301. | Pushing Your App on a Shoestring Budget. Useful Tips for Indie Developers | Margarita VASILEVSKAYA | 12 | |
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302. | Quick to Market – 1 Game Every 8 Weeks | Jesse Divnich | 12 | |
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303. | Show, Don't Tell? Play, Don't Show! | Stanislav Costiuc | 12 | |
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304. | Blockchain Needs Games | Robby Yung | 12 | |
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305. | The Seven Questions of Core Game Design | Tadhg Kelly | 12 | |
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306. | Super Happy Modern HTML5 Browser Games | Vincent SCHEIB | 12 | |
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307. | Why Just Making Great Games Is Not Enough | Anders Lykke | 12 | |
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308. | The Era of Convenience and Why The Browser is the Next Big Thing in Games | Trip HAWKINS, | 12 | | The Next Big Thing
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309. | Turning Your Players into Collectors | Derrick MORTON | 12 | |
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310. | Imagination and Game Design: A Philosophical Approach | 12 | |
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311. | The Importance of Indie Games to eSports | Andrew Paradise | 12 | |
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312. | Designing Mobile Games for Optimal IAP | PANEL | 12 | |
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313. | State of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir | 12 | |
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314. | Monetization: What Differentiates Top Earners from Everyone Else | Peter HEINRICH | 12 | |
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315. | The Importance of Latin American Market | Maximo Cavazzani | 12 | |
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316. | Dev by Day, Dev by Night | Juan Karlo Licudine | 12 | |
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317. | Keys to Mid-core Success | Michail KATKOFF | 12 | | Dota 2
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318. | Postmortem: Nihilumbra - Delivering Indie Awesomeness | Kevin CERDA | 12 | | Nihilumbra
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319. | Developing Success in Mobile with Unreal Engine 4 | David Stelzer | 12 | |
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320. | Running Live Games at King London Studio | James Nicholls | 12 | |
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321. | 5 Keys to Success When Building HTML5 Games | Jesse FREEMAN | 12 | |
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322. | You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn | 12 | |
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323. | Indie Prize Ceremony Awards | Asia 2015 | 12 | |
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324. | Telling a Deep Story in a Casual Game | Chris SKAGGS | 12 | | Soma
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325. | Indie Survival Guide | Ernie PANG | 12 | |
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326. | Video Game Subscriptions – Deconstruction and Game Design | Chris Early | 11 | |
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327. | Jenova Chen Interview | GameDaily Connect USA 2019 | 11 | | Sky: Children of the Light
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328. | Messenger Games 2017 Year in Review | James C Smith | 11 | Review | The Messenger
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329. | Strategies for Effective App Store Optimization | PANEL | 11 | |
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330. | Designing a Studio For Game Designers | Luna Javier | 11 | |
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331. | Why Players Leave | Nelson Rodriguez | 11 | |
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332. | ”New” Ways of Mobile Game Marketing | Wenyi JIN | 11 | |
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333. | The Video Games Industry in Latin America | Arturo Velez | 11 | |
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334. | ASO App Store Optimization or Bust! | Panel | 11 | |
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335. | Nom Cat- 2M Downloads Within 2 Months W/O a UA Budget | Herdjie Zhou | 11 | |
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336. | The Reality of AR/VR | Tim Merel | 11 | |
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337. | Playtika's growth by change | Boaz Levin | 11 | |
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338. | How to Talk to Publishers? | Falko Boecker | 11 | Guide |
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339. | Composing Video Games for Music | Arnold Nesis | 11 | |
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340. | 5 Key Fun Indicators that Every Indie Dev Should Attempt | Nadav Bar Kama | 11 | |
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341. | Balancing Logic & Chance to Create Compelling Puzzles | Layton Hawkes | 11 | Vlog |
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342. | Why Art Matters in Mobile and Casual Games | James ZHANG | 11 | |
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343. | Designing Criminal Case for Virality and Retention | CAZENAVE, RAUX | 11 | | Criminal Case
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344. | Teaching Stable Game Development Skills for the Game Development Industry | Hilmy Abdul RAHIM | 11 | |
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345. | VR 101 — Jumping into a New World! | Ed Lago | 11 | |
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346. | Finding Inspiration for Game Design Everywhere You Look | Greg LEMON | 11 | |
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347. | Magic Numbers: The wooga Way of Retaining Users | Stephanie KAISER, Timo DRIES | 11 | |
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348. | High Replayability in Browser-Based Games: How to Generate It | Felix Faber | 11 | |
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349. | Demystifying Japan | Dr. Serkan TOTO | 11 | |
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350. | 10 Years of Casual Games | Michael KALKOWSKI | 11 | |
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351. | The First Cambodian Game Development Studio: It All Started From Zero | Ear UY | 11 | |
