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Mary Meeker’s 2017 internet trends report: All the slides, plus analysis - Recode. KP INTERNET TRENDS 2017. Authority Nutrition - Daily Articles About Nutrition and Health. Two years on: ZeptoLab on the evolution of King of Thieves. It's often said in the world of free-to-play development that launching a game is the beginning, not the end.

Two years on: ZeptoLab on the evolution of King of Thieves

These aren't boxed products released onto shop shelves, never to be worked on again. These are games-as-a-service that require constant operation and updating, often over a period of several years. PocketGamer.biz has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released? In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. You can read all previous entries here. In this entry we speak to Max Petrov, Chief Product Officer at ZeptoLab, about the 2015 midcore PvP platformer King of Thieves. PocketGamer.biz: With King of Thieves now more than two years old, how do you reflect on its performance from launch to the mature title it is now?

EX-99.1. Introducing the 100 most influential people working in the British games industry. Welcome Lists such as these are more than just a means to say well done to the talent that exists within the business.

Introducing the 100 most influential people working in the British games industry

This isn't just a list for people to take home and show their mums. Of course, it is that as well, but it has a deeper purpose. All 100 people on this list are remarkable in their own ways, and their stories are fascinating. Golf Clash: A case study in free-to-play monetization - Mobile Dev Memo. Golf Clash is a golf simulation game from UK-based studio Playdemic.

Golf Clash: A case study in free-to-play monetization - Mobile Dev Memo

In the game, players compete against each other in real-time, turn-based golf matches of about 4-5 minutes that feel like contests of Golden Tee, the classic bar room arcade game: each player lines up their shot, adjusts for wind, chooses a ball and club, and tries to get their ball into the hole in fewer shots than their opponent. Golf Clash was released worldwide on January 18th, 2017 and climbed quickly to a Top 100 Downloaded position (Overall / US / iPhone), peaking at #36 on January 25th but subsequently dropping out of the Top 100 Downloaded, vacillating between the mid 200s and 100s since. But on grossing, the game has made consistent upward progress since launch, breaking into the Top 100 Grossing (Overall / US / iPhone) on Saturday, March 4th and ascending persistently ever since. As of this writing, the game is #65 Grossing overall in the US on iPhone, having peaked at #56 on March 29th. Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game.

Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game Gameplay strategies for motivating players largely focus on reward paradigms (“carrots on sticks”) that dangle the sweet enticements of hidden levels, provocative content, and variations on the Sword of A Thousand Truths.

Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game

But like all of us, don’t games want to be loved for who they are deep down, and not what they have? Given the deep emotional engagement today’s games can elicit, it seems clear there are more meaningful motivational dynamics that lie at the heart of a player’s enjoyment. From Rational to Emotional: Designs that Increase Player Retention. Engines of Play: How Player Motivation Changes Over Time. Pixonic on maintaining its quality-first ethos after Mail.ru acquisition. Founded back in 2009, Moscow-based developer Pixonic began life as a publisher for social networks.

Pixonic on maintaining its quality-first ethos after Mail.ru acquisition

It transitioned to mobile in 2011, launching the casual island builder Robinson. The game enjoyed moderate success, but Pixonic's true passions were elsewhere. “We decided to do something that was closer to us as gamers: we went to hardcore-midcore and PvP,” Pixonic COO Igor Klyukin tells PocketGamer.biz at White Nights Prague.

“I guess it was the right decision.” Indeed, this strategy led to the launch of War Robots in 2014, a game which has enjoyed revenues of $1 million a month and inspired the acquisition of Pixonic for $30 million by Mail.Ru. Game Refinery Fact Snippet vol. 1 - What drives success in mobile games? The mobile game industry is changing fast – really fast.

Game Refinery Fact Snippet vol. 1 - What drives success in mobile games?

What made a hit game two years ago is not going to take you very far today in the era of free-to-play domination. Also, the competition is now fiercer than ever: there are over 300.000 different games in the App Store and the growth rate is even accelerating. This means that if you want to be a successful game developer (or investor or publisher), you need to spend a more and more time to be ahead of your competitors understanding what makes a successful game not only now, but also in the future. To help you in this task, we wanted to create this blog series to provide you facts that helps you to understand why some games are more successful than the othershelp you to make better game development decisions now and in the future In this first part, we are focusing on bigger trends and what type of higher level game design elements drive success in general (for example how important is the brand / IP vs. social elements).

