Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 30, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Joseph Kim's Expert Blogs

Posted by Joseph Kim on Thu, 27 Aug 2015 01:00:00 EDT in Business/Marketing, Smartphone/Tablet
Huge pent-up demand exists for Blizzard IP based mobile games. Activision Blizzard should acquire Glu Mobile and Ember Entertainment to create a world dominating mobile games powerhouse... to be the world's greatest. Read how and why!

Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.

Posted by Joseph Kim on Tue, 24 Feb 2015 01:54:00 EST in Business/Marketing, Design, Programming, Production, Smartphone/Tablet
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.

Posted by Joseph Kim on Thu, 04 Dec 2014 03:55:00 EST in Business/Marketing, Design, Smartphone/Tablet
Interview with three veteran executives from top Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China.

Posted by Joseph Kim on Thu, 18 Sep 2014 08:09:00 EDT in Design, Smartphone/Tablet
A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign.

A relatively compact and comprehensive overview of the compulsion loop concept. In addition, I attempt to expand the concept with my own interpretation.

A very useful tool to help game designers understand 1. Game monetization potential and 2. Potential weaknesses or areas of improvement, is an ARPDAU contribution table. This tool will help both with analysis and prediction of potential game success.

Posted by Joseph Kim on Fri, 25 Oct 2013 08:51:00 EDT in Business/Marketing, Smartphone/Tablet
Small independent developers have very little chance for success in the current mobile gaming market. Currently, mobile game publishers are not structured to help enable indie "artists" to achieve success. What is needed is more fundamental change!

Posted by Joseph Kim on Fri, 11 Oct 2013 03:01:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
One of the most difficult problems in designing any game is complexity in the game design which can be a killer! Learn how to most effectively address complexity by platform and learn lessons from successful mobile games like Clash of Clans.

Posted by Joseph Kim on Sun, 25 Aug 2013 09:54:00 EDT in Business/Marketing, Design, Smartphone/Tablet
Learn the critical techniques of mobile application monetization employed by the world's best such as Supercell,, DeNA, and GungHo. I discuss 12 critical monetization concepts that every mobile game designer needs to know!

[Previous] | [Next]