201. | The Perfect Storm: How Cloud Gaming will Change the Future of Games | Candice Mudrick | 2 | |
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202. | Lessons Learned From AirMech | James Green | 2 | | AirMech
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203. | Building Your Unity Games In The Cloud | Josh NAYLOR | 2 | |
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204. | VR 101 — Jumping into a New World! | Ed Lago | 2 | |
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205. | Esports 101: Past, Present and Future of an Industry | Bill Mooney | 2 | |
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206. | Indie PR Refresher | Joe LIEBERMAN | 2 | |
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207. | Investing in VR & AR Opportunities and Challenges | Panel | 2 | |
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208. | Game Design Principles and Inspiration | John SAY | 2 | |
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209. | Making Money with Games -- What's Real Today | Paul THELEN | 2 | |
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210. | Better Game Design Through Blood And Tears | Nick YONGE | 2 | |
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211. | 10 Reasons Why Your App Won't Succeed | Oliver JONES | 2 | |
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212. | "Magic Particles": How to Use Particle Special Effects in Games | Alexey SEDOV | 2 | Guide |
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213. | Mobile Game Event Design | Rich Marmura | 2 | | Family Guy: The Quest for Stuff
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214. | Intuition vs Metrics: How Social Game Design Has Evolved | Laralyn McWILLIAMS | 2 | |
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215. | The Long Way to Find the Right Monetization Model | Bjoern Bergstein | 2 | |
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216. | EMERGING TRENDS: Welcome to the Microconsole Generation | Tadhg KELLY | 2 | |
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217. | Virtual Goods for Core Gamers: What Works and What Doesn't on Kongregate | GREER, PECORELLA | 2 | |
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218. | Designing for Virality: Turning Users Into Influencers | Jeroen Bouwman | 2 | |
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219. | Snail Bob: Success on Mobile and Flash | Andrey KOVALISHIN | 2 | |
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220. | Opportunities in Free to Play: How Big Fish is Expanding into Free to Play Gaming on Mobile and PC | 2 | | The Sims 4
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221. | Mike Domaguing Interview | GameDaily Connect USA 2019 | 2 | |
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222. | Kickstarting Shadowrun Returns | Jordan WEISMAN | 2 | | Shadowrun Returns
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223. | Casual Games on Mobile -- Prosperous or Profitless? | Paul THELEN | 2 | |
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224. | How to Make a Living Developing Games | Wade TINNEY | 2 | Guide |
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225. | How To Make Your Sausage Grow | Yaron Avissar | 2 | |
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226. | HTML5 brings Casual Gaming to the Mobile Web | Alex KRUG | 2 | |
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227. | Emerging Strategies to User Acquisition | 2 | |
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228. | 23 Strangers in a Cabin, What Could Go Wrong? | Jana Karlikova | 2 | |
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229. | Flexibility and Creativity| Robert Antokol, Dean Takahashi | 2 | |
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230. | Indie Game Studio Survival Panel | GRIL, MARCHAL, NATSUUME, YUE TAN, GREGORY | 2 | | Shenmue 3
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231. | State of the Social Casino | Elad Kushnir | 2 | |
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232. | Retention! Retention! Retention! | My N. Tran | 2 | |
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233. | Our Kickstarter was saved by an image: FORCED Case Study | Steffen Kabbelgaard GRØNNING | 2 | |
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234. | Crime City: Next-Gen Social RPG | Dan CHAO | 2 | |
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235. | Today's Golden Age of Games Investment... | Eric GOLDBERG | 2 | |
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236. | Another Side of Poker | Anatolii Henis | 2 | |
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237. | Growth and Expansion in Esports | PANEL | 2 | |
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238. | The Sandbox | PIXOWL | 2 | | The Sandbox
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239. | Not Your Father's Oldsmobile: New Ways to Acquire and Retain Gamers in a Mobile First Society | 2 | |
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240. | Smile with Casual Connect! Official video report from Casual Connect USA 2018 at Disneyland® Hotel | 2 | |
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241. | Monetizing Each of Your Games on a Dedicated Website | Konrad HOLUBEK | 2 | |
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242. | Skill Based Gaming and Wagering on Core Games | Paul KIM | 2 | |
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243. | Only in VR: The Secret to Great VR Game Design | Patrick O'Luanaigh | 2 | |
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244. | High Five to Casual Connect! CC Europe in Amsterdam 2016 | 2 | |
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245. | Building Immersion in HOPA Games | Vladimir ZIVKOVIC | 2 | |
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246. | The Easy Way to Stop Making Unsuccessful Games | Alexander EGOSHIN | 2 | |
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247. | App Store Optimization: What You're Probably Doing Wrong | Yonatan Dotan | 2 | |
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248. | Promoting Your Indie Game with a Low Budget: Cyto's Puzzle Adventure Case Study | VASILEVSKAYA | 2 | |
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249. | Acquisition, Retention, Monetization | Josh WILLIAMS | 2 | |
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250. | "I Play 5 Hours a Day, but I’m Not a Gamer": Women Gamers | Martine SPAANS | 2 | |
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251. | Tips for Making a Good Game Great | Oleg PRIDIUK | 2 | |
