October 6, 2022 Development Details Azur Games on how it created a top three simulator game The blog post covers topics such as creating the right visuals and learning from metric analysis
July 29, 2022 Getting Into Gameloft Gameloft’s Geet Chopra: “Becoming a good game designer is an iterative process” What does a day in the life of a junior game designer at Gameloft Toronto look like? And why choose a career in the mobile games industry?
July 12, 2022 Game Design Document A Game Design Document can be an invaluable tool for hypercasual studios Hypercasual development, like the games themselves, moves rapidly. Ludo.ai's Tom Pigott outlines how a Game Design Document can support your hypercasual title, no matter the turnover.
June 6, 2022 Pitch Me Baby Thanks to Outfit7’s internal pitching system, my idea turned into our new game Žiga Sedovnik, Principal Data Scientist at Outfit7, shares how his idea for a new strategy RPG turned into the company’s newest game, Mythic Legends
May 17, 2022 Validated Three core ways to validate your game ideas Fundamentally Games' Oscar Clark provides his alternative to the 'pillars' of game design with his three-pronged approach that acutely combines data and insight with design and the player journey
May 10, 2022 Designer Acquisition Mobile game marketers can use game design to build better UA campaigns Liftoff's Dennis Mink wants mobile game marketers to take inspiration from a source close to home: game design itself
March 24, 2022 Fundamentals Understanding design and the user journey in India's mobile gaming scene PlayerzPot's Mihir Sanchala goes back to the fundamentals as he discusses the expanding awareness of designing the player's journey in India's mobile gaming industry
January 24, 2022 No Game Of Chance Evolution, engagement and excellence – how Dice Clubs’ focus on players has shaped the game’s success b-interaktive co-founder and CEO Eugen Barteska on harnessing player power to build long-term success for Dice Clubs
September 23, 2021 Hyper Meets Casual From hype to hyper to hybrid-casual Voodoo talks about the birth of hybrid-casual
September 7, 2021 Voodoo Child How Voodoo helped hone a hypercasual hit Tummy Games' Nemanja Divjak reflects on its approach to hypercasual and the studio's relationship with Voodoo
August 26, 2021 Masterclass What’s the common ground between making games and making whisky? Playtesting expert Pascal Luban dives deeper
August 25, 2021 Masterclass Why no one is more important than the player Core Game Founder Kelly Vero dives deeper
August 2, 2021 Design Matters PocketGamer.biz Podcast Episode 3 - Cobra Mobile We speak to Cobra Mobile founder and CEO Mark Ettle about the value of making good games
July 1, 2021 Kill Your Darlings How To Evaluate Mobile Game Ideas How can developers evaluate the potential of new game concepts, before committing time and resources to them? AppMagic explains
June 1, 2021 Creative Tension Perfect game balance: The Thanos Fallacy Glyn Fairweather discusses the value of imbalance
April 13, 2021 Jobs In Games Self-taught dev Mikael Forslind on life as Elden Pixels CEO Absolute freedom vs absolute horror!
March 25, 2021 A.i. Let's Go How A.I. is changing mobile games and the industry at large Ubisoft, Zynga, Wargaming and Modl.ai industry experts discuss
March 23, 2021 N.sanity (beach) 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
November 17, 2020 Beautiful Games 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
November 13, 2020 Pgc Digital PGC Digital: Zynga lead game designer Poornima Seetharaman discusses how to balance gameplay "Don't add complexity for the sake of it."
September 22, 2020 Going Hyper Why now is the perfect time for mid-size casual studios to open up to hypercasual Crazy Labs COO Guy Tomer explores how you could be making smaller games alongside your regular output
September 17, 2020 Designing Live Ops PGC Helsinki Digital: ZeptoLab on designing your game with live ops in mind Starting with, does your game really need live ops?
