September 3, 2020 Making Of How F1 Manager achieved 350,000 daily active users "We had to spend the first couple of months weathering the storm"
August 6, 2020 Into The Unknown Making Of: Glu SVP Mike Olsen on tackling the RPG genre with Disney Sorcerer's Arena "The player community is critically important to the ongoing development and success"
July 17, 2020 Cell-ing Well Making Of: Evil Empire CEO Steve Filby on the ongoing success of Dead Cells "I’d say that we’ve got a few years left in the game"
July 9, 2020 From New Zealand With Love Making Of: Agent Intercept's race to Apple Arcade "We expect we will always hold a focus on mobile"
July 2, 2020 I'm Ready I'm Ready Making Of: How Tilting Point made SpongeBob Krusty Cook-Off ready for soft launch in 10 months "We hit top 10 in terms of downloaded games on iOS in 97 countries and 79 countries on Google Play"
June 17, 2020 Ice Ice Baby Making Of: How Frogmind's Rumble Hockey was turned around in 9 months "Approximately 50,000 new players per day since its launch"
June 4, 2020 2.5 Million Dau Making Of: How Scrabble GO achieved "the best launch ever for a mobile word game" "Over 2.5 million people are playing daily for an average of 100 minutes each day"
May 22, 2020 Making Of Making Of: How A Fold Apart used Lightning Rod Games co-founder Mark Laframboise's own long-distance relationship as its basis "I was working at Disney Interactive/Playdom in California while my significant other was still living in Ontario, Canada"
April 17, 2020 Making Of Making Of: How Ubisoft shrunk down Rayman for Apple Arcade "Ubisoft is always present on new platforms right from launch"
April 9, 2020 Making Of Making Of: How Shantae and the Seven Sirens found its way to being an Apple Arcade launch title "This was our shortest dev cycle for a Shantae game"
April 2, 2020 Making Of Making Of: How Bossa Studio's love of game jams led to Apple Arcade title Hogwash "Generally, we set aside two days a month for jamming"
March 20, 2020 Making Of Making Of: Sumo Digital lead game designer Nic Cusworth discusses how Spyder went from game jam winner to Apple Arcade release "Going in, I don't think we realised what a huge challenge it was going to be to bring Spyder to life"
February 27, 2020 Making Of Making Of: How Sega Hardlight relaunched ChuChu Rocket "The production was around eight months in total"
February 21, 2020 Making Of Making Of: How East Side Games got the It's Always Sunny gang to go mobile "Working on a successful product based on a television IP opened up some doors to our founders"
February 14, 2020 Making Of Pivoting from Super Smash Bros. to Dark Souls: The making of Pascal's Wager TipsWorks founder Yang Yang on the launch and production of its ambitious first game
February 6, 2020 Making Of Developing an AR game after the success of Pokémon GO: The making of Bird BnB "The core gameplay is rooted in strong appointment and collection mechanics"
January 16, 2020 Making Of Building an artistic game out of tiny bricks: The making of LEGO Builder's Journey "The challenge was to keep the game fresh, challenging and understandable all the way through"
October 16, 2018 Space Odyssey Toys-to-space: The making of Ubisoft's Starlink: Battle for Atlas "It was something that none of us had ever done before"
May 2, 2018 Making Of Hack and slash: The making of MIHOYO's Honkai Impact 3rd MIHOYO president Forrest Wei Liu breaks down Honkai Impact 3rd's world
March 26, 2018 X-powered Superhero hot: The making of Marvel Strike Force FoxNext’s Amir Rahimi provides the lowdown
February 22, 2018 Making Of The making of Nekki's mobile brawler Shadow Fight 3 Nekki's Dmitry Terekhin and Nikita Korzhavin break down how the game's development
December 15, 2017 Passion Play From Japan with a local twist: The making of The Secret Police's RPG Dragon's Watch How a London startup improved the JRPG
November 24, 2017 Escape Architects Introversion on how Prison Architect brought it back from the brink Mark Morris talks indie survival
November 23, 2017 New Grounds The making of Gardenscapes spin-off Homescapes We delve into the follow-up to the smash hit mobile game
October 30, 2017 Power Of Nemesis Authentic yet distinctive: How Middle-earth: Shadow of War came to mobile Spanning worlds
August 15, 2017 Making Of Aiming high: The making of Guns of Boom Game Insight CEO Anatoly Ropotov tells the story behind the hit mobile shooter
August 9, 2017 Making Of Feline fighters: The making of ZeptoLab's C.A.T.S.: Crash Arena Turbo Stars Chief Product Officer Max Petrov spills the beans on the game's development
July 25, 2017 Spooky Business Balancing the bang and the buck: The making of Zombie Gunship Survival Limbic Software and Flaregames explain all
July 5, 2017 From Pc To Mobile Breaking out: The making of Prison Architect: Mobile How Tag Games brought a PC favourite to mobile
June 29, 2017 Kapow Team attack: The making of Chroma Squad From Kickstarter to mobile with Mark Venturelli
June 22, 2017 Behind The Scenes An ideal match: The making of Star Wars: Puzzle Droids Sean Coughlin shares development insights
June 15, 2017 Making Of Round two: The making of Transformers: Forged to Fight The road from conception to version 2.0
May 25, 2017 Zombies + Bullets = Fun Zombie outbreak: the making of Kill Shot Virus Behind the scenes with Hothead Games
May 10, 2017 Slowing It Down Time to pause: The making of FZ9: Timeshift Hiker Games on shaking up the mobile shooter genre
April 19, 2017 Mainstream Mmo "Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution Behind the scenes with Netmarble Game Director Cho ShinHwa
April 5, 2017 Speeding Away From Lithuania to India: The making of Chhota Bheem Speed Racing How a Lithuanian studio topped charts in India
March 29, 2017 Not For Your Eyes From game jam to indie hit: The making of A Normal Lost Phone Accidental Queens' Diane Landais on the smartphone as a setting
March 22, 2017 Birthing Heroes A team effort: The making of Alliance: Heroes of the Spire Behind the scenes with Mark Spenner
March 1, 2017 Insert Coin Retro style, modern medium: the making of Evil Factory Lawrence Koh and Jaeho Hwang on updating the shmup for F2P
February 23, 2017 Forcing The Issue A MOBA for the masses: the making of Star Wars: Force Arena Behind the scenes with Netmarble's Hong Seo Park
January 19, 2017 Making Manticore Flying into new territory: the making of Galaxy on Fire 3 - Manticore Behind the scenes with Deep Silver Fishlabs Head of Studio Michael Krach
January 4, 2017 Twang Angry Birds Action meets Korean RPG: The making of Knight Slinger Behind the scenes with Gamevil's Danny Park
December 27, 2016 Behind The Scenes The 6 most fascinating mobile game development stories of 2016 The best of the year's Making Of features
November 16, 2016 The Magic Number Top of the stack: Gram Games on the making of Six! Mark Muller, Kerem Alemdar and Cem Öcalan reflect on the puzzle hit
November 9, 2016 A Game Of Four Turns The beautiful game simplified: the making of FIFA Mobile Behind the scenes with Senior Producer Todd Batty
October 26, 2016 Might And Magic On Mobile Black Anvil's first and last game: the making of Warlords Putting the 'core' back in midcore
October 19, 2016 Cards On The Table Four companies, five cartoons, one game: the making of Animation Throwdown: The Quest for Cards Kongregate's Peter Eykemans and Jeff Gurian share insights
October 12, 2016 Minute To Win It Three people, 30,000 sales in the first month, and played by PewDiePie: the making of 60 Seconds! Robot Gentleman reflect on the post-apocalyptic indie hit
October 7, 2016 Making Of Upholding visual fidelity without sacrificing game design: The making of Oz: Broken Kingdom This Game Studio talk us through the Asian influences on a Western title
September 26, 2016 The Saga Concludes From paperbacks to touchscreens: the making of Sorcery! Creative Director Jon Ingold reflects on the four-part epic