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
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
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
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
How to get a job in video games
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
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

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

Looking for the signal: Subscription app tips for iOS 14.5
Adjust's Katie Madding explores best practices for games utilising subscription models

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

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

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

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

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

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

The black art of platform conversions: The gold master
Sponsored article: Abstraction Games details the process of submitting your project to the platforms

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

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

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

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

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

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

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

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

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

An introduction to UX writing for mobile
King's Patricia Gómez Jurado shares good practices around crafting user experience copy for casual mobile games

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



