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Mobile gaming news - hit titles, studios, monetization trends, and the platforms powering play on the go.

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826 results • Page 28 of 69

Rooms at the top: How this ADA-winning team built a title that defies description
Mobile GamesNews

Rooms at the top: How this ADA-winning team built a title that defies description

Ask Jason Toff whether his Apple Design Award winner is a game or an app, and his answer is yes. “There’s no one-sentence description for Rooms , and that can be a blessing,” laughs Toff, CEO and head designer of Things, Inc. “It’s not entirely a game, and it’s not entirely a tool. It’s more like a toy.” It’s also a blank canvas, cozy game, coding teacher, and social network — but we’re getting ahead of ourselves. At its heart, Rooms is a collection of user-generated 3-D spaces that feels like the open-ended world of the early internet. Start with an empty room or existing template, then fill it with an array of voxel decorations, items, pets, and avatars to create whatever space you like: a college apartment, medieval castle chamber, floating fantasy realm, pirate ship, or a Weezer concert (really), to name just a few. The only limits are the room’s boundaries — and Rooms fans have even gotten around those. “Our 404 page is a room with no walls,” Toff says, “so people just started copying it to work around the constraint.” ADA FACT SHEET Rooms Winner: Visuals and Graphics Team: Things, Inc. Available on: iOS, iPadOS Team size: 4 Learn more about Rooms Download Rooms from the App Store In fact, that community element is a strong point: This creative tapestry of quirky games, tranquil havens, and clever ideas has been conjured by real people, which makes Rooms a social network as well. What’s more, users can click on each item to reveal its underlying code, offering them more options for customization. To create Rooms — which, incidentally, won the ADA for Visuals and Graphics in games — Toff and cofounders Nick Kruge and Bruno Oliveira threw themselves back into their childhoods. “I was obsessed with Legos as a kid,” says Toff, not unexpectedly. “I found myself wondering, ‘What’s the digital equivalent of that?’” Rooms isn’t just about rooms; creators have plenty of ways to noodle on their ideas. Drawing on that inspiration — as well as Toff’s experiences with Kid Pix on his dad’s 1989-era Mac — the Rooms team began envisioning something that, as Oliveira says, kept the floor low but the ceiling high. “We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms ,” he says, “and that meant making something free-form and creative.” It also meant building something that gave a sense of approachability and creativity, which led them right to voxels. “Blocks have a charm, but they can also be kind of ugly,” Toff laughs. “Luckily, Bruno’s were cute and soft, so they felt approachable and familiar.” And from Oliveira’s side, blocks offered a practical value. “It’s much easier to do 3-D modeling with blocks,” says Oliveira. “You can just add or remove voxels whenever you want, which lowers the bar for everyone.” We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms , and that meant making something free-form and creative. Jason Toff, CEO and head designer of Things, Inc. Rooms launched in 2023 as a web-based app that included 1,000 voxel objects and allowed users to write their own code. It gained traction through both word of mouth and, more directly, a video that went viral in the cozy-gaming community. “All of a sudden, we had all these people coming,” says Oliveira, “and we realized we needed to prioritize the mobile app. Nick was like, ‘I think we can get feature parity with desktop on the iPhone screen,’ and we basically pulled a rabbit out of a hat.” Today, the vast majority of Rooms users are on mobile, where they spend the bulk of their time editing. “We were just shocked by how much time people were spending making rooms,” he says. “These weren’t quick five-minute projects. We did not anticipate that.” Of course the Things, Inc. team rebuilt their own offices in Rooms . All that building fed into a social aspect as well. Toff says most of the items in Rooms are now created, edited, and amplified by lots of different users. “Here’s a good example: We have a sway effect that makes things wave back and forth a little,” he says. “Someone realized that if they put some branches on a tree and added that effect, the tree immediately looked alive. Now everyone’s doing that. There’s a real additive effect to building in Rooms.” Today, the Rooms library contains more than 10,000 items. There’s a lot of power under the hood, too. “Rooms uses a Lua scripting language that runs in a C++ context,” says Oliveira, “so it’s kind of Lua, encased in C++, encased in Unity, encased in iOS.” Every room, he says, is a new Unity instance. And adding native iOS elements — like sliders on the Explore page and a bottom navigation — gives what he calls the “design chef’s kiss.” An early sketch of Rooms shows how the room design came together early in the process. Like its community, the Rooms team is used to moving fast. “One day I said, ‘It would be cool if this had a D-pad and A/B buttons,” says Toff, “and about 10 hours later Bruno was like, ‘Here you go.’” On another lark, Toff mentioned that it would be fun to let users fly around their rooms, and Kruge and Oliveira promptly created a “camera mode” that’s come to be known internally as the “Jason-Cam.” That’s satisfying to a team that simply set out to build a cutting-edge plaything. “We always had this metaphor that Rooms was a swimming pool with a shallow side and a deep side,” says Oliveira. “It should be fun for people dabbling in the shallow side. But it should also be amazing for people swimming in the deep end. If you just want to look at rooms, you can. But you can also dive all the way down and write complicated code. There’s something for everyone.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

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The Reports of Our Death Have Been Mildly Exaggerated – The TouchArcade Show #612
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The Reports of Our Death Have Been Mildly Exaggerated – The TouchArcade Show #612

Hark, a new podcast is afoot? ‘Tis true, and it has been A WHILE, friends. Ten weeks to be exact. … Continue reading "The Reports of Our Death Have Been Mildly Exaggerated – The TouchArcade Show #612"

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The Power of Q5 and Retention: Lessons from SciPlay
Mobile GamesNews

The Power of Q5 and Retention: Lessons from SciPlay

How do you grow in a mature market? Well, there’s no one better to answer this question than Josh Wilson, CEO of SciPlay, who has steered the company to growth every year since 2013.

