Selling games
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Are your game monetisation techniques going to remain legal?
Lewis Silkin's Fleur Chenevix-Trench and Nick Allan go through the recent EU and UK consumer law changes that game developers and publishers should be looking out for
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Harnessing the power of player feedback
King's Sabrina Carmona gives advice on balancing player desires with a game's creative vision
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Why VR needs a new playbook – and where the industry should start
ForeVR Games' CEO Marcus Segal, who helped scale Zynga in the early days, identifies key areas of improvement for VR to finally see widespread adoption
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The five deadly traps of user acquisition
Phoenix Games' Justin Stolzenberg offers a survival guide for any studios struggling to improve the profitability of their mobile game
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New loot box transparency guidance in the UK – is it game-changing?
Fieldfisher goes through the new guidance's requirements, and what it means for game businesses in practice
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The overlooked keys to launching and sustaining games-as-a-service
As many GaaS have recently come to an end, Gamesight’s Yane An shares her golden guide to help teams build and evolve live service titles
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Comparing space oranges and zero-G apples: A deep dive into Everspace's Steam launch
Rockfish CEO Michael Schade busts some myths around Steam Early Access, wishlists, pricing, Game Pass, and more
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Give me the money: A mobile funding application guide
AppQuantum's Victoria Beliaeva details the whole process to get investment for a mobile project
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Five tips to building developer-publisher relations
Playstack's Harvey Elliott shares advice about what studios should look out for in a publisher, and how to make sure that relationship works out
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The blueprint for building a press kit
Game developers advise how to make a media kit effective for journalists and content creators
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Key licensing tips from working with big brands
Having worked on IP such as Portal and Lego, ClockStone's Tri Do Dinh gives advice on targeting, obtaining and working on licensed games
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Marketing tips to have a successful Early Access phase
Michal Napora shares his experience with EA titles and how to nurture a community that you will love spending time with – and vice versa
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A crash course in porting your game to mobile
In a PGC talk, Playdigious' Xavier Liard explored mobile opportunities for PC and console titles, and the do's and don'ts of porting
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Where are people going to advertise games in 2023?
Gamesight CEO Adam Lieb and CMO Nicole Yang share their views on trends across platforms from TikTok to Twitter to Reddit
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How to get better game capture for your trailer
Specialists from The Trailer Farm share tips for getting great quality footage out of any game
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How game developers can help their players understand network issues
Mathieu Duperré looks at how players perceive problems like lag and latency, and what to do when issues arise
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Dealing with online hate: A crisis management handbook for video game developers
TinyBuild's Alex Nichiporchik gives pointers to maintain positive relations between devs and their communities
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Four lessons Apex Legends: Mobile can teach about porting AAA franchises to mobile
GameRefinery's Erno Kiiski looks into what makes Respawn's smartphone spin-off a successful handheld title
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The hidden costs of indie game development
Experts explore the unforeseen financial challenges of indie dev, and how you can better plan your upcoming game development journey as a new studio
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A short guide to publishing on Amazon Appstore
Vladimir Romanov shares his experience working with Amazon AppStore and speaks about whether it's worth publishing your game on it
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Fine-tuning Tunic's marketing message
Finji CEO Bekah Saltsman identified three problems heading into the game's release and five efforts to address them
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What to consider when licensing an IP into video games
Layer’s CEO and founder, Rachit Moti, shares licensing lessons on how game developers can build successful relationships with licensors
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Valve's six tips on optimising your game for Steam Deck
Alden Kroll and Erik Peterson share tips for developers looking to make their titles compatible with the handheld gaming PC
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