Wild Party Bingo: Using Pillars to Stabilize Game Development

Headquartered in Santa Cruz, CA with a satellite office in Vienna, Austria, Asylum Labs was created with the idea to work on what they call Social 2.0 games (games that feature high production values with an emphasis on key multi-player and social networking elements). Built in 2012, they have since created four games. Jason Kaehler,…

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A Comprehensive Analysis of the Tools that Support Mobile Game Development (Part 2)

A managing partner of Bitfold Online Games, Mike Turner knows his way around the design and development of mobile and social games. He also plays the role of analyst at times. He provides a guide to tools that can benefit mobile game developers in this two-part article series. This article series aims to clarify what…

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A Comprehensive Analysis of the Tools that Support Mobile Game Development (Part 1)

A managing partner of Bitfold Online Games, Mike Turner knows his way around the design and development of mobile and social games. He also plays the role of analyst at times. He provides a guide to tools that can benefit mobile game developers in this two-part article series. When your game comes within a month…

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Why Mobile Game User Acquisition Can’t be an Afterthought

A technology entrepreneur and CEO of Voxel, David Zhao is used to working in the mobile space. He has seen first-hand the importance of user acquistion. He explains why more focus should be given to user acquisition in this article. As all game developers know, user acquisition is often the biggest cost of doing business and with…

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Hopeless: The Dark Cave – Horror Game Gone Cute

Upopa Games is an indie games company from Israel. The three team members, Niv Touboul, Or Avrahamy, and Gideon Rimmer, met in Bezalel Academy of Arts and Design and formed an instant bond due to their mutual passion for games. Hopeless: The Dark Cave is their first game (though they’ve since released two more games,…

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OmNomster: What Works And Doesn’t Work In Shake-Based Mechanics

The developer of OmNomster, Olaf Morelewski, is an architect by trade, has worked as an art director making TV commercials, and since 2013, he’s been a game director making mobile games. This might look as if he can’t decide what to do in life, Olaf admits, but then explains: he always wanted to create or invent…

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Zaboodles: From Five Gamepads to PC and Mobile

They could have spent $30 on some posters for the Indie Prize Showcase; but instead they spent 30 plus hours hand-painting cardboard cutouts to replicate the game background. They could have sought funding for the game; instead, they worked late into the night to find time between work and school. They could have said “Eh,…

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