Category

Game Deconstructions

8 min read
#Game Deconstructions

Key Lessons From Studio Q โ€“ BitMango Interview

After the launch of one of their biggest games, I spoke with Sung-Ku Kim, Director of Studio Q at BitMango, to understand more about the history of the company, and key lessons the studio learned on their path to success.  Before we dig into the details, are you able to give us some background into how BitMango started? BitMango has had an interesting journey actually. We originally started out as a subsidiary of a company called Datawave, which was mainly focused on keyword search ads. The CEO of Datawave, Kisup Lee, was inspired by the gaming industry, and so looked to invest in it. And thatโ€™s where BitMango came in. To enter such a competitive market, we really had to maximize our data analysis capabilities and use key metrics to monitor the performance of our games  โ€“ which was our...
10 min read
#Game Deconstructions

7 Incredible Game Design Examples And Why They Work

Deciding how to visually represent your mobile game is arguably the most exciting stage in your appโ€™s development. But it can also be one of the greatest challenges. Balancing breathtaking visuals or charming aesthetic features with practical and seamless navigation is something not all developers have been able to easily achieve. Essentially, a good design style needs to draw users in to an engaging world through great aesthetics and unique visuals, while also supporting the overall user experience. An amazing hand illustrated backdrop by a talented artist is all well and good. However, if it doesnโ€™t match up with your gameโ€™s core functionality, itโ€™s not worth the investment. Whether youโ€™re developing hyper-casual or hard-core games, finding the right design involves an appreciation of your genreโ€™s limitations, a practical understanding of user experiences and most of all, a flare for creativity....
7 min read
#Game Deconstructions

Claws of Furry โ€“ Rezzed 2018 Interview With Terahard

So first, whatโ€™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 the first concepts we tried and we loved it. We changed the shape of it a few times to make it more interesting โ€“ and the version weโ€™ve shown here is the version that stuck with us โ€“ and the more we played the game and the more we were making it, while still playing it every day, we tried to make it more extreme. We had a lot of little different fun mechanics added in that almost compliment each other; you can fight quickly,...
10 min read
#Game Deconstructions

Kenshi โ€“ Rezzed 2018 Interview

Editorโ€™s note: The yearly Rezzed event run by Eurogamer.net is a great way for indie developers to showcase their games. One title we got to look at was Kenshi, an open-world RPG with a map that reaches over 870kmยฒ and a new danger seemingly lurking around every corner. After initally getting absolutely wiped out within minutes of starting, we discovered that this isnโ€™t like most titles around. Kenshi requires strategy, wits, and leadership skills. How did you become a game developer and end up working on Kenshi? I started about ten years ago, self taught, and just decided to start making it from scratch. The first version of the game was made completely single-handedly. It looked a lot rougher due to this โ€“ it was a lot smaller and less complete. I got it alpha-funded. So, before Steam Greenlight I started releasing and selling it...
14 min read
#Game Deconstructions

Disco Elysium โ€“ Rezzed 2018 Interview

The yearly Rezzed event run by Eurogamer.net is an absolutely fantastic way for indie developers to display their games and get them noticed. One such title on display this year was Disco Elysium, an amazingly inventive and constantly hilarious open-world RPG where you play as a policeman and seemingly every choice you make can change how the game is played. I spoke to Robert Kurvitz, lead writer and designer of Disco Elysium, about creating a world with so many choices, the consequences of doing so, and the ability to wear cool hats. Disco Elysium is an absolutely incredible game, where did you get the idea from initially? We were at a really dark moment in our lives, there were a lot of people who were, I was personally at a dark moment in my life. So, my executive producer came...
10 min read
#Game Deconstructions

The 10 Best Digital Board Games For Your Mobile

In recent years board games have had a revival โ€“ the hobby is growing faster than ever and the diversity of the games on the market is truly extraordinary. Even though part of the appeal of the hobby is its physical and social format, digital board games soon followed its analog brothers and sisters, proving that good game mechanics can adapt to many formats. Whether you are struggling to get a group of people together to play, or just want to quickly try out a few strategies, or even simply avoid the ponderous rule book and learn the game in an interactive way, digital board games are here to oblige. You might have already been playing a game on your phone or iPad without even knowing that it was originally designed for the tabletop! Here are some of the best...
14 min read
#Game Deconstructions

Thoughts On Mobile Gaming โ€“ An Interview With PocketGamer

Ric Cowley has been working at SteelMedia for nearly 3 years, and has recently been promoted to the role of Editor at PocketGamer.co.uk. We spoke to him about the biggest trends in mobile games, what he enjoys as a consumer, how to get your games noticed by the press, and the overwhelming prevalence of games like Clash Royale. Ric, tell us, how did you get into mobile games? I initially started out at PocketGamer.co.uk as an intern for three months, then I was hired as a freelancer for PocketGamer.biz, and then when a job came up after 2 months of doing that, I was hired as a full-time staff writer, and then have worked my way up from there to the role of Deputy Editor of PocketGamer.biz. Now Iโ€™m the Editor of PocketGamer.co.uk! What would you say is one of...
19 min read
#Game Deconstructions

UX Insights: Golfclashโ€™s Swing To Success!

