"No one is an island, even if they are the acting island representative for Tom Nook."
Read More »Emotion Engine: Video game music to motivate or relax you during lockdown
In these difficult times, music can be a great help, Thomas Quillfeldt from Laced Records picks out some great pieces from our own medium to inspire you
Read More »“The current crisis shows us people are ready to engage in new ways” – The Multiplayer Guys’ Roger Cheung on inventive multiplayer during the crisis
Are there emerging patterns of behaviour that could potentially help us make innovative multiplayer games in the future?
Read More »Finding your remote control – Talk Management’s Caspar Field on managing teamwork remotely
For most companies, the coronavirus has forced them to change their ways and move to a remote-working model. This presents fresh challenges in communication and team direction.
Read More »PAC-MAN can still get kids hungry to work in games
Lee Kirton is the PR and marketing director & PAC MAN Sub Officer for EMEA at Bandai Namco Entertainment. Kirton is also an ambassador for charity SpecialEffect.
Read More »What makes a successful hyper-casual game? – Simon Prytherch from Kwalee explains
There remains some debate as to exactly what makes a hyper-casual game – even for us as the UK’s biggest publisher of them!
Read More »“TV execs are now hungry for games content” – ADVNCR’s Jason Wiltshire on gaming breaking into television
Jason Wiltshire is Chief Content Officer and SVP Biz Dev for ADVNCR
Read More »“Is it boom or bust for chat app gaming?” – Sensor Tower’s Craig Chapple
Craig Chapple is mobile insights strategist, EMEA at mobile intelligence firm Sensor Tower and was senior editor at PocketGamer.biz.
Read More »“Your store page is your game’s best marketing tool” – Failbetter Games’ Hannah Flynn on how to manage your store page
Hannah Flynn is a multi-award-winning marketing and community professional who has worked with Failbetter Games since 2014
Read More »How EA’s Criterion gets Agile in triple-A game production
At Criterion, our approach to producing triple-A games has to accommodate scale in people, process and technology.
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