Deconstructor of Fun·March 31, 2025·5 min read
WWDC25: June 9-13, 2025
Mobile GamesNews

WWDC25: June 9-13, 2025

Join the worldwide developer community online for a week of technology and creativity. Be there for the reveal of the latest Apple tools, frameworks, and features. Learn to elevate your apps and games through video sessions hosted by Apple engineers and designers. Engage with Apple experts in labs and connect with the worldwide developer community. All online and at no cost. Learn more about WWDC25

Apple Developer News·March 25, 2025·1 min read
Beyond User Acquisition: How to Win with Influencer Marketing
Mobile GamesTutorial

Beyond User Acquisition: How to Win with Influencer Marketing

Influencer Marketing is a key UA channel, but making it profitable takes more than guesswork. Here’s what drives real, measurable impact.

Deconstructor of Fun·March 24, 2025·6 min read
The Magic Behind Magicabin’s ARPDAU
Mobile GamesNews

The Magic Behind Magicabin’s ARPDAU

Magicabin, a captivating farm adventure game by Ivy Mobile, has rapidly gained popularity with its immersive gameplay and seasonal events. As it continues to rise, it establishes itself as a strong competitor to the reigning leader in the niche, Moon Active.

Deconstructor of Fun·March 19, 2025·25 min read
Monitor your Genkit features in production
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Monitor your Genkit features in production

Gain visibility and debug complex AI features with powerful observability tools, ensuring a seamless user experience.

Firebase Blog·March 18, 2025·1 min read
App Hosting updates: rollbacks, SDK auto-configuration, and more
Mobile GamesNews

App Hosting updates: rollbacks, SDK auto-configuration, and more

Firebase Blog·March 11, 2025·1 min read
How Istanbul Became the New Capital of Mobile Gaming – And Where It’s Headed Next
Mobile GamesNews

How Istanbul Became the New Capital of Mobile Gaming – And Where It’s Headed Next

Türkiye has mastered hyper-casual and puzzle games, turning startups into billion-dollar giants. The question now is: Can it break into new frontiers?

Deconstructor of Fun·March 10, 2025·5 min read
Assassin’s Creed Shadows comes to Mac
Mobile GamesResearch

