Five Mistakes to Avoid When Making A F2P Game Priyank Badkul, Product Owner, Coffee Break Games 18 February 2020 Priyank Badkul from Huuuge Games shares the five mistakes he learned…
Bubbling beneath the surface – Innovative mobile game features that could gain popularity in the future Teemu Palomäki, Chief Game Analyst - Japan 28 February 2020 | Features, Game Design…
Mobile GameDev Playbook Episode 1: 2019 Retrospective and 2020 Gaming Predictions GameRefinery Team 28 February 2020 | Game Design, Trends Welcome to the first episode of our new podcast the…
March 2020 Product Update: Genre Essentials Lauri Heikkinen, Head of Product 3 March 2020 There’s no stopping the updates! Our latest addition is Genre Essentials, which pools all the latest data from…
Mobile GameDev Playbook Episode 2: Perfect World Talks Chinese Games GameRefinery Team 11 March 2020 | Game Design, Trends Welcome to episode 2 of the Mobile GameDev Playbook. In this…
Hypercasual made playables. It will not sustain them. Part one: How we got here? Adam Stevens, CPO at Luna Labs Ltd 18 March 2020 In 2019, playable ads rose to…
Hypercasual made playables. It will not sustain them. Part two: What comes next? Adam Stevens, CPO at Luna Labs Ltd 18 March 2020 Editors Note: This article was originally published by…
Match3 – Meta Layers and Matching Types Erno Kiiski, Chief Game Analyst - US 23 March 2020 | Features, Game Design, Genres, Trends Match3 puzzle is and has always been…
How did April Fools show in mobile games? Teemu Palomäki, Chief Game Analyst - Japan 2 April 2020 | Game Design, Trends We are still struggling with the pandemic around…
Tips & Tricks: Roadmap games with Game Analyzer Veikko Piirainen, Customer Success 7 April 2020 In tips & tricks, we share new clever examples of how some of our users…