I Draw Dragons To Destroy The Stereotypes About Them. Mesmerizing Paintings Of Alternative History With Mecha Robots in 20th Century East Europe – Slavorum. The Polish artist Jakub Rozalski has produced an mesmerizing series of mecha and werewolf infested scenes of WW1 in Eastern Europe.

Mesmerizing Paintings Of Alternative History With Mecha Robots in 20th Century East Europe – Slavorum

Most of the scenes show idyllic rustic landscape of Eastern Europe, so you would see Polish Gorales enjoying the view on the valley with gigantic Mecha Robots paroling the area. It’s a wonderful eye candy that jammed together the folk culture of 20th century and futuristic Mecha war machinery. It will surely remind you of famous Star Wars series, but no it isn’t and we would dare to say it looks so much better too, as his art ideas could fuel one whole interesting movie with a story of it’s own. “to commemorate this sad and tragic period in history, in my own way, to light on this parts of history that usually remain in the shadows of other events… remember and honor the history, but live in the present.” 10 Awesome Places That Slavs Hide From You – Slavorum. We bet you are tired from working and you would rather be anywhere else right now.

10 Awesome Places That Slavs Hide From You – Slavorum

So lucky for you here is some eye candy for your tired eyes! Behold and see some things that you might have not known before, nor that they exist in Slavic lands. These areas, structures, locations are interesting objects that are both human and nature made formations that attract millions of visitors each year, so no reason why you wouldn’t see them at least on internet.

Now these are some of the most amazing things you can see and take a picture of in Slavic lands. Gameloft on designing an open-world F2P mobile game in Gangstar New Orleans. The last entry in Gameloft's open-world Gangstar series, Gangstar Vegas, was launched back in 2013.

Gameloft on designing an open-world F2P mobile game in Gangstar New Orleans

A paid game, as had been its four predecessors before it, Gangstar Vegas was one of the last Gameloft games to launch with a premium model. Vegas had in-app purchases too, and is now being offered as a free-to-play experience. But since January 2015, Gameloft Montreal has been working on a sequel designed from scratch for F2P. The result is Gangstar New Orleans, which soft-launched in the Philippines back in January 2017 and is set for global launch on March 30th. Two years on: Seriously on the evolution of Best Fiends. It's often said in the world of free-to-play development that launching a game is the beginning, not the end.

Two years on: Seriously on the evolution of Best Fiends

These aren't boxed products released onto shop shelves, never to be worked on again. These are games-as-a-service that require constant operation and updating, often over a period of several years. PocketGamer.biz has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released? In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. You can read all previous entries here. In this entry, we speak to Petri Järvilehto, CCO at Seriously, about the 2014 matching puzzler Best Fiends.

Hearthstone is killing itself - Superdata. Clash of the concepts: Startup Ventures VS Large Corporations. You can’t force corporate rules on a startup — or vice versa. Size and complexity affect the basic methodologies used to develop ideas and create revenues, and it is dangerous to ignore the differences. There is a lot of talk these days about identifying the best business practices, but the truth is that even the most acclaimed blueprint can fail badly when applied in a company that’s not well-positioned for that maneuver. Established players in the market typically have ambitious agendas and huge operational expenses, so their main focus must be on flawless execution of relatively safe business plans. On the other side of the spectrum, newcomers in the market have nothing to lose and are far more open to search for unconventional solutions that involve more uncertainty.

In short, smaller companies are organized in a way that stimulates experimentation and risk-taking, while large and complex enterprises are incentivized to maintain the status quo by any means necessary. Paradigm. Clash Royale's card balancing guru leans less on metrics, more on design intuition. There’s no doubt that metrics and data are important when balancing a live multiplayer game. But when it comes to balancing the top-grossing title on mobile, a lot of the direction comes from plain ol’ game designer gut feeling. “It really boils down to intuition, and looking at [player] videos -- and playing the game yourself. You’re going to learn,” Clash Royale designer Stefan Engblom said in an interview at Game Developers Conference earlier this month, where he gave the highly-informative talk, “Quest for the healthy metagame: Balancing cards in Clash Royale.”