Assassin’s Creed Shadows comes to Mac

It’s an ice-cold late winter’s morning in Canada, but the offices of Ubisoft Quebec are ablaze with excitement. The Ubisoft team is preparing the release of Assassin’s Creed Shadows , the 14th main entry in the series and an evolution for the franchise in nearly every detail. It’s set in feudal 16th-century Japan, a rich and elegant period that’s been long sought-after by fans and Ubisoft team members alike. It introduces a pair of fierce protagonists: Yasuke, a powerful warrior of African origin, and Naoe, an agile Shinobi assassin, both brought to life with attention to historical accuracy. Its world feels alive with an ever-changing dynamism that’s apparent in everything from the shifting weather to the rotating seasons to the magical interplay of light and shadow. And what’s more, it’s set to release on Mac the same day it arrives on PCs and consoles. “It’s been a longtime dream to bring the game to Mac,” says Ubisoft executive producer Marc-Alexis Côté, who debuted the game on Mac during the WWDC24 Keynote. “It’s incredible that I can now open a MacBook Pro and get this level of immersion.” Shadows will also be coming later to iPad with M-series chips. Naoe, one of the game’s two protagonists, is an agile assassin who’s at her best when striking from the shadows. Today marks one of the first times that the gaming community will get its hands on Shadows , and to celebrate the occasion, the Ubisoft offices — a mix of cozy chalet-worthy reclaimed wood and wide-open windows that afford a view of snowy Quebec City rooftops — have been reskinned with an Assassin’s Creed theme, including a display that emphasizes the heft of Yasuke’s weapons, especially an imposing-looking 13-pound model of the character’s sword. (On this day, the display is hosted by associate game director Simon Lemay-Comtois, who appears quite capable of wielding it.) Download Assassin's Creed Shadows from the Mac App Store Côté calls Shadows his team’s “most ambitious” game. In crafting the game’s expansive world, Ubisoft’s development team took advantage of an array of advanced Mac technologies: Metal 3 (working in concert with Ubisoft’s next-generation Anvil engine), Apple silicon, and a mix of HDR support and real-time ray tracing on Macs with M3 and M4 that Côté says was “transformative” in creating the game’s immersion. It’s been a longtime dream to bring the game to Mac. Marc-Alexis Côté, Ubisoft executive producer “Seeing those millions of lines of code work natively on a Mac was a feeling that’s hard to describe,” Côté says. “When you look at the game’s performance, the curve Apple is on with successive improvements to the M-series chips year after year, and the way the game looks on an HDR screen, you’re like, ‘Is this real?’” Assassin’s Creed Shadows is a balance of the technical and creative. For the former, associate technical director Mathieu Belanger says the capabilities of Mac laid the groundwork for technical success. “The architecture of the hardware is so well done, thanks in part to the unified memory between the GPU and CPU. That made us think the future is bright for gaming on the platform. So many things about doing this on Mac were great right out of the box.” Naoe’s counterpart, Yasuke, prefers the use of brute force. On the creative side, Ubisoft creative director Jonathan Dumont focused on a different opportunity. “The important thing was: Does this feel right? Is it what we want to send to players? And the answer was yes.” The creative team’s goal was nothing short of “making this world feel alive,” says Martin Bedard, a 20-year Ubisoft veteran who served as the game’s technology director (and is very good at playing as Naoe). “You’re put into a moment that really existed,” he says. “This story is your playground.” There are also fluffy kittens. We’ll get to those. The ever-changing seasons lend an incredible variety to the game’s environments. And there’s tremendous power behind the beauty, because the game’s biomes, seasons, weather, and lighting are all dynamic creations. The sunset hour bathes the mountains in soft purple light; the sun’s rays float in through leaves and temple roofs. Pretty much every room has a candle in it, which means the light is always changing. “Look at the clouds here,” says Bedard, pointing at the screen. “That’s not a rendering. These are all fluid-based cloud simulations.” “Japan feels like it’s 80 percent trees and mountains,” says Dumont. “If you’re building this world without the rain, and the winds, and the mountains, it doesn’t feel right.” Wherever you are, wherever you go, everything is beautiful and alive. Mathieu Belanger, associate technical director And those winds? “We developed a lot of features that were barely possible before, and one of them was a full simulation of the wind, not just an animation,” says Belanger. “We even built a humidity simulation that gathers clouds together.” For the in-game seasons, Ubisoft developed an engine that depicted houses, markets, and temples, in ever-changing conditions. “This was all done along the way over the past four years,” he says. To pursue historical accuracy, Dumont and the creative team visited Japan to study every detail, including big-picture details (like town maps) to very specific ones (like the varnish that would have been applied to 16th-century wood). It wasn’t always a slam dunk, says Côté: In one visit, their Japanese hosts recommended a revision to the light splashing against the mountains. “We want to get all those little details right,” he says. (A “full-immersion version,” entirely in Japanese with English subtitles, is available.) To recreate the world of 16th-century Japan, the Ubisoft creative visited Japan to study every detail. Ubisoft’s decision to split the protagonist into two distinct characters with different identities, skill sets, origin stories, and class backgrounds came early in the process. (“That was a fun day,” laughs Belanger.) Ubisoft team members emphasize that choosing between Naoe and Yasuke is a matter of personal preference — lethal subtlety vs. brute force. Players can switch between characters at any time, and, as you might suspect, the pair grows stronger together as the story goes on. Much of Naoe’s advantage comes from her ability to linger in the game’s shadows — not just behind big buildings, but wherever the scene creates a space for her to hide. “The masterclass is clearing out a board without being spotted once,” says Bedard. (The Hideout is) peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.’ Jonathan Dumont, Ubisoft creative director Which brings us to the Hideout, Naoe and Yasuke’s home base and a bucolic rural village that acts as a zen-infused respite from the ferocity of battle. “It’s a place that welcomes you back,” says Dumont. It’s eminently customizable, both from a game-progression standpoint but also in terms of aesthetics. Where the battle scenes are a frenzy of bruising combat or stealth attacks, the Hideout is a refuge for supplies, artwork, found objects, and even a furry menagerie of cats, dogs, deer, and other calming influences. “There are progressions, of course,” says Dumont, “but it’s peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.” “The kittens were a P1 feature,” laughs associate game director Dany St-Laurent. Yasuke prepares to face off against an opponent in what will likely be a fruitful battle. Yet for all those big numbers, Dumont says the game boils down to something much simpler. “I just think the characters work super-well together,” he says. “It’s an open-world game, yes. But at its core, it features two characters you’ll like. And the game is really about following their journey, connecting with them, exploring their unique mysteries, and seeing how they flow together. And I think the way in which they join forces is one of the best moments in the franchise.” And if the Ubisoft team has its way, there will be plenty more moments to come. “I think the game will scale for years to come on the Mac platform,” says Côté. “Games can be more and more immersive with each new hardware release. We’re trying to create something here where more people can come with day-one games on the Mac, because I think it’s a beautiful platform.” Download Assassin's Creed Shadows from the Mac App Store

Apple Developer News·March 4, 2025·7 min read
Six Hiring Mistakes Most Companies Make
Mobile GamesNews

Six Hiring Mistakes Most Companies Make

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Add image generation to your apps with Imagen 3
Mobile GamesNews

Add image generation to your apps with Imagen 3

Available in Vertex AI in Firebase (Public Preview)

Firebase Blog·March 3, 2025·1 min read
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