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…
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…
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…
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…
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…
Genre and Great Games Report GameRefinery Team 11 August 2020 | Features, Genres, Monetization, Motivations, Trends We partnered with Facebook Gaming and Facebook IQ to give you everything you need…
How GameRefinery Helped Ubisoft Find The Right Social Features Etienne Fougerousse, Editorial Content Manager at Ubisoft 19 May 2020 | Features, Game Design When we push our games live here…
Archero Excels in Engagement by Creating an Anticipation for Rewards Harshal Karvande, Game Design Lead at Rovio 7 August 2020 | Features, Game Design, Retention Archero is a f2p action…
Mobile GameDev Playbook Episode 4: How to Create Chart-Topping Casual Games with PeopleFun GameRefinery Team 13 May 2020 | Game Design, Genres, Trends Episode 4 of the Mobile GameDev Playbook…
How to design a world class subscription offer for mobile F2P games Teis Mikkelsen, Founder of Multiscription 30 July 2020 | Monetization, Retention Building relationships with users As our world…