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March 31, 2015
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Category: Smartphone/Tablet


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Posted by Lewis Pulsipher on 03/30/15 01:30:00 pm in Smartphone/Tablet
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).

Posted by Keith Burgun on 03/27/15 03:39:00 pm in Smartphone/Tablet
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.

Posted by Adam Telfer on 03/26/15 02:03:00 pm in Smartphone/Tablet
Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention.

Posted by Thomas Bidaux on 03/26/15 02:03:00 pm in Smartphone/Tablet
I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.

Posted by Jovan Johnson on 03/26/15 02:03:00 pm in Smartphone/Tablet
The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more.

Posted by Mitu Khandaker-Kokoris on 03/25/15 01:12:00 pm in Smartphone/Tablet
A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how?