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ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Demon Archive: Recurrence of Dr. Faustus and Fantastic Elements

August 4, 2016 — by Industry Contributions

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Founded in 2014, La Calade Games is merely composed by the couple at the beginning. As a player of roleplaying games, co-founder and CEO Shirley Cheng was excited to see so many hidden object games with amazing animations and stories on iPad during 2012. She remembers her first time playing these games on iPad: being really impressed, especially when the games were inspired by some classic works. One day Shirley’s husband saw her playing those hidden object games and wondered why she was so obsessed with them. Eventually he realized those were truly interesting, and considered making one, since he’s always had a dream to make his own game. Shirley tells more of the story of the award-winning game that has been honored for Best Narrative at Casual Connect Asia 2016. 


ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Diceroll Studios: Financial Literacy Project Turns into a Game

July 4, 2016 — by Industry Contributions

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Diceroll Studios was born in December 2015, founded by 5 students with barely any experience in game development. We met in May while on internship at the Game Innovation Program (previously known as GAMBIT), and we created re:color as a financial literacy game for OCBC. After the internship ended, we were persuaded to continue building the game, and the rest, as they say, was history.


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Ellipsis: premium, no text, no ads, no IAP

June 29, 2016 — by Industry Contributions

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Ellipsis is an award-winning action puzzler with retro-styled visuals and absolutely zero text. Designed from the ground up for touch devices, it was released on iOS in February 2016 and for Android on June 16th. Its intuitive concept is easy to understand but you soon uncover a deep and challenging universe of ever-evolving levels. Ellipsis is a polished game experience, developed with a bit of idealistic, opinionated approach. Released as a premium game, it features no text, no ads, no IAP. The developers headed by Yacine Salmi explore how these decisions impacted our development and release.)


ContributionsDevelopmentGame DevelopmentIndiePostmortem

Slashy Hero: Making a Game Secretly

May 26, 2016 — by Industry Contributions

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The Gentlebros is a 3-people team based in Singapore. It was founded by Desmond Wong, Leon Ho and Nursyazana. Part gentlemen, part bros, the goal of the company is to constantly make unique games that stand out from the crowd. They share the story of Slashy Hero, a game about a great evil that has stolen all the sweets for Halloween. At Casual Connect the Slashy Hero game has won the Best Game Design and Best Mobile Game awards.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Rusty Lake on the importance of creating a community around your games

May 11, 2016 — by Industry Contributions

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Rusty Lake is both the name of a studio and the eerie and surrealistic world Robin and Maarten have created. Their indie studio, based in Amsterdam, has been creating mysterious room escape and eerie adventure games since May 2015. With a total of 9 games launched on iOS, Android and web and 2 new games in development they try keep their community involved as much as possible.


ContributionsDevelopmentGame DevelopmentIndiePostmortem

Pixel Fury 3D: About Testing and Balance

May 10, 2016 — by Industry Contributions

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Storm Bringer Studios comes from the unlikeliest of places - Georgia. It was in 2010 when the government of Georgia decided to facilitate game development in the country and Storm Bringer Studios was born. The first game the studio created was - no surprise there - a 3D shooter called Police and launched for PC. The game was followed up by its sequel Police 2 and the games saw millions of downloads between them. Now the company’s CEO Irakli Kokrashvili and Lauri Antalainen from Blue Arrow Games share the story of the game they showcased at Casual Connect Europe 2016: Pixel Combat 3D, now called Pixel Fury 3D. 


ContributionsDevelopmentIndiePostmortem

The Cruz Brothers are Taking Olympic Boxing

April 26, 2016 — by Industry Contributions

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André Amorim started developing indie games with the project of Bunny Battle Arena for iOS in 2014, project signed as Donut Coffeeshop Studios. But the path of acquiring knowledge began many years before.  André is self-taught from the age of 11. That interest in digital design continued to grow until now, at the age of 29. Now, he tells the story of his newest creation based on a real story: Cruz Brothers. 


ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Regency Solitaire: A Game To Go Back In Time

April 2, 2016 — by Industry Contributions

Grey Alien Games has been making premium downloadable PC and Mac games since 2005. This British game studio has brought casual game hits including Regency Solitaire, Spooky Bonus, Fairway Solitaire (2007 PC/Mac version) and Unwell Mel to life.
The theme for Regency Solitaire came to writer and researcher Helen Carmichael while she was watching Downton Abbey in 2013. She had recently moved back to Bridport, Dorset from Canada with husband Jake Birkett, and the couple were keen to revisit their favourite historical locations in the UK.

ContributionsDevelopmentGame DevelopmentOnlinePostmortemPR & Marketing

Vikings: War of Clans Giving The Whole Team Something New To Study

April 1, 2016 — by Industry Contributions

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Over the last 10 years the mobile games market has undergone dramatic changes – simple entertainment has turned into a huge industry with its own rules, genres and fan favorites. Our first awkward steps are behind us and the mobile game genre is now taking its rightful place alongside dedicated game consoles.

Plarium has been a part of mobile games scene since its inception. The company was founded seven years ago back in 2009, when the app market was poised to take the world by storm but had yet to flourish. One of the main goals of the Plarium team – from the director to junior employees – is to create quality games for mobile platforms and social networks with a level of depth that isn’t typically expected from mobile games.

Plarium’s headquarters is in Israel, with eight offices and development studios located across Europe and the United States. We also have over a thousand employees, all dedicated to helping the company grow and develop. We reject complacency and embrace new ideas, because every project is an opportunity to become better than the one before it.

This is exactly the case with our creation Vikings: War of Clans, our fastest growing mobile game. It wholly reflects our determination to capture players’ hearts and is the result of a concerted creative effort by a large team of professionals.

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