“We don’t really have a process. It’s like random chaos,” he laughed. Behind those staggering financials is a Clash Royale team made up of just 16 people, Engblom said in his GDC talk. Two years on: EA on the evolution of SimCity BuildIt. It's often said in the world of free-to-play development that launching a game is the beginning, not the end. These aren't boxed products released onto shop shelves, never to be worked on again. These are games-as-a-service that require constant operation and updating, often over a period of several years. PocketGamer.biz has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released?

In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. You can read all previous entries here. In this entry, we speak to Inka Vikman, Senior Producer and Live Service Lead for SimCity BuildIt at EA's Helsinki studio, about the 2014 city builder. Riot Games: Taking Play Seriously. App Store and Google Play AB Testing: Icons,  Screenshots and Videos ASO. Mobile A/B Testing for App Store and Google Play. Data-Driven Design Day 2016 presentations. Data-Driven Design Day 2016 was held at Helsinki's Tavastia Club on 20.9.2016. The event brought together people working on data and design at Supercell, Redlynx, Rovio, Digital Foodie, Reaktor, Columbia Road and, of course Futurice, as well as the event host Lassi Liikkanen.

Here's how it went: Lassi A Liikkanen/Welcome / Data-Driven Design ToolsMiikka Ahonen: Rovio / Dos and don’ts of using data to improve your productSampo Hämäläinen: Columbia Road / Brand Engagement with Data Driven Services in Worldcup 2014 - Case SamsungSimo Hakkarainen: Futurice / Data-driven design in lean service creationVille Suur-Uski : Supercell / Information in Game designJustus Hämäläinen: Reaktor / Art Of Experimentation - Case Elisa KasvutiimiOtto Virta: Digital Foodie / Design & Data - A practical view on using data in the design processKari Silvennoinen : Redlynx / 2,5 years on the Frontier - Bringing Trials to the service economy Thanks to all the people who came. Thanks and see you next year! Simon Sinek on Millennials in the Workplace. Culture Codes. Building a Successful Team through Determined Optimism: Winners vs. Whiners.

Some of the philosophies and lessons I’ve learned from my life experience don’t have scientific backing but I have come to absolutely believe in through real world experience. More specifically, building a successful team through determined optimism is one such lesson. The Power of Optimism The belief in the power of optimism is not something new. Here in Silicon Valley, Steve Jobs was famous for his “reality distortion field” and willing his grandiose beliefs into reality.

7 essential design principles for product managers - Roadmunk Blog. About 50% of all design firms sold in the last ten years were acquired in the last 24 months. And they weren’t bought by Amazon or Facebook or Google. FTL Postmortem: Designing Without a Pitch. MVPM: Minimum Viable Product Manager – The Black Box of Product Management – Medium. 1. The Stack. UX and UI : The Invisible Art. The UX of Pokémon GO : A Case Study – Pedro Almeida – Medium. With a soaring 20 million daily users, Pokémon GO needs no introduction and if you haven’t played it yet, you witnessed how it took by storm the avenues and busy corners of the world. At first glance the game doesn’t have a lot of depth to it. You have to go outside to catch Pokémon, battle for gyms and hatch the occasional egg. Still, Pokémon GO broke countless records and quickly became the top-selling mobile game of all time. Innovative game mechanics and a long-running franchise certainly help to succeed, but is there something else to it?

I want to make a case for the psychological basis of the Pokémon GO user experience: I will show how it works, why it excels and where it could be improved. How To Build A Product Roadmap Everyone Understands - ProdPad. How Do You Measure Leadership? Game design patterns for building friendships. Bob Tilford's Blog - Spoiled for choice: The psychology of choice overload in games, and how to avoid it.

Spoiled for choice: The psychology of choice overload in games, and how to avoid it The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. “Some think live ops is a sweatshop churning out content. It doesn't have to be that way.” Www.wsj. An Open-source Mobile Gaming Taxonomy. Context: Every mobile gaming company has their own terminology and classification system for describing different genres and types of mobile games.

