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8th July 2021

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Featured Academy Articles

Making platforming pop: How Sumo built Sackboy's music levels

For the GamesIndustry.biz Academy, Jack Houghton explains how Sumo matched licensed music and gameplay in Sackboy: A Big Adventure

By Jack Houghton

Looking for the signal: Subscription app tips for iOS 14.5

Adjust's Katie Madding explores best practices for games utilising subscription models

By Katie Madding

Developing games for low-vision players

Descriptive Video Works' Rhys Lloyd explains how to implement audio description to make your game more accessible

By Rhys Lloyd

How to make a video game

Iteration and social trends: The keys to successfully entering the hypercasual market

At GI Live, Shai Sasson detailed CrazyLabs' strategy to develop and release successful hypercasual games

By Vikki Blake

Developing games for low-vision players

Descriptive Video Works' Rhys Lloyd explains how to implement audio description to make your game more accessible

Making platforming pop: How Sumo built Sackboy's music levels

For the GamesIndustry.biz Academy, Jack Houghton explains how Sumo matched licensed music and gameplay in Sackboy: A Big Adventure

How to start hypercasual games production from scratch

Ducky's Ivan Fedyanin explains how to best generate ideas and prepare prototypes for the hypercasual mobile market

The challenges of porting Human: Fall Flat to mobile

From touch controls to performance optimization, Codeglue details the complexity of bringing No Brakes Games' hit to mobile

More about making games »

How to make money from video games

The game rating problem you don't want, and how to mitigate it

GameDiscoverCo's Simon Carless looks at games being automatically pulled over IARC ratings and what developers should look out for when obtaining a rating

By Simon Carless

Looking for the signal: Subscription app tips for iOS 14.5

Adjust's Katie Madding explores best practices for games utilising subscription models

Three key discoverability takeaways from the Epic/Apple lawsuit

GameDiscoverCo's Simon Carless looks at the data around platform splits, exclusives and free games revealed in this week's legal proceedings

Hypercasual UA and ad monetization in a post-IDFA world

Adjust's Katie Madding shares some best practices to minimise the impact of iOS 14.5

An introduction to iOS 14.5 and its impact for mobile developers

AppSecTest's Julian Evans explains how to comply with Apple's latest update

More about selling games »

How to get a job in video games

Coping with impostor syndrome

Zynga's Phuong Phillips explains what companies can do to help their staff suffering from impostor syndrome, and gives tips for those who constantly fear they are a fraud

By Marie Dealessandri

How to get a job as a narrative director

The GamesIndustry.biz Academy looks at how to secure one of the most senior roles in video game storytelling

How to measure and address your carbon footprint | Green Games Guide

An excerpt from UKIE and Games London's action plan on how the games industry can tackle climate change

What's wrong with the UK talent pipeline and how to improve it

Sumo's Harinder Sangha, Kieran Holland, and Jacob Habgood tell the GamesIndustry.biz Academy about ways UK companies can diversify how they access talent

How to get a job as a games writer

The GamesIndustry.biz Academy looks into how to get a job writing video games

More about working in games »

Latest Academy Articles

Iteration and social trends: The keys to successfully entering the hypercasual market

At GI Live, Shai Sasson detailed CrazyLabs' strategy to develop and release successful hypercasual games

By Vikki Blake

The game rating problem you don't want, and how to mitigate it

GameDiscoverCo's Simon Carless looks at games being automatically pulled over IARC ratings and what developers should look out for when obtaining a rating

By Simon Carless

Looking for the signal: Subscription app tips for iOS 14.5

Adjust's Katie Madding explores best practices for games utilising subscription models

By Katie Madding

Developing games for low-vision players

Descriptive Video Works' Rhys Lloyd explains how to implement audio description to make your game more accessible

By Rhys Lloyd

Making platforming pop: How Sumo built Sackboy's music levels

For the GamesIndustry.biz Academy, Jack Houghton explains how Sumo matched licensed music and gameplay in Sackboy: A Big Adventure

By Jack Houghton

How to start hypercasual games production from scratch

Ducky's Ivan Fedyanin explains how to best generate ideas and prepare prototypes for the hypercasual mobile market

By Ivan Fedyanin

Three key discoverability takeaways from the Epic/Apple lawsuit

GameDiscoverCo's Simon Carless looks at the data around platform splits, exclusives and free games revealed in this week's legal proceedings

By Simon Carless

Hypercasual UA and ad monetization in a post-IDFA world

Adjust's Katie Madding shares some best practices to minimise the impact of iOS 14.5

By Katie Madding

An introduction to iOS 14.5 and its impact for mobile developers

AppSecTest's Julian Evans explains how to comply with Apple's latest update

By Julian Evans

Google's guide to growing your mobile games business

At GDC Showcase 2021, Brent Dance and Paula Wang went through the basics of user acquisition and how developers can connect with the influx of new players coming to mobile

By Marie Dealessandri

The challenges of porting Human: Fall Flat to mobile

From touch controls to performance optimization, Codeglue details the complexity of bringing No Brakes Games' hit to mobile

By Jori Kamp and Jorick de Hoog

How to find a new audience for your mobile game | GI Live Online

Xsolla's Miikka Luotio provided insight into bringing mobile games to other platforms during GI Live: Online

By George Yang

The keys to multilingual game development

Xloc's Jenny McKearney outlines best practices so that projects remain on schedule when localizing games using remote teams

By Jenny McKearney

The black art of platform conversions: The gold master

Sponsored article: Abstraction Games details the process of submitting your project to the platforms

By Academy Sponsored

An introduction to advertising on Reddit

EVP and president for global advertising Harold Klaje tells the GamesIndustry.biz Academy how gaming brands and developers can best use the platform to market their title

By Marie Dealessandri

A guide to GDPR requirements for mobile game developers

AppSecTest's Julian Evans simplifies GDPR for game studios, and details the rules they need to follow and why

By Julian Evans

Coping with impostor syndrome

Zynga's Phuong Phillips explains what companies can do to help their staff suffering from impostor syndrome, and gives tips for those who constantly fear they are a fraud

By Marie Dealessandri

The secret to publishing games overseas: Be more local than locals

Man Zhou shares Tencent's experience of helping to make Chinese games popular in Japan through successful localization

By Man Zhou

How weapon capabilities influence environmental design and player movement

Lead game designer on Hood: Outlaws & Legends Jamie Smith explores how weapon mechanics can impact other areas

By Jamie Smith

Why next-gen consoles need next-gen faces

DI4D's Colin Urquhart discusses the ever higher expectations of realism in games for the GamesIndustry.biz Academy

By Colin Urquhart

The manifold challenges of localising Disco Elysium

Testronic's Manuel Jimenez Verdinelli details the hurdles of localising ZA/UM's hit and its one million words

By Manuel Jimenez Verdinelli

How to integrate IP licensing into your marketing strategy

Clipwire Games' Mary Kaye Fraser explores IP licensing for mobile, and what studios should know before taking the plunge

By Mary Kaye Fraser

How to get a job as a narrative director

The GamesIndustry.biz Academy looks at how to secure one of the most senior roles in video game storytelling

By James Batchelor

An introduction to UX writing for mobile

King's Patricia Gómez Jurado shares good practices around crafting user experience copy for casual mobile games

By Marie Dealessandri

How to measure and address your carbon footprint | Green Games Guide

An excerpt from UKIE and Games London's action plan on how the games industry can tackle climate change

By Nic Walker

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