| Cracking the Touchscreen Code |
| Posted by Ben Serviss on 06/06/13 09:15:00 am
in
Business/Marketing,
Design,
Indie,
Smartphone/Tablet
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| If touchscreen devices are the future, are game controllers holding us back? |  |
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| Deep Plaid Games, one year later |
| Posted by Shay Pierce on 06/05/13 02:48:00 pm
in
Business/Marketing,
Design,
Programming,
Console/PC,
Indie,
Social/Online,
Smartphone/Tablet
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| I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year. |  |
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| Ask me anything! - Unity Going Free |
| Posted by Benjamin Sipe on 05/30/13 02:43:00 pm
in
Business/Marketing,
Design,
Production,
Indie,
Social/Online,
Smartphone/Tablet
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| The NativeX Games Task Force (GTF) has a wealth of knowledge and data at their fingertips for mobile developers. |  |
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8 Reasons I Can't Help You  |
| Posted by Keith Fuller on 05/28/13 05:44:00 pm
in
Business/Marketing,
Production,
Console/PC,
Serious,
Indie,
Social/Online,
Smartphone/Tablet
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| What happens when you try to help game companies improve their leadership and production practices without charging a fee? |  |
| Read More... | 25 Comments |
GungHo Stock’s 4000% Run -- What it Means for Game Studios and Investors  |
| Posted by Charles Huang on 05/21/13 12:13:00 pm
in
Business/Marketing,
Smartphone/Tablet
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| How has investor sentiment toward game companies shifted from 2005 to now? This blog looks at the extensive growth of Puzzle & Dragons by GungHo, and discusses what this means for game studios and investors in today's market. |  |
| Read More... | 8 Comments |
Postmortem: ROBLOX Mobile  |
| Posted by David York on 05/20/13 02:34:00 pm
in
Production,
Smartphone/Tablet
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| In late 2012, ROBLOX launched one of the first iOS gaming apps to feature user-generated content front and center. How does user-generated content translate to the mobile space? This article explains how we made it work and what we could have done better. |  |
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