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Written by Om Tandon

Game UX style guide: Why do you need one?

Editor’s Note: this post was originally published by Om Tandon, Director of User Experience at Digit. With over 14 years experience, Om specializes in UX design, UI design and User Interaction, and has previously worked at Gameloft and June Software.  Is it just me or are UX playbooks, UX pattern libraries, UX style guides not talked about enough? […]

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Mobile Gaming Benchmarks

Learn how retention, conversion, session length and stickiness are shifting for popular genres. We crunched data from 40K+ mobile titles and 2B+ devices using GameAnalytics to create this global analysis of key performance benchmarks.

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We’ve teamed up with IGDA at Pocket Gamer Connects Helsinki 2018

Written by Sarah Impey
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We’ve teamed up with IGDA at Pocket Gamer Connects Helsinki 2018

Pocket Gamer Connects (PGC) is taking place next week in Helsinki (Sept 11th – 12th 2018), and being Europe’s biggest mobile games business conference, it promises interesting talks, tons of content, and conversation with the best leading professionals in gaming. This year, GameAnalytics will be attending PGC Helsinki in collaboration with International Game Developers Association […]

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GameAnalytics Beta Update: New and Improved Filtering

What’s new? During this year, our tech team has been working hard on updating our tool which will bring some major changes to GameAnalytics. We’ll soon be launching a replacement of our backend which will introduce many new capabilities, such as multidimensional filtering. This change is coming soon to our product (2018 Q3). To keep […]

Minimum Viable Analytics: Keeping Your Reporting Lean And Mean

Being lean is more just than a tech industry buzzword, it’s a way of life – or at least a smart way of doing business. That applies to many different categories of business, but especially analytics, and definitely so when you need to figure out your minimum viable analytics. With most analytics programs (including ours) […]

Claws of Furry – Rezzed 2018 Interview With Terahard

So first, what’s the story behind Claws of Furry? I created Terahard Studios about 5 to 6 years ago, and about a year ago we started making a prototype for a platformer. We were playing around with a few different concepts, but the idea of cats being ninjas stuck straight away and was one of […]

Native Ads In Mobile Games – Everything You Need to Know

If you’re a game developer, chances are that you’re running some native ads. Or if not, you’re probably at least thinking about it, because properly done native ads can be incredibly successful and lucrative. However, there are a lot of reasons they are the next big thing in mobile advertising, so let’s dig into how […]

The Command Center & Experiments – Turning Analytics into Action

Editor’s note: If you’re reading this, then we highly recommend that you also check out this Beta update article. It has lots more information about our methodology, our choice of future technology, and our reasoning for these major upcoming changes. New features, you say? Currently we are quite busy with introducing a modern data processing […]

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