27, 2015 Spell It Out Stugan: How to write for video games We ask three video game writers about their creative processes
July 14, 2015 Concentrating Inside the Game: Growing pains of taking a company of 10 to 40 (in the same office) Kara Loo is sitting at a small desk
July 13, 2015 Bottom-up Nordeus on the importance of optimising for low-end devices Srdja Stetic-Kozic and Tomislav Rakić share insights
July 1, 2015 Sitting Pretty Inside the Game: Adding the Prom Throne to High School Story Andrew Shvarts on a balancing act
June 16, 2015 Visual Appeal Inside the Game: Creating the look of High School Story classmates The power of the eyes
June 15, 2015 Open Door Why Apple was right to ease iOS app development barriers Carter Dotson applauds new freedoms
June 3, 2015 It's Alive Inside the Game: The challenges of supporting a game over two years and 30 updates Keeping the experience fresh
June 2, 2015 Unshackling Devs Nvidia announces AndroidWorks, a tool suite to streamline Android development Developer-friendly toolset accompanies Nvidia Shield
May 20, 2015 Monetizing The 99% Inside the Game: Mobile game advertising 101 How Pixelberry is using ads to drive revenue
May 6, 2015 Filling Your Funnel Inside the Game: How we went from riding organics to learning the nitty-gritty of UA and spending $100,000s a month Max Doty on building successful F2P businesses
April 22, 2015 Opinions Matter Inside the Game: How we gave High School Story players a voice and increased engagement Kara Loo on the power of polls
April 22, 2015 Development 101 What the west could learn from Indian game developers Taking a leaf from India's book
April 10, 2015 Good Enough To Go How do you know when your game is ready to launch? Advice, tricks and tips from the Indie Mavens
April 8, 2015 Letting Go Inside the Game: How writing a story-driven game in four months forces you to trust your team Lessons from University U.
April 7, 2015 Strings For Action How Mech Mocha found the right connections to launch Puppet Punch Decisions every step of the way
March 25, 2015 Stat Attack Inside the Game: Adding education to High School Story Jennifer Young on learning through play
March 10, 2015 Storytelling Inside the Game: Creating narrative in Pixelberry Games Kara Loo is quest building
February 24, 2015 Tasty From handhelds to mobile and back: the turbulent rise of Pastagames The Parisian indie embracing risk