Mad Mushroom explains what devs might expect from a streamer-owned publisher
Via Mad Mushroom

Mad Mushroom explains what devs might expect from a streamer-owned publisher

In today's edition, we have a feature on streamer-owned publisher Mad Mushroom, featured blogs on the state of handheld games and on the art process of upcoming adventure Murder on Space Station 52, plus news galore from the likes of Embracer, the FTC, Ubisoft, and more.

Mad Mushroom explains what devs might expect from a streamer-owned publisher

Every publisher has their own strategy. Here are the upsides and downsides of working with one co-owned by high-profile streamers.

The company is releasing Lightfox Games' Rumble Club later this week, and has also signed BitCake Studios' Atomic Picnic. Morris and Silbowitz were keen to chat about the pros and cons of pitching a publisher like Mad Mushroom. The pros include getting sharp feedback from creators who know how to introduce a game to their audience.
But there are cons too. Streamers and other content creators are lightning rods that can attract an audience—but not all the attention they bring is the kind developers may want.

Lars Wingefors says splitting Embracer was for the greater good...of business

You gotta break companies to make moneys.

How handheld gaming has become more complex – and more lucrative

This piece explores the recent development of the market, guided by Omdia's brand-new Games Handheld Database, which forecasts value, volume, and installed base through to 2028 across all key devices and categories of dedicated gaming handheld.

Murder on Space Station 52 - Paper to Pixel: Making a Scene

Many people have been speaking about the unique visual style of the game, so I wanted to break down a scene from the game and explain how I created it.

Ubisoft appoints Cécile Russeil as new executive VP

Russeil's day-to-day duties as executive VP will see her manage multiple departments at Ubisoft, including corporate affairs, legal, and communications.

FTC banning 'restrictive and exclusionary' noncompetes in the U.S.

The ban could have a tangible impact on workers in the video game industry, where noncompetes have been used to prevent staff from moving between studios.

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