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352. | Talking Game Engines Without Drama | Panel | 11 | |
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353. | The 4 Most Popular Slot Archetypes | Guy Hasson | 11 | |
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354. | Publishers Ask Me Anything | PANEL | 11 | |
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355. | Design Secrets Revealed! How to Attract a Wider Female Audience | Brandii Grace | 11 | Guide |
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356. | The First Dollar | My N. Tran | 11 | |
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357. | Using Data to Rethink Our Live Ops Strategy | Cristian Radulescu | 11 | |
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358. | Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy | 11 | |
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359. | How Flippy Bottle Became a Most Played Game! | Derrick Alain Mapagu | 11 | |
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360. | A Hands-On Guide to Unity's New UI System | Andy TOUCH | 11 | Preview |
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361. | Developing Windows Phone 7 Games from the Ground Up | Charles COX | 11 | |
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362. | Mobile Game Event Design | Rich Marmura | 11 | | Family Guy: The Quest for Stuff
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363. | F* Free-to-Play | Morgan JAFFIT | 11 | |
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364. | Redefining Publishing for Today's Marketplace | PANEL | 11 | |
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365. | Making Money with F2P Games | Stefan Behrens | 11 | |
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366. | Monetizing When Your Game Isn't Even Open | Abdullah Hamed | 11 | |
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367. | Crossy Road: Something for Everyone | Matt HALL | 11 | | Crossy Road
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368. | The State of Viral User Acquisition | Jeroen Bouwman | 11 | |
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369. | Postmortem: Dream Symphony | George ZARKUA | 11 | | Postmortem
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370. | I Can’t Code…So What — I Make Great Games! | James PRUCEY, Gary CARR | 10 | |
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371. | Freemium vs. Premium, an Indie Dilemma | Ian GREGORY | 10 | |
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372. | Tasty Recipes for Cooking up an Amazing GUI | Vera Velichko | 10 | |
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373. | Avatar Warrior’s Journey | Benjamin CHEVALIER | 10 | |
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374. | Cloud Gaming for Mobile is Here. Are You Ready? | Vesa Jutila | 10 | |
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375. | How to Make a Publisher Fall in Love With You at First Sight | Nikita Vladimirov | 10 | Guide |
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376. | 7 Phrases That will Kill Your Game | SHALGI | 10 | |
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377. | Mobile Advertising on Facebook: From Install to Maximized Lifetime ROI | Leah NA'AMAN | 10 | |
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378. | Programmatic Ad Mediation | Pavel Golubev | 10 | |
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379. | Indie Survival | Panel | 10 | |
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380. | Game Design Principles and Inspiration | John SAY | 10 | |
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381. | 5 Reasons HTML5 Apps are Easy to Monetize | Alexander KRUG | 10 | |
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382. | Synchronous vs. Asynchronous Mobile Gameplay | BOEHM, HELLMUND | 10 | |
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383. | Building a Media Sharing Platform on the AWS Cloud | Carlos CONDE | 10 | |
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384. | Free To Play Mobile Monetization 2.0 | Brian SAPP | 10 | |
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385. | Please, Sir, I Want Some More... Ads | Matthew Hall | 10 | |
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386. | Immersive Narrative Gameplay Experiences and Why the SoundNovel Series Works | AUTO, ARIFIN | 10 | |
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387. | How to Leverage a Genre System in Strategic Mobile Game Development | Patrick WALKER | 10 | Guide |
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388. | Challenging Social Success Conventions: Making Every Game a Success Story | Jens BEGEMANN | 10 | |
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389. | AS3/AIR to iOS in 157 Easy Steps | Ryan Henson CREIGHTON | 10 | |
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390. | How Game Publishers Dramatically Grow Ad-Related Income through Direct Deals | Pepe AGELL | 10 | |
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391. | Mobile Games Market 2014: Fundamentals and Future | Stephanie LLAMAS | 10 | |
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392. | Ads as a Part of Game Design: Best Practices | Slava Taraskin | 10 | |
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393. | Legality in Esports | PANEL | 12 | |
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394. | How Card Games are Keeping Up | DAVID-MARSHALL, COLLINS, WINKLER, ARAKI, VAN DREUNEN | 10 | |
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395. | Ad Monetization Design Patterns in Free-to-Play Games | Eric Seufert | 10 | |
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396. | Out There- Making and Marketing a Innovative Premium Mobile Game | Michael PEIFERT | 10 | | Out There
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397. | Building Your Unity Games In The Cloud | Josh NAYLOR | 10 | |
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398. | The Game Developer and Audio Designer Handshake | WALZ, LEPARD, BOYNTON, THOMAS, DOWSETT, TONE | 10 | |
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399. | How Did Hipster Whale Make $1M W/O Making Players Cross? | Clark, Hall | 10 | | Crossy Road
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400. | Kickstarting Shadowrun Returns | Jordan WEISMAN | 10 | | Shadowrun Returns
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