301. | Things I'm Seeing (and Being) in VR/AR | Tim Chang | 1 | |
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302. | LiveOps 101 | Andrew Munden | 1 | | Marvel Contest of Champions
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303. | Pay for Pleasure, Not Pain | Greg Costikyan | 1 | |
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304. | Succeeding on Mobile with Premium Games | Patrick Naud | 1 | | Deus Ex Go
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305. | Influencers: The Opportunity and Responsibility | Saralyn Smith | 1 | |
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306. | The Neuropsychology of Engagement – An Audio Perspective | David Ortega | 1 | Vlog |
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307. | Growth Features That All Game Developers Should Know About | Aurora Klaeboe Berg | 1 | |
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308. | Monetizing Mobile Apps w/3rd-Party App Stores & Alternative Payments | Panel | 1 | |
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309. | AI, VR, & AR: Powering Our Future | Arnaud Dazin | 1 | |
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310. | The Insider Tricks to Customer Care in Social Casino | Thomas Andreasen | 1 | |
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311. | Understanding Tomorrow’s Gamers, Today! | Michael Cai | 1 | |
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312. | Audio Middleware - The Quantum Leap in Interactive Immersion | PANEL | 1 | |
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313. | Can a Virtual Pet Break Your Heart? | Wendelin Reich | 1 | |
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314. | Operating Games in the Modern Mobile Market | Andy Zhong | 1 | |
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315. | Designing for Exponential Scaling | Tomo Moriwaki | 1 | |
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316. | Casual Games- Key to Bringing VR to the Masses | Carl-Arvid Ewerbring | 1 | |
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317. | Demystifying Japan | Dr. Serkan TOTO | 1 | |
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318. | V for Video: Monetizing your App with Mobile’s Most Powerful Ad Format | PANEL | 1 | |
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319. | Future of Games | Panel | 1 | |
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320. | Bite-Sized Learning | Nancy MacIntyre | 1 | |
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321. | Representing Real-World Issues through the Medium of Games | Ansh PATEL | 1 | | The Medium
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322. | Kakao Games: How to Get to the Top | Inna ZAICHENKO | 1 | Guide |
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323. | Adaptation of an Existing Game to Oculus Rift, Best Practices | Igor DEGTYAREV | 1 | | Rift
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324. | Games-Based Learning: One Company's Search for the Holy Grail | Ian HOOK | 1 | |
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325. | How Video, eSports and Free-to-play are Accelerating Growth of the Global Games Market | 1 | | Dota 2
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326. | Mobile SDKs: Use with Caution to Protect Your Young Users | Orly Shoavi | 1 | |
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327. | Designing Simple UI for Great User Experience: Createrria Case Study | Wojciech BORCZYK | 1 | |
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328. | Postmortem: Transmorpher | Alexander KALINOVYCH | 1 | | Postmortem
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329. | Profitable Longevity Strategies for Social Gaming -- No More Risky Business | Aber WHITCOMB | 1 | |
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330. | Dissecting Game Design's Inherent Goal of Building Bias | Tomo MORIWAKI | 1 | |
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331. | HUEBRIX | YELLOW MONKEY STUDIOS | 1 | |
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332. | Why You Need to Pay Attention to Both Emerging and Mature Gaming Markets | John GOLDEN | 1 | |
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333. | Android, Google Play, and the Mobile Gaming Opportunity | Purnima KOCHIKAR | 1 | |
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334. | The Autumn of Indie Games | PANEL | 1 | |
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335. | The Art of Negotiation | Tom Buscaglia | 1 | |
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336. | The 5 Mortal Sins of Launching an Online Game | Michalina KIERA, Jendrik PÖSCHE | 1 | |
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337. | Case Studies: Winning in Social Mobile | Thomas CHUNG | 1 | |
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338. | The First Cambodian Game Development Studio: It All Started From Zero | Ear UY | 1 | |
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339. | MAXimizing Fraud in Online Games (or Fraud is Your Friend) | Monty KERR | 1 | |
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340. | Designing SimCity BuildIt │Petri Ikonen | 1 | | SimCity BuildIt
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341. | How WebGL Makes HTML5 Ready for Prime Time | Ola DE FREITAS | 1 | |
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342. | Soft Launch Planning and Management | Dylan Tredrea | 1 | |
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343. | Show, Don't Tell? Play, Don't Show! | Stanislav Costiuc | 1 | |
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344. | Growing a Hardcore Game on Facebook| Leonard Frankel | 1 | |
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345. | 10 Things I Hate About Casual Games | Dave ROBERTS | 1 | |
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346. | Creating Value Through Business Development | Tarush Agarwal | 1 | | Changes
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347. | 10 Years of Casual Games | Michael KALKOWSKI | 1 | |
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348. | Indie Survival | Panel | 1 | |
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349. | Multiply Your Social Casino Revenues via Live Operations | Thomas Andreasen | 1 | |
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350. | Turning Your Poker Club Leaders into Game Managers | Xiang LIN | 1 | |
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351. | Pitching Indie Publishers – The Hip Source of Project Funding | Panel | 1 | |
