February 17, 2015 Mobile Mavens Why indies should be more open about personal finance and development costs It's not all about success stories
January 13, 2015 Fear, Tragedy & Timing Inside The Game: How bullying came to High School Story Pixelberry's CEO on the start of an idea
December 1, 2014 Opinion How rethinking a 5 year-old game in the context of a clone led to Impossible Hex William Volk on the interaction of influence for new inspiration
November 23, 2014 Reading List Reading List: So You Want to Make Video Games? A Survival Guide Game designer Nicholas G. Pendriis takes us from start to finish
November 12, 2014 Making Of The world at war: The making of Brave Frontier Hisatoshi Hayakashi details the JRPG that's for everyone
October 28, 2014 Inside The Game: What happened after High School Story peaked on the App Store? Pixelberry on when the real work started
October 23, 2014 Studio Profile Handmade dreams: How State of Play crafted its future Is this the real life? Is this just fantasy?
October 14, 2014 Inside The Game: The thrill and terror of High School Story's launch Pixelberry spills the beans
October 14, 2014 Opinion Gameplay first, visuals later: Why publishers don't want you to pitch a finished article How to pitch and win
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”
October 7, 2014 Interview Games are a drag: How Kitty Powers is glamming up the App Store Magic Notion's Matchmaking app sexes up smartphones
September 30, 2014 Inside the Game: How our tutorial saved High School Story's totally naive soft launch Pixelberry spills the beans
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
September 25, 2014 Profile Cowboy Games on why game development is a risk, but a risk worth taking Wild wild west
September 25, 2014 Dice Europe Monument Valley designer: Games must "escape the trope of violence" And money must not be the only reward, says Wong
September 24, 2014 Dice Europe Nexon: Working in games is like running a restaurant, and now's the time for your cuisine to go global Min Kim on cooking up a storm
September 24, 2014 Dice Europe Microsoft's Phil Harrison on why developers need to be inspired by Kinder Surprise Microsoft man on the advantages of wearing another hat
September 23, 2014 Gamesparks' CEO Griffin Parry on why server-side features spell success Forget the platform. Just make the game
September 23, 2014 "If you can’t create something that stands out, you’re already dead," says Bossa's Imre Jele The power of fans in making success
September 23, 2014 Miniclip's Saad Choudri on defining your brand, remaining flexible, and refining, refining, refining From web to mobile
September 17, 2014 Making Of Simplified, faster and more intense: The making of World of Tanks Blitz Dmitry Yudo talks Wargaming's app attack
September 17, 2014 Inside The Game: Pixelberry explains what really goes down before launch Learnings from the development of High School Story
September 16, 2014 Mobile Mavens A playground for creativity, but Indie Mavens unsure about Apple Watch's commercial potential Need more information
September 12, 2014 Full Indie Uk Column Resurrecting and then killing your darling again: Post-mortem of a twice cancelled game The life and death of Leaf Rider
September 12, 2014 Interview Shifting into Top Gear: How The Stig powered Supersonic to 1 million downloads without spending on UA Learning the lessons
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
August 27, 2014 Video Free-to-play was our only option, explains Trials Frontier dev RedLynx talks moving from console to mobile
August 22, 2014 TapSense and Women Who Code join forces for GDC Next mobile hackathon The Hacker Bus is coming to LA
August 21, 2014 Unite 2014 Going multiplatform 'increases the awesome', says Snuggle Truck dev Owlchemy Labs on how to reduce the risk
August 21, 2014 Jobs Gumi looks to go big outside of Japan, setting up 4 studios in US and Europe Being born in the USA
August 21, 2014 Video Yoga dev Gajatri Studio on turning 'authentic' content into revenue Make the most of your players
August 20, 2014 Unite 2014 Helgason: 45% of of mobile games with third-party engines use Unity And 90% of Oculus Rift games
August 19, 2014 Interview We're trying to build respect with our players, explains inkle's Jon Ingold A premium trip
August 18, 2014 Designers have to own, love and define free-to-play, says Peter Molyneux Rethinking the process
August 11, 2014 Gdc Europe 2014 Taking big steps with tiny games: What Adriel Wallick learned from making 38 games in 38 weeks MsMinotaur takes to the stage
August 7, 2014 Video Wooga's Sebastian Kriese says Inflate your player's ego. Don't crush it I should be so lucky
July 31, 2014 Exclusive The Kim Kardashian way: Using brands effectively can be a shortcut to success, says EEDAR A matter of matching
July 30, 2014 Interview You don't need success to be successful: Kiwanuka co-creator Andrew Lim on dealing with the downs of development Living with the game development lottery
July 22, 2014 Video Electric dreams: Frogmind's CEO explains how indies can turn dreams into reality Johannes Vuorinen's indie tips
July 21, 2014 Video Less is more: Oceanhorn's success was a product of "clear focus", says Heikki Repo [Insert sea shanty here]
July 15, 2014 UKIE: UK Gov needs to support British businesses 'flying the flag overseas' Speculate to accumulate
July 11, 2014 Develop 2014 Free-to-play a form of 'digital pollution', says Professor Richard Bartle Here today, gone tomorrow?
July 10, 2014 Develop 2014 How Bithell did it: PR supremo Simon Byron on how indies can hit the top Being like Mike
July 9, 2014 Develop 2014 "We wanted to spawn joy": Media Molecule talks Tearaway Rex Crowle on crafting a world for fun
July 7, 2014 Flying the flag: Creative England's Greenshoots programme pumps £225,000 into 9 indies A really creative England
July 4, 2014 Tools Unity reveals plans to support Apple's Metal tech Cross-platform engine will handle new iOS-only API