In other words, a mobile gaming taxonomy. Unfortunately, no industry standard exists. Further, I’ve been very unhappy with the current taxonomies developed by the various research firms out there. Dear Angelica: New Ocuclus Animated Movie Was Drawn in VR. Elon Musk: The World's Raddest Man. Jobs in Games: How to get a job as a Chief Product Officer.

Using science to make truly tappable user interfaces - Scott Hurff's Blog. How Seriously won YouTube Ad of the Year with Best Fiends campaign. Outplay on why free-to-play tower defence games can still be successful. Both Guns Blazing. The World's Leading Research & Insights Platform. Six games in six weeks: Why Nitro Games has dedicated itself to 'super fast failing' Five years on: EA on the evolution of The Sims FreePlay.

Games data and market research » Market Brief — Year in Review 2016. How Marketers Get You to Buy New Stuff - The Atlantic. Fifa: the video game that changed football. Mark Sorrel on behavioural economics and ugly brother pricing. Om Tandon's Blog - Casualising Mid-core? King ready to march on Supercell's turf. Has Supercell already upped its game? Om Tandon's Blog - UX Review: 'Piggy Bank (Endowment) Effect! unique monetisation hooks of Slotomania. Om Tandon's Blog - UX Deep Dive: Painful reality of building FPS experiences on mobile? - Part 2.

Om Tandon's Blog - UX Review: Marvel Contest Of Champions. Om Tandon's Blog - 5 Incredibly powerful F2P monetisation patterns! using 'Behavioural Economics' in UX design. Untitled. Gunslinger Studios raises $1.4 million for one-minute multiplayer games. Charlax — Negative feedback antipatterns. 12 Signs You’re Working in a Feature Factory – Hacker Noon. Forbes Welcome. Hammock Driven Development - Rich Hickey.

EA reflects on Star Wars: Galaxy of Heroes on its first birthday. PES 2017 interview: Liverpool and Borussia Dortmund driving new level of lifelike detail. Game Design Careers with Brenda Romero. Top mobile games industry trends for 2017 - deltadna.com. How Miniclip took mobile by storm to make one billion downloads. What will be the biggest monetisation trends in mobile in 2017? The mobile market in 2016 may portend major instability ahead. Space Ape Live Ops Boot Camp. User testing worldwide. Screenshots - mobile games UI/UX design, mobile games patterns, mobile games UI inspiration. Isaac Knowles's Blog - Want to Increase Your Free-to-Play Game Revenue & Retention? Experiment With Virtual Currency Annuities.

The 6 stages of a free-to-play social gamer. What companies get wrong about motivating their people. Instrument-Rated Management: Treating Conditions vs Symptoms. How to simplify complex decisions by cleaving the facts – @ASmartBear - WP Engine. Charlax — Negative feedback antipatterns. 5 Things I Learnt as a Designer at LEGO – 5 Things I Learned… Peek Inside a Facebook Design Critique – Facebook Design – Medium. Wargaming strenghtens its mobile business by aquiring Finnish studio Boomlagoon. Best practices for implementing starter bundles in free-to-play games. Playrix has become Europe's quiet giant in mobile gaming. Oculus Chief Scientist Predicts the Next 5 Years of VR Technology. Mobile Games University - Monetisation Design: The psychology behind game moneti. 4 ways mobile gaming companies can succeed through failure. Jobs in Games: FGOL's Bruce Brodie on how to get a job as a Senior Producer. Stellaris publisher Paradox hires King Malmö GM to spearhead mobile games.

The seven rules of monetisation design. App Annie: Subscriptions model will bleed into mobile gaming. Playrix has become Europe's quiet giant in mobile gaming. Gaming veteran Chris Taylor leaves Wargaming to start independent studio (update) How to identify whales in your game - GameAnalytics. Online Courses - Anytime, Anywhere. The 6 stages of a free-to-play social gamer. The 6 stages of a free-to-play social gamer. Life after Pokémon Go: Niantic's next evolution.