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Spil Games Goes Stellar At Casual Connect

February 12, 2016

Spil Games is thrilled to announce that once again it is a Gold Sponsor at Casual Connect Europe. The show is Europe’s premier event for mobile game developers and is a huge networking opportunity for everyone involved in the industry. As usual, we’ll be simultaneously having fun and taking it incredibly seriously. We’ve been hard at […]

I love World of Warcraft but I just don’t have the time any more to immerse myself in those giant MMOs, says player Kristen Rutherford

Mobile is a game changer: smart developers are embracing the change

February 10, 2016

Game play is changing. More and more people are putting down their consoles in favour of the gaming devices they carry around with them — their phones. And smart game developers are adapting the way their games work to make the most of this changing landscape. We brought a player, a developer and a publisher […]

Audience

5 Ways To Help Define a Game Audience

January 28, 2016

Defining for which audience you’re going to build your game can be very difficult. However isn’t it important to know who is actually going to play your game? In this article we want to give some suggestions on how to get to know your audience. Market Research First of all, we want to look at […]

Icon design can mean hit of miss for young players. Jake Sones, Kristen Rutherford and Scott Johnston in discussion at Casual Connect San Francisco

How players find your game: what factors influence their decision

January 25, 2016

What decides which game a player will choose to play next? We brought a player, a developer and a publisher together to discuss the issue and discovered there is a lot more to the decision than a game being featured in the app stores. The round table discussion was held at Casual Connect San Francisco […]

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Developers: Tell Me About This Game

January 8, 2016

Serious mobile game player Kristen Rutherford toured Casual Connect San Francisco looking for great new games. She made some awesome discoveries. She met Will Delventhal who developed Blitzkeep. “You’re going to die a lot of times,” he told her of his game. “Each actual gameplay doesn’t last very long but it’s really easy to play […]

mistakes

Mistakes you might want to avoid for your game

December 31, 2015

Albert Einstein once said: “Anyone who has never made a mistake has never tried anything new”. Even though this is totally true, one can learn from others and avoid making the same mistakes. This also applies to crafting a new game therefore, we have summed up a couple of mistakes you might want to avoid […]

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Game localization: How to market in different countries

December 14, 2015

Our beautiful world is huge! That said a game developer could reach a much bigger audience when looking for chances in markets where you don’t speak the language. However if you do not speak the language, how do you reach these potential players? In this blog, we discuss a couple of game localization questions you […]

A Day In The Woods wins the Unsung Heroes Competition by creating an amazing atmosphere

Unsung Heroes: the story so far

November 25, 2015

Our campaign to help awesome games reach the audiences they deserve. There is a lot going on with Unsung Heroes right now. Our campaign to help awesome mobile games find the audiences they deserve has entered a new phase as we focus on the player experience. But at the same time, we have announced the […]

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Game addiction: intense as a love affair but often just as brief

November 12, 2015

“It was called Japan Life”, says Kristen Rutherford, as if remembering a former lover. She’s slightly embarrassed and a little wistful, but she has decided to confess: “I loved this game.” Kristen is a TV producer and a writer and so she is articulate. This is part of the reason we invited her to Casual […]

monetization article

11 monetization strategies for game developers

November 4, 2015

Creating a great game is hard work and it takes creativity, persistence and a fair number of caffeinated beverages. The result can be awesome, however at the end the consumed beverages do need to be paid. That’s why the monetization element of a game is maybe just as important as creating the main character. As […]

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