August 28, 2020 Diversity Matters POC in Mobile: KingsIsle Entertainment games designer Victoria Brown on the importance of networking "The more connections and relations that you can build will help open up more opportunities in any job that you would want to pursue"
August 14, 2020 Making Magic 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
August 13, 2020 Masterclass Code Coven's Tara Mustapha on how to get the most from your designers "Creating elegant frameworks and common languages on a team gives everyone room to focus on the creative magic"
July 9, 2020 Brawl On And On Why are people still playing Brawl Stars? A look at the design choices that make Supercell's fifth game so enjoyable
June 25, 2020 Order Up 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
June 12, 2020 My Talking Tom Friends 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"
May 25, 2020 We Didn't Start The Fire Why are people still playing Garena Free Fire? A first-time player tries to explain the battle royale's appeal
May 15, 2020 Launch Fast 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
May 13, 2020 Jobs In Games Remote Working: How Rovio's design director Timothy Coolidge is operating from his 10-year-old son's bedroom "In the space of a few weeks, I sold everything and took the leap to join the games industry"
May 4, 2020 Hyper-casual Design Five things to consider when designing hyper-casual games Hyper-casual publishing experts, JoyPac, share key things any developer should know when creating hit casual games
April 29, 2020 "leap Of Faith" Indie Spotlight: Steet Lamp Games co-founder on the difficulties of breaking into games in India Mahesh Athirala details how he started the award-winning studio.
April 29, 2020 High-yield, Low Effort Getting more with less: Six high-yield design patterns Mobile games consultant Matthew Emery looks at some easy ways to boost profits with the least amount of effort
March 30, 2020 Whole New World How TerraGenesis developer Edgeworks attracts players who have never played games before The developer talks realism in game design, player engagement and smart monetization tactics
March 4, 2020 International Women's Week Women in Gaming: Sumo Digital's Lucy Smith discusses the allure of games design "Anyone who has a strong work ethic and attitude can achieve anything"
January 28, 2020 Five Years Of Adventures Hyper Hippo’s Tristan Rattink on why AdVenture Capitalist is still here after 5 years How the studio took "the least sexy idea" and made it into a global phenomenon
January 27, 2020 Hypercasual Vs Gaas Hypercasual vs GAAS - Lessons for lean #Gamedev What can two very different development strategies can teach us as game developers
January 21, 2020 Pgc London 2020 Snap Finger's Joanna Haslam on the positives of game design documents Design director shared her tips and tricks in London
January 21, 2020 What Is Hypercasual? Kwalee on what exactly makes a hypercasual game Head of publishing Simon Prytherch on building a game for the fastest-growing genre
September 3, 2019 Jobs In Games "Game design isn’t all about grand ideas and blue-sky visions of exciting new games" “The devil is in the detail”
July 2, 2019 Job News Voodoo brings on Blizzard, King and Mamau hires for Berlin studio Two new game designers and two new developers
June 4, 2019 Jobs In Games Jobs in Games: ZeptoLab’s Jorge Rosado on how to become a game designer “I was naive enough to think that I would become a millionaire and would be able to afford a Ferrari with my very first game”
April 8, 2019 Marketing Design How marketing can be baked into game design "You can't spell marketing without design," says Those Awesome Guys founder
January 28, 2019 How To Adapt or disrupt: A practical guide to surviving in a golden age of games Oscar Clark offers astute business and game design tips
December 11, 2018 Walking The Line The delicate balancing act behind midcore match-three Sega Heroes Finding core-casual sweetspot
August 30, 2018 Gdc Supercell: It takes more than one great idea to make a successful game Studio veteran Touko Tahkokallio shared his granular approach to development at this year’s GDC
August 29, 2018 Mistakes Miyamoto: Regrettable choices were made during the development of Super Mario Run Difficulty curve and fixed-price model could’ve been improved, claims the legendary designer
March 7, 2018 Getting The Message How to approach game design for Facebook Instant Games Chatterbox Games CPO Adam Telfer breaks down how to make games for chat apps like Messenger
January 23, 2018 Dreams To Life How developers turn their ideas into reality Martine Spaans leads a panel on ideas and working with others