Making Of Square Valley dev Ryan Becijos: "It definitely was challenging to stay motivated working on a project part-time"
March 7, 2022 Making Of How three extra months without revenue led to the success of RPG Dice: Heroes of Whitestone Postponing the game's launch was the right decision for game polish and team wellbeing
March 1, 2022 Making Of Small teams, financial gambles, and the classic inspirations of Micro RPG JoliYeti co-founders Frederic Smyczynski and Dominic Hamelin-Blais discuss sustaining the popularity of their game, Micro RPG, despite no UA spend
February 22, 2022 Making Of Making Call of Antia stand out from the crowd The Match 3 RPG genre is popular and well populated. FunPlus' Leon Zhou talks to PocketGamer.biz about differentiating yourself from the crowd
February 15, 2022 Making Of Supercell talks breaking the mould of puzzle games with Clash Quest Supercell's Touko Tahkokallio talks us through the journey of Clash Quest, from prototype to its current stage
February 8, 2022 Making Of How Skyrim, Slay the Spire, and Hearthstone influenced ARCANIUM: Rise of Akhan Supercombo CEO Remi Marchand talks keeping an indie studio financially afloat and making a mobile game for Netflix
February 1, 2022 Making Of Angry Birds Journey's voyage to reinvent familiarity Rovio's Tommi Koivisto and Sandro Kvlividze walks PG.biz through the delicate balance of renovation while returning to Angry Birds' roots
January 24, 2022 Making Of How Heck Deck shot its way to the top of the App Store torcado walks us through the development of Heck Deck, from game jam to top-ranking new game on the App Store
December 21, 2021 Making Of How Rocket League Sideswipe hit the back of the net Psyonix's Bethany Leuenberger and Robert Garza share their insights
December 14, 2021 Making Of How Adventure Chef: Merge Explorer was inspired by long drives and manga The Pocket Gems team shares its mobile games recipe
December 13, 2021 World Domination How hypercasual flop Clash of Dots became hit State.io Azur reveals how to tweak for success
December 7, 2021 Making Of How Airport Radar began as a single sketch of an aeroplane Vincent Borcard talks the challenges and lessons of a solo indie developer
November 23, 2021 Making Of How Lego Star Wars: Castaways was built "from the ground up" for Apple Arcade Gameloft Montreal's Lee Kaburis and Jacques Durand discuss the challenges of working with a beloved franchise
November 9, 2021 Making Of How Retro Bowl went from a simple RPG to a number one sports game New Star Games' Simon Read talks the making of a touchdown mobile game
November 2, 2021 Making Of Why Wildlife Studios' Sky Warriors is set to soar Game director Luiz Piccini talks honing aeroplane controls
October 26, 2021 Making Of Why Heroes of the Dark is Gameloft Sofia's most ambitious project yet Gameloft game lead Damian Damianov talks the difficulty of creating a hybrid mobile game
October 5, 2021 Making Of How Behind the Frame tells a story from the painter's eye Silver Lining Studio producer talks inspiration and storytelling
September 28, 2021 Making Of How LEGO Star Wars Battles was reinvented brick by brick TT Games Brighton studio head Jason Avent talks iteration
September 21, 2021 Making Of How Remedy Quest teaches players about Covid-19 and viruses Spreading positivity and awareness
September 14, 2021 Making Of How World of Demons was summoned from an unreleased mobile game "I gave it my all, right up until the end..."
July 19, 2021 Making Of How Inkle Studios created a hit in 100 days "Let’s make something really fast, and really fun..."
July 8, 2021 Making Of Why NetEase believes Frostpunk is different to every other game on the market NetEase producer Chao Luo on bringing the PC giant to mobile
June 22, 2021 Making Of How Huntdown looks to embody the best parts of 80s arcade shooters "We're convinced these types of games don’t age..."