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252. | Survival of the Indies | Debbie Bestwick | 2 | |
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253. | Social Mobile Games as a Result of Game Development Evolution | Edgars STRODS | 2 | |
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254. | Making Games for a Streaming-first World | Joseph Knowles, | 2 | |
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255. | Entering the Chinese Market – Can Western Developers Succeed | PANEL | 2 | |
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256. | Casual Connect/ Indie Prize Official Video Report | 2 | |
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257. | The Importance of Managing Whales in MENA | Lamia Shreim | 2 | |
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258. | 5 Reasons HTML5 Apps are Easy to Monetize | Alexander KRUG | 2 | |
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259. | Mobile Marketing and User Acquisition Trends - 2014 and Beyond | Bryan BUSKAS | 2 | |
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260. | The Elusive Tween Girl Gamer | Fredric Gunnarson, Taina Malén | 2 | |
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261. | Why You Should Consider Using HTML5 for Your Next Game Project | Pavle Goloskokovic | 2 | |
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262. | 3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan | 2 | |
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263. | 10 Tips to Get Your Game Funded/Published | John YOUNG | 2 | |
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264. | Harnessing Your Community | Michael ROSEN | 2 | |
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265. | Embedding Narrative in Game Design: Telling Stories with Balls | David EVANS | 2 | | Rollers of the Realm
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266. | An Interactive Roadmap For Getting Your Game To Market | Chris Hewish | 2 | |
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267. | Jesse Rapczak – Co-Creator of ARK | FIRESIDE CHAT | 2 | |
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268. | User-Acquisition Tips When You Are an Indie Developer | Sébastien BORGET | 2 | |
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269. | How to Build a Sequel: Best Practices for Mobile Games | Mike Inglehart | 2 | |
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270. | Dating App Design | Jason Loia | 2 | |
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271. | Postmortem: Nihilumbra - Delivering Indie Awesomeness | Kevin CERDA | 2 | | Nihilumbra
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272. | Mobile Video Ads – Your Best Bet for Acquiring Valuable New Users | PANEL | 2 | |
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273. | Making Small Games With Simple Mechanics for Success | Pavel CARPOV | 2 | |
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274. | What is a Good Game? (From the Perspective of a Game Publisher) | Christopher Liu | 2 | |
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275. | State of the Social Casino Industry - Q3 2014 | Elad KUSHNIR | 2 | |
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276. | Details Matter: How To Increase Downloads and Sales of a Mobile Game | Julia LEBEDEVA | 2 | Guide |
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277. | Designing Games Around Repetitive Mechanics | Danilo RADOJCIN | 2 | |
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278. | Focusing on Your Community to Combat High CPIs | Tim TEH | 2 | |
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279. | How To Not Create A Game Startup | Dr. Christopher ERHARDT | 2 | Guide |
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280. | Rami Rambles About Design Problems | Rami Ismail | 2 | |
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281. | Zombies on the Great Wall | Leo Liu Kun | 2 | | Plants vs. Zombies
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282. | Twitch & Youtube Live: New Platforms That Will Change Gaming Business | Ali Moiz | 2 | |
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283. | Evil Game Design Challenge 2 | Ben COUSINS, Teut WEIDEMANN, Laralyn MCWILLIAMS, Scott FOE | 2 | | Minecraft
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284. | Creative Game Design Behind Tobe's Series: Making Classic Platformers for the New Generation | TEO | 2 | |
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285. | Immersive Audio is Possible on an Indie Budget | Damian Kastbauer | 1 | |
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286. | The Creative Evolution of Social Casinos from Launch to Maturity | Jon Gagnon | 1 | |
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287. | How Indie Devs Can Compete with Giants and Remain True to Themselves | PANEL | 1 | |
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288. | Lessons from Real Money Casino | Lloyd Melnick | 1 | |
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289. | Show, Don't Tell? Play, Don't Show! | Stanislav Costiuc | 1 | |
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290. | Maximizing Your User Acquisition Campaigns | Katya Kornilova | 1 | |
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291. | Tools to Improve Narrative | Hernan Lopez | 1 | |
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292. | How the Hidden Object Genre Can Reach Top 20 Grossing | Diana Platonova | 1 | | The Hidden
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293. | How to Make Your Next Game Go BIG | Emmanuel Carraud | 1 | Guide |
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294. | Social Features in Casual Gaming | Robby Yung | 1 | | Ragnarok Online
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295. | Multiply Your Social Casino Revenues via Live Operations | Thomas Andreasen | 1 | |
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296. | Using (Free!) AppAnnie Data to Optimize Your Next Game | Eric Seufert | 1 | |
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297. | Mobile Advertising Best Practices for Game Developers | Phalgun RAJU | 1 | |
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298. | eSports for Competitive Mobile & Indie Games | David Hiltscher | 1 | | League of Legends
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299. | LiveOps 101 | Andrew Munden | 1 | | Marvel Contest of Champions
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300. | Asian vs. Western Games: Successful Gameplay and Design | Ohad Barzilay | 1 | |
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