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352. | Programmatic Ad Mediation | Pavel Golubev | 1 | |
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353. | Creating a Niche-Based Game Development Company | Anuj TANDON | 1 | |
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354. | Acumen Report - Constant Content | Alexander Macris | 1 | |
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355. | Peak VC Games Investment? | Panel | 1 | |
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356. | Immersive Narrative Gameplay Experiences and Why the SoundNovel Series Works | AUTO, ARIFIN | 1 | |
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357. | Leveraging Mobile User Acquisition with High Profile Celebrities | Barak Levanon | 1 | |
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358. | The Tension Between Starving Artist & Selling Out | Jason Della Rocca | 1 | |
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359. | Building Multi-platform Games -- The Proof is in the Pudding | Riccardo ZACCONI | 1 | |
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360. | Why Your Game Will Not Work | Juan LI | 1 | |
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361. | The Road to Crossy Road | Matt HALL and Andy SUM | 1 | | Crossy Road
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362. | The Top 5 Cultural Issues in Games | Kate Edwards | 1 | |
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363. | NextGen Ads: A Tool for a Good Gaming Experience | Julien Grajs | 1 | |
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364. | From Mediocre Prototype to Smash Hit Game | Henrik Johansson | 1 | | Smash Hit
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365. | Monetizing Your Game Soundtracks | Greg Rahn, David Weiner, Aaron Walz, Brian Cho | 1 | |
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366. | Building a Community of 80M Players from Scratch | Marek RABAS | 1 | |
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367. | Old Friends' Reunion, or Kickstarting Pathologic | Ivan SLOVTSOV | 1 | |
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368. | The New BlackBerry: We Play! | Volker HIRSCH | 1 | |
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369. | Be a Market Leaders with a Small 'Commando' Team | David Kalmanson | 1 | |
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370. | Using Theory & Ear Training to Create Better Video Game Music| Aaron WALZ | 1 | |
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371. | Maintaining 100% Indie with a Publisher | Bari SILVESTRE | 1 | |
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372. | Deeper in Retro Gaming | Frederic SOMMER, William DYCE | 1 | | The Expanse
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373. | The Tower Of Want | Ethan Levy | 1 | |
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374. | Valthirian Arc II: Transforming Players Feedback into the Sequel | Wimindra LEE | 1 | |
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375. | Autumn Radke | 1 | |
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376. | Online Games: The Past and the Future through the Eyes of Aeria Games| Dr. Pascal ZUTA | 1 | |
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377. | Interactive Storytelling for Adventure Games | Himanshu KAPOOR | 1 | |
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378. | Bridging The Gap Between Audio & Games: Managing Your Music In The Game Space | Mona IBRAHIM | 1 | |
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379. | Messaging, Messenger, iMessage & More: Learnings & Predictions from the Leaders | PANEL | 1 | |
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380. | You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn | 1 | |
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381. | Sell Your Game Forever: How We Survived 5 Years Without a Hit | Brandon Sheffield | 1 | |
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382. | Data in Support of Live Operations : Real-Life Examples | Julien Alphonse | 1 | Let's Play |
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383. | HTML5 and the Future of Mobile and Web Gaming | Albert LAI | 1 | |
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384. | Guide to Clans: Setting Up a Strong Clan System | Leonard Frankel | 1 | Guide | Clash of Clans
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385. | Running Live Games at King London Studio | James Nicholls | 1 | |
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386. | Ads as a Part of Game Design: Best Practices | Slava Taraskin | 1 | |
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387. | Production Music Libraries for Game Developers (Pros & Cons) | Xiao'an Li | 1 | |
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388. | F2P in MMORPG, OMG! Cryptic Studios Redefines UGC | Jack EMMERT | 1 | | Neverwinter
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389. | The Democratization of Game Promotion | Jason Akel | 1 | |
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390. | From Bootstrap into Indonesia's Biggest Gaming Company | Arief Whidiyasa | 1 | |
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391. | CasualConnect Live Stream | 1 | |
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392. | Why Asian Games Can't Copy Their Own Success Overseas and How to Fix It | Cvetan Rusimov | 1 | |
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393. | Proper Care and Feeding of your MAU MAM (Monthly Active Monsters) | Stephanie KAISER | 1 | |
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394. | HTML5 Games in 2015: Trends & Untapped Opportunities | Alexander Krug | 1 | |
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395. | Get Off The Treadmill! | Chelsea HOWE | 1 | |
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396. | The First Dollar | My N. Tran | 1 | |
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397. | Strategies for Effective App Store Optimization | PANEL | 1 | |
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398. | DIY: Indie Game Dev from Napkin to Profitability | Mark BAXTER | 1 | |
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399. | Survival On The Open Market For Indies | Dejan OMASTA | 1 | |
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400. | Managing A Casual Indie Studio: History of HipSoft | Brian GOBLE, Bryan BOUWMAN | 1 | |
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