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Support a history of mobile games

Hey. Zoya here. When I’m not working at Gamesbrief, I’m usually doing historical and critical writing about games, either independently or with magazines like Hyper (Australia) and Comics and Gaming (Canada). I’ve written one book about the Dreamcast, and more recently finished a mini-book about energy mechanics called Delay. Today I’ve launched a crowdfunding campaign for...

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Make TV, not film #f2ptoolbox

The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: make your game impressive within 10 seconds of opening it. For a full explanation, see the complete book: available now in digital and physical formats. Learn more on the F2P toolbox homepage

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Flickr CC stuckincustoms.com

What kind of a relationship is this?

Some thoughts on the intersection between game design and marketing from Deputy Editor Zoya Street.  Some relationships are a flash in the pan. I’m not just talking about romances; even a friendship can be a passionate affair that lasts for no longer than a weekend and then fades to little more than a memory. They burn...

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Should you be paid or should you be free?

Pocket Gamer have written a marvellous, balanced post on whether you should make your smartphone or tablet game free or paid. Here is one quote from Eric Seufert, author of Freemium Economics and head of marketing at Wooga. He says you should ask the following questions before deciding to go free-to-play: “Is my target audience...

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Does Michael Acton Smith stepping aside as CEO at Mind Candy mark the end of the company behind Moshi Monsters?

News broke today that rockstar entrepreneur Michael Acton Smith is stepping aside as CEO of Mind Candy, the company behind kids’ brand Moshi Monsters. “I love this company, I’m obsessed with it but Mind Candy is a different kind of company to when it was just Moshi Monsters. There is a lot of staff, operations...

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Tiga report on funding looks like a very useful resource

TIGA, the UK-based network for developers and digital publishers has this week launched a new in-depth report produced with Google, about funding sources for games companies. It’s split into two parts: a developer survey, and a step-by-step guide to accessing the various funding sources. The first part sheds some light on how the games tax relief has been used, as...

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Spend like the world is watching #f2ptoolbox

The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: give high-spenders an audience of admirers. For a full explanation, see the complete book: available now in digital and physical formats. Learn more on the F2P toolbox homepage

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Creative Commons image shared by Ianare on Wikimedia

Some thoughts on ‘snacking’

This is an extract from Zoya Street’s new book Delay: Paying Attention to Energy Mechanics. You can get it at rupazero.com In March 2006, David Gosen had spent a year as acting CEO of a mobile games studio called I-Play. Before that, he’d been managing director of Nintendo Europe. In an interview with Gamasutra, he...

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Flickr CC by Nicholas Raymond

How Game Developers Can Overcome Localization Challenges

A guest post by Natalie Gladkaya, Head of Localization at Plarium In the world of game development, localization doesn’t often take the spotlight – but in today’s global market, even the best social games will never fully realize their potential without natural, native localization. A player who spends half their time deciphering lines of poorly...

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Three basic principles of fun

I saw this tweet from Nicole Lazarro: To have fun players must first know: how to play, how to do better, and how to win. Surprising how many Apps forget this. — Nicole Lazzaro (@NicoleLazzaro) June 25, 2014 I’ve recently worked on a game that was hard, way to hard. The game was so excited...

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