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UI design

Up your game’s user interface with our selection of top guides, how-to’s and tips. Here you’ll find everything you need to become a UI pro.

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Development & design

Launching Mobile Games in China (Tips from JoyPac)

Our good friends at JoyPac have shared everything you need to know about launching your game in China, including how to increase your chances of releasing a hit.

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Events

Making a Hit Idle Game – Eight Lessons from Kolibri Games

Kolibri Games’ Nate Barker tells us how they made Idle Miner Tycoon a hit, and explains everything they learned along the way.

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Development & design

Bam, Splat, Kapow: How to use Sound Effects to bring your Mobile Game to Life

Mechanics, design, and what was the other one... Sound! A key element, but often overlooked. So here are some sound effects tips when making your mobile game.

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UX Review Deep Dive Miniclip's 8 Ball Pool
Guest posts

How Miniclip’s 8 Ball Pool uses Skill & Chance Based Gratification

In this two-part series, Om does a deep dive into the psychology of skill and chance-based gratification loops in Miniclip's 8 ball, and how they affect player perception.

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Development & design

Key Lessons From Developing Roller Splat – Voodoo & Neon Play

In this post, Publishing Manager at Voodoo, Alexander Shea, shares their decision-making process when working on hit game, Roller Splat, and why this title works so well.

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Guest posts

Using Music As A Core Mechanic: Insights from Amanotes

In this post, music gaming industry specialists, Amanotes, have shared their key steps and top tips that every developer should know when creating music mobile games.

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Development & design

4 Steps When Using Music To Support Game Narrative

Music in games really can enhance a players experience, when done right. But where do you start? Don’t worry – we've put together 4 key steps that any developer should follow.

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Development & design

A Voodoo Guide To Game Design: Keep Things Simple

In this post, Publishing Manager at Voodoo, Corentin Selz, talks about just how exactly they keep their games simple, and why this is so important for hyper-casual titles.

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Marketing

Prototype Phases For A Hit Casual Game – Purple Diver

In this post, Publishing Manager at Voodoo, Alexander Shea, shares with us the steps they took when developing hit game, Purple Diver, and what changes they made during each prototype phase.

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