Sport simulation games have been a massively popular genre in video games industry since the early 70โ€™s. Many of you must have grown up playing franchises like NBA, FIFA, Ashes, Madden NFL, NFS, Football Manager, Tiger Woods โ€“ PGA and many more sports titles across PC and consoles. โ€œReal world sports games imbibe natural qualities like competitive rulesets, challenging opponents, strategy, skills & mastery that video games & gamers already subscribe to. This makes them a natural fit for a digital makeover.โ€ Itโ€™s no surprise that the top 10 โ€“ 50 grossing charts on mobile games also boast their share of sports simulation games. Source : ThinkGaming 2/03/2018 Mobile space is dominated by many sport titans which are either tactical or strategy based. There is a plethora of choices from basketball, cricket, football manager, golf and tennis to car racing. Heavyweights that dominate the top...
5 min read
#Game Deconstructions

Top 10 Games to Keep you Merry & Cosy Over the Holiday Season

Christmas trees, decorations, presents, food, holidays, time off, drinks, family, friends. Stop. Start again. The holiday season is at the door and all the magic (and stress) captures everyone for 2 weeks. Itโ€™s also a time when you can find an opportunity to do things that you do much less the rest of the year; playing games is one! 2017 has been a great year for GameAnalytics, team growth, product improvements, and many new amazing games that have used our tool and reached some record numbers. The list is pretty long, and it wasnโ€™t an easy choice, but hereโ€™s a list of our top 10 favourite games that weโ€™ve enjoyed playing over the past year (and even longer for some!). I hope it helps with the Xmas dinner hangoverโ€ฆ 10. Idle Miner Tycoon Developed by Fluffy Fairy Games OK. Christmas...
Black Snowflake Games Interview
7 min read
#Game Deconstructions

The Viral Potential Of HTML5 Games โ€“ Black Snowflake Interview

Hi Filipp, thanks for chatting with me. Could you share a little about yourself and your studio? Sure. Black Snowflake is a specialist developer of HTML5 games. This really became our core focus after 2013. Since then weโ€™ve developed more than 25 mobile-first HTML5 games, working with big brands like Spil Games, DOCOMO and Nickelodeon. Personally, I believe in HTML5โ€™s potential and promote it at events like Pocket Gamer Connects, DevGAMM and White Nights. So then, why HTML5? The first thing to state is that Flash can be considered obsolete right now. Adobe have said they will finally kill Flash in 2020. Itโ€™s pretty obvious that if youโ€™re going to succeed in todayโ€™s mobile industry you need to stick to actual emerging technologies. Every mobile platform has already discontinued native Flash support. When speaking about mobile HTML5, I canโ€™t not...
FRVR Interview
23 min read
#Game Deconstructions

From 0 to 2 Million DAU: An Interview with FRVR

Editorโ€™s note: This innovative studio has released 7 games so far, with another 15 in production for Q2 2017. In less than 2 years, FRVR has gained more than 2 million daily active users and 70 million all-time players. We chat with the founder of FRVR, Chris Benjaminsen, to draw light on this success. Thanks for taking the time to talk to me, Chris. To kick things off, could you give a little background about yourself and what motivated you to start FRVR? Of course. Back in 2013 I had worked as the director of gaming for Yahoo! for two years, and it was very clear to me that I needed to do something else. I wanted to go travel the world while still generating income, and taking on as little responsibility as possible. Essentially, my initial motivation was to...
gameanalytics-hyspherical-2-announcement
7 min read
#Game Deconstructions

The Hyspherical 2 Hype: The secrets behind Monkeybinโ€™s App Store success

Monkeybin is a very special and, some might argue, very lucky studio. While some developers spend the best part of their lives trying to launch a hit game worldwide, the Oslo-based outfit โ€“ which only made its debut in 2010 โ€“ has managed to see both releases of the timing-based puzzler Hyspherical, and the Runway refined follow up Hyspherical 2, smash the app store charts this month, with the latter achieving Top 10 in the US App Store Free Games chart last week. Downloads for the successor have been through the roof, over 900,000 installs in its first 10 days, no doubt thanks in part to Appleโ€™s decision to push the game in key territories, though the very fact its been promoted by the Cupertino giant in such a manner not only signals success for Monkeybin, but also stands as an example...
4 min read
#Game Deconstructions

Building an Empire: The story of Runwayโ€™s journey with Kingdom Clicker

It stands to reason that, long before we decided to reveal Runway to the world, weโ€™d already begun the process of picking out partners to work with and โ€“ in the case of Kingdom Clicker from Black Bears Games โ€“ set in motion our plan of action for giving an indie game the boost it needs to take off. You donโ€™t need us to tell you that, pre Kingdom Clicker, the actual business of publishing a game was new to us here at GameAnalytics. What gave us confidence, however, was our base in analytics. Ever since we entered the mobile analytics scene, weโ€™ve been sure that our grasp on game data was the best in the business, and given that our offer to indies is focused on opening up soft launches to them and trawling over the data they deliver...