May 25, 2021 Making Of $340 million and counting: How MLB Tap Sports Baseball is still growing strong Every baseball season offers new opportunities
May 12, 2021 Making Of How Gameloft looked to capture the spirit of the original Oregon Trail "We had always envisioned this as an Apple Arcade exclusive"
April 15, 2021 Making Of How Super Monkey Ball and Zelda: Four Swords inspired Marble Knights Austin Ivansmith dives into the Apple Arcade exclusive
April 8, 2021 Making Of Why Small Giant followed up its $1 billion hit Empires & Puzzles with Puzzle Combat CEO Jose Saarniniem explains
April 1, 2021 Making Of Boss Team Games on the making of Cobra Kai: Card Fighter Tim Hesse shares the details
March 25, 2021 Making Of Making magic on mobile with Magic: the Gathering Arena We speak to Wizards of the Coast exec producer Chris Cao
March 18, 2021 Making Of Designing Doctor Who to be 'bigger on the inside' for mobile Going all "timey wimey" with Maze Theory and Kaigan Games
February 25, 2021 Making Of Nuts - A Surveillance Mystery designer Jonatan Van Hove on seeing a game world through a different lens Noodlecake Studios published the Apple Arcade and Switch title
February 18, 2021 Making Of Alba: A Wildlife Adventure's journey to plant one million trees around the world "We’ve already planted over 450,000 trees so we’re almost halfway there!"
February 12, 2021 Making Of How Rivengard looks to breathe new life into mobile turn-based strategy titles "We felt that there was still a segment that was under-represented on mobile."
January 27, 2021 Making Of Why Crunchyroll believes now is the right time to bring Princess Connect! Re: Dive to the West "The team knew it would be a tremendous success and a potentially great fit for the Western market"
January 21, 2021 Making Of Inspired by Jet Set Radio, Apple Arcade racer Warp Drive brought composer Hideki Naganuma onboard "We were thrilled when he agreed"
January 15, 2021 Making Of How Apple 'featuring' helped The First Tree rival sales to PS4 and Xbox One on iOS "Having a powerful ending can help people look past the flaws so much easier"
January 7, 2021 Making Of How a trip to Antarctica helped bring authenticity to South of the Circle We speak to State of Play Games co-founder Luke Whittaker regarding the development of South of the Circle on Apple Arcade
December 30, 2020 Making Of How Shadow Fight Arena looks to offer something on mobile that console and PC is lacking "The main problem was related to human resources as it was a real challenge to find experienced specialists"
December 17, 2020 Making Of Why Kolibri Games favours the games-as-a-service approach with Idle Restaurant Tycoon "If at any point during this process, the game does not meet our requirements, we stop development"
December 10, 2020 Making Of React Games CEO Chad Lee on taking the politics out of Presidents Run "The game has no political view, no agenda or no affiliation with any party or group."
December 4, 2020 Making Of The adventure of developing Slash Quest for Apple Arcade "As much as I loved the talent everyone brought to the project, expanding the team was a big challenge to overcome"
November 19, 2020 Making Of How SMG Studio fought Animal Crossing and a global pandemic to launch Moving Out SMG Studio founder Ashley Ringrose speaks on the crazy year of 2020
November 11, 2020 Making Of Netmarble US president discusses how BTS Universe Story came to light "The pandemic has been a challenge for everyone but we are fortunate to have been able to adapt quickly"
November 3, 2020 Shooting Style How Warface: Global Operations mixes realism with accessibility Developer Whalekit lifts the curtain
October 29, 2020 Making Of Kongregate's Tammy Levy on licensing, partnering with Nickelodeon and launching TMNT: Mutant Madness "There are many hero-focused games on the market, so we wanted to make ours stand out"
October 22, 2020 Making Of How Snake inspired Tree Men Games' Pako Caravan "Pako Caravan is a mix of elements from the original Pako games and tried-and-true classic snake games."
October 15, 2020 Making Of Radical Forge creative director on the three-year road to the launch of Bright Paw "We knew from the start that it was not going to work unless we committed to premium."
October 1, 2020 Making Of How Mega Man inspired Apple Arcade title Fallen Knight "To be honest, we greatly underestimated the amount of work needed to be done."