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Get a job: DeNA is hiring a Senior Build and Release Engineer  
by Staff [11.21.14]
The Tokyo-based mobile game powerhouse is looking for an engineer in its San Francisco office to "maintain open dialogue with all product groups to bring up and maintain build and release pipelines."
Smartphone/Tablet, Programming, Recruitment, Mobile Games

Unity support for 64-bit iOS apps coming close to Apple's deadline 7
by Christian Nutt [11.20.14]
UPDATE: Unity clarifies "complexity" issue. Starting from February 1, 2015, developers who submit games to the App Store will need to include a 64-bit version.
Smartphone/Tablet, Programming, Mobile Games

Our mobile game got a lot of attention, but nearly no installs 35
by Gamasutra Community [11.13.14]
"We haven't bought any user acquisition programs or rating programs since we really don't like that approach of gaming the systems. But maybe it's the only way to go forward from here?"
Smartphone/Tablet, Business/Marketing, Mobile Games

A guide to writing a great App Store description 2
by Gamasutra Community [11.10.14]
"A great app description will close the sale and trigger that all important download," writes Simon Hill. But how do you do it? This blog post serves as a guide.
Smartphone/Tablet, Business/Marketing, Mobile Games

What's a Google Play feature slot worth? 3
by Gamasutra Community [11.06.14]
"We rose quickly to 20,000 downloads/day for a couple of days before the featuring spots changed and we started falling down. After this we fell down to around 900/installs day. But why?"
Smartphone/Tablet, Business/Marketing, Mobile Games

Corona, makers of popular 2D mobile game engine, acquired by Fuse Powered 1
by Christian Nutt [11.04.14]
Monetization firm nets itself a popular toolkit for making apps; integration of Fuse Powered's ad and metrics platform is planned.
Smartphone/Tablet, Programming, Business/Marketing, Mobile Games

Getting started with mobile game localization 1
by Gamasutra Community [11.04.14]
A quick list of six things you need to keep in mind before launching into localizing your game: "mobile game localization is not rocket science... but there’s still some work that needs to be done."
Smartphone/Tablet, Production, Business/Marketing, Mobile Games

A picture's worth thousand words: Choosing screenshots for your iOS game 4
by Gamasutra Community [11.03.14]
"When you are creating screenshots or a preview video for your app make sure that you show off all the key features and help prospective customers to understand what you are offering."
Smartphone/Tablet, Art, Business/Marketing, Mobile Games

Blog: Breasts? No thank you! 7
by Gamasutra Community [10.31.14]
"Maybe I should have just made a game about candy pieces. Calling my shiny, colorful puzzle game Boob Rescue certainly made things a lot harder than they needed to be."
Smartphone/Tablet, Art, Production, Business/Marketing, Mobile Games

Apple's iAd now live in 70 new countries, bringing total to 95  
by Christian Nutt [10.28.14]
Thinking about using Apple's ad service for your iOS game? Now, it's got a lot more reach, as the company brings a swath of major territories into thee program.
Smartphone/Tablet, Business/Marketing, Mobile Games

TestFlight is changing in iOS 8, under Apple's watch  
by Christian Nutt [10.23.14]
The popular testing tool, which Apple acquired in February, is making some changes under iOS 8 -- including iTunes Connect integration.
Smartphone/Tablet, Production, Mobile Games

Blog: Get your app featured by Google Play 1
by Gamasutra Community [10.10.14]
Even though a "Google feature is not a big deal like App Store featuring," says one dev -- you still want it, if you can get it. This is a quick guide on how to get it!
Smartphone/Tablet, Business/Marketing, Mobile Games

What’s in a name? Choosing a name for your iOS app  
by Gamasutra Community [10.10.14]
"When it comes to naming your app, there’s a lot to consider, and a well thought out name can make a big difference to your bottom line."
Smartphone/Tablet, Business/Marketing, Mobile Games

Disney yanks Tiny Death Star from app stores without telling devs 15
by Christian Nutt [10.03.14]
The game was still "a significant source of revenue for us" says developer Ian Marsh, whose studio NimbleBit created the game.
Smartphone/Tablet, Business/Marketing, Mobile Games

On the back of mobile success, InnoGames opens new studio  
by Christian Nutt [09.30.14]
The Hamburg-based studio, best known for making browser games, has an iPad hit -- and now expands to Dusseldorf to beef up its mobile offerings.
Console/PC, Smartphone/Tablet, Business/Marketing, Mobile Games

Blog: Has another developer stolen your app? Use this DMCA template 3
by Gamasutra Community [09.26.14]
"There are no app police, and anything goes in the wild wild west of apps. Even with Apple’s review process and team in place, many pieces of stolen content end up on the store."
Smartphone/Tablet, Business/Marketing, Mobile Games

Tablet game revenue to triple by 2019, report finds  
by Christian Nutt [08.26.14]
Juniper Research expects revenues from tablet games to jump from $3.6 billion this year to $13.3 billion five years from now.
Smartphone/Tablet, Business/Marketing, Mobile Games

