September 5, 2016 Making Of A rich game for a casual market: The making of Mobius Final Fantasy Producer Yoshinori Kitase talks us through the game's development
August 3, 2016 Making Of Multiplayer Mario on acid: The making of ReRunners How Klang Games brought the MMO-platformer to life
July 27, 2016 Mechanical Marvels More than meets the eye: the making of Transformers: Earth Wars Space Ape CEO Simon Hade on a subtle transformation
July 20, 2016 Making Of Sticky snowballs and shifting genres: The making of Tap My Katamari How do you explain such a bizarre concept?
July 14, 2016 Fast Forward Shifting gears: the making of CSR Racing 2 GM Julian Widdows on making racing social
June 16, 2016 Still Going All loot, no hassle: the making of Nonstop Knight Mika Kuusisto and Dana Massey on making an idle RPG
May 25, 2016 Making Of Back on track: The making of Train Conductor World Simon Joslin on bringing the franchise to free-to-play
May 19, 2016 Lights, Camera, Action! Bouncing birds and staying on brand: The making of Angry Birds Action! How Tag Games gave the familiar characters a whole new style
May 4, 2016 Focus On Core Deeper Heroes: The making of Marvel: Avengers Alliance 2 The team at Disney talk design decisions and gameplay balancing
April 26, 2016 Making Of Episode Demi Lovato, Mean Girls and moderation: The making of Episode How major licenses helped boost the profile of the interactive fiction platform
February 23, 2016 Not Exactly Plain Sailing 3 years, two people, 1 vision: the making of Pirate Power Godzilab on being a small indie with big ideas
February 17, 2016 Labour Of Love Two years of cancer and crafting: The making of Crashlands Butterscotch Shenanigan's Seth Coster on hard years
January 20, 2016 Big Leagues Promotion push: the making of Champ Man 16 Distinctive and Square Enix on taking each season as it comes
January 5, 2016 Making Of From soil to store: The making of Farm Away! Jami Laes on the view-to-play model and the future of the game
December 2, 2015 Smart Brains Danger at every turn: the making of The Walking Dead: No Man's Land Sulka Haro on shuffling towards success
November 3, 2015 Robots With Feeling Working in tandem: the making of Dawn of Steel How Superweapon and flaregames shook up mobile strategy
October 20, 2015 Finding The Sweet Spot From F2P to premium and back again: the making of Storm Casters Ultra Creative Director Nick Coombes discusses the four phases of development
October 13, 2015 Putting The Pieces Together Howdunnit: The making of Her Story Sam Barlow talks inspiration
September 22, 2015 Super Spider Sequel 2 years, 20 contributors, and "alarming" sales - The making of Spider: Rite of the Shrouded Moon Tiger Style on pushing the boundaries of mobile plausibility
September 15, 2015 Springheeled An athletic aesthetic: The making of Lara Croft GO Antoine Routon takes us through the dev process
August 25, 2015 Changing Direction Why Tequila Games developed Earthcore; the game that wanted to be a CCG Radek Smektala and Marcin Traczyk on the making of Tequila's CCG
August 18, 2015 Making Of Cocktails and IAPs: The making of Paradise Bay We go behind the scenes of King's latest game.
August 12, 2015 Tweet Tweet How Jonatan Crafoord squeezed the entire audio for Angry Birds 2 into 10Mb Rovio Stockholm's audio director takes us behind the scenes on Angry Birds 2's audio
August 5, 2015 Fair Winds Against the current: The making of You Must Build a Boat What comes after 10000000
July 30, 2015 Flapping Great Bigger, badder, birdier: The Making of Angry Birds 2 The general manager of Rovio Stockholm lifts the lid on a new sequel
July 3, 2015 One We Made Earlier Flashback Friday: Pedal to the metal: The making of CSR Racing Jason Avent on the creation of a freemium sensation
June 10, 2015 Kalypso's First Baby Right place, right time, right price: the making of Crowntakers The story behind Kalypso's first mobile game
May 7, 2015 Now With Curves This time in Unity: The remaking of spy-tastic endless runner Agent Dash How Full Fat improved on its spy-themed endless runner
April 29, 2015 Behind The Scenes Levelling up the mobile RPG: The making of Spirit Lords Creative director Daniel Erickson takes us behind the scenes
April 24, 2015 Time For Something New How Everywear Games solved the small screen problem for Apple Watch-exclusive RPG Runeblade Looking from a new angle
April 16, 2015 Back To The Future How mashing up Forbidden Planet and Cannon Fodder resulted in Space Age Big Bucket's optimistic nod to 1950s sci-fi
March 26, 2015 Bouncing Bean Coming on leaps and bounds: the making of Bean Dreams Kumobius on the development of their paid iOS platformer
March 11, 2015 The Journey Triple-A branding an indie game concept: the Making of Angry Birds Epic Chimera's epic journey
February 18, 2015 Form And Function Why did the chicken... the making of Crossy Road Hipster Whale on inspiration and aspiration
January 28, 2015 Panel Work How Loveshack found a new order with iOS hit Framed Non-linear progression
January 7, 2015 Making Of Shaking it up: The making of Candy Crush Soda Saga King reveals how you recreate success
December 10, 2014 Making Of As much as we could chew: The making of The Banner Saga Stoic reveals all about its tactical triumph
November 26, 2014 Making Of Duck and cover: The making of Brothers in Arms 3: Sons of War The balance between movement and cover
November 12, 2014 Making Of The world at war: The making of Brave Frontier Hisatoshi Hayakashi details the JRPG that's for everyone
October 8, 2014 Making Of From Dreamcast to F2P reality: The making of Crazy Taxi: City Rush Speeding away with Sega
September 17, 2014 Making Of Simplified, faster and more intense: The making of World of Tanks Blitz Dmitry Yudo talks Wargaming's app attack
August 27, 2014 Making Of A spectacular leap: The making of Trials Frontier How RedLynx's physics racer finally came to mobile
August 14, 2014 Making Of Rewriting the text adventure: The making of 80 Days The world through your phone
August 6, 2014 Making Of Underwater love: The making of Deep Loot Monster and Monster on making a move on F2P
July 3, 2014 Making Of Second time better: The making of Royal Revolt 2 How flaregames targeted multiplayer TD for success
June 25, 2014 Making Of Twist and shout: The making of Blek Dev brothers Dennis and Davor Mikan reveal all
June 11, 2014 Making Of Shedding light: The making of A Dark Room You don't always need pictures to tell a story