The place for people who love making, growing, and of course playing mobile games. Hear from leaders in the industry on all things related to game design, development, and culture.
How to make hyper-casual games, part 4: hyper-casual check-in
Vincent Hart de KeatingHoma Games
Vincent Hart de Keating, Managing Director at Homa Games gives us an update on the hyper-casual genre. Read on for ed…
Transitioning to an in-app bidding world
Sofia GilyazovaSocial Point
Sofia Gilyazova, Ad Monetization Manager at Social Point talks everything about in-app bidding from challenges and drawb…
How to secure an IP for your mobile game
Brian SappJam City
Brian Sapp, Vice President, User Acquisition Marketing at Jam City discusses how to conquer IPs in games. Read on for…
The evolution of casual puzzle games
Christophe CarveniusTactile Games
Christophe Carvenius, Head of Insights at Tactile Games, runs through the evolution of the casual puzzle game genre, foc…
How to monetize and advertise word games
Andrew StoneRandom Logic Games
Andrew Stone, President at Random Logic Games gives the lowdown on word games including best practices for monetization,…
The future of programmatic mediation
Pieter KooymanMiniclip
Pieter Kooyman, Chief Advertising Officer at Miniclip, sets the record straight on ‘programmatic mediation’. He def…
How to make hyper-casual games, part 3: Marketing
Ryan DaviesKwalee
In our final chapter of LevelUp’s hyper-casual series, Ryan Davies, Digital Marketing Manager at Kwalee, shares his th…
How to make hyper-casual games, part 2: Trends
Tom KinniburghMobile Free to Play
Tom Kinniburgh, a mobile consultant for game studios, who also runs the popular blog Mobile Free to Play, talks about th…