Big challenges: The whys behind Kabam's Chinese deal  
by Christian Nutt [08.25.14]
Last month, the free-to-play mobile mid-core studio announced a huge investment by China's Alibaba -- necessary for growth, COO Kent Wakeford says in a new interview.
Smartphone/Tablet, Business/Marketing, Mobile Games

Blog: Mobile gaming is a giant treadmill 2
by Gamasutra Community [08.20.14]
"Every few months some new game comes along and goes viral, generating huge downloads and revenue ramps. But eventually they fade."
Smartphone/Tablet, Production, Business/Marketing, Mobile Games

3 App Store optimization tips: Keywords and images 7
by Gamasutra Community [08.14.14]
"List out the top 10 keywords that you think make sense for your app. Type them into the app store and see what auto populates. Was there a better suggested keyword that might be more relevant?"
Smartphone/Tablet, Business/Marketing, Mobile Games

King's stock loses over 20 percent on Candy Crush Saga weakness 1
by Christian Nutt [08.12.14]
Investors spooked by company missing analyst revenue estimates, and in particular by Candy Crush Saga item sales seeing a downturn that the company couldn't offset.
Social/Online, Smartphone/Tablet, Business/Marketing, Mobile Games

User acquisition best practices for mobile games 1
by Gamasutra Community [08.11.14]
"As all game developers know, user acquisition is often the biggest cost of doing business ... Following are a few things that have worked for developers we’ve worked with."
Smartphone/Tablet, Business/Marketing, Mobile Games

How the top iOS games market on the App Store: A breakdown 5
by Gamasutra Community [08.08.14]
"I took roughly 300 screenshots of the screenshots from 150 games (about half from top grossing, half from top paid in the US App Store) and then analyzed them all."
Smartphone/Tablet, Business/Marketing, Mobile Games

Mobile game development: Native or not? 4
by Gamasutra Community [08.08.14]
Roei Livneh, CEO of cross-platform mobile engine provider Gingee, takes a look at whether you want to go with a native app or tech that can run on any device -- from programming, production, and even biz perspectives.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

True stats for visibility on Android markets 8
by Gamasutra Community [08.07.14]
"I remember about 3 years ago, we got around 5,000 downloads on Google Play alone. Now combining all the markets' download data from 30 days together, you won't reach that number."
Smartphone/Tablet, Indie, Business/Marketing, Mobile Games

Blog: YouTubers that cater to iOS games 12
by Gamasutra Community [08.06.14]
"There are a lot of lists with such channels... The problem is that not many cater to mobile games. Here is the list. We hope it helps."
Smartphone/Tablet, Business/Marketing, Mobile Games

The complicated process of making fantastic mobile game art 2
by Gamasutra Community [08.01.14]
Nothing matters more than finding the right art style to appeal to mobile gamers. This post goes over the process of arriving at an aesthetic that works (for icon, logo, in-game art) in detail.
Smartphone/Tablet, Art, Mobile Games

Blog: Understanding Kim Kardashian: Hollywood 26
by Gamasutra Community [08.01.14]
It's the hottest mobile game around, but its appeal can be difficult to understand. One game industry writer (and fan of the game) explains how he thinks it all comes together.
Smartphone/Tablet, Mobile Games

Game screenshots that sell on the Apple App Store 18
by Gamasutra Community [08.01.14]
"In short, that baby needs to be so good players will be attracted to it like flies are attracted to lights. That first image needs to convince them to tap on the game and find out more."
Smartphone/Tablet, Indie, Business/Marketing, Mobile Games

Kabam secures massive $120 million investment from China's Alibaba 1
by Christian Nutt [07.31.14]
Free-to-play studio Kabam has secured a massive investment from Chinese internet giant Alibaba -- $120 million, which gives Alibaba rights to publish its games in China on its mobile platforms.
Smartphone/Tablet, Business/Marketing, Mobile Games

One dev, three iOS games, no success - sharing the numbers 22
by Gamasutra Community [07.31.14]
"Here are the numbers for the 3 iOS games I published in the last year. Spoiler alert: they are bad."
Smartphone/Tablet, Business/Marketing, Mobile Games

Glu revenues up, and thanks to Kardashian, it's raising guidance 1
by Christian Nutt [07.30.14]
Still, the company makes a loss for the quarter -- though it expects "record" performance for next quarter. It's also picked up Racing Rivals dev Cie Games.
Smartphone/Tablet, Business/Marketing, Mobile Games

Europe's free-to-play crackdown: Hot air or hot topic? 1
by Gamasutra Community [07.23.14]
Attorney Jas Purewal takes a deep look at the European Commission's four key objectives for mobile games, as adopted by Google and, so far, rejected by Apple.
Smartphone/Tablet, Business/Marketing, Mobile Games

GameSalad adds cloud features with Together Games acquisition  
by Christian Nutt [07.22.14]
Drag-and-drop, template-based game creation tool gets a useful upgrade thanks to the Together Platform, bringing achievements, leaderboards, chat, and multiplayer.
Smartphone/Tablet, Programming, Production, Mobile Games

Blog: My game isn't taking off. Is marketing the cause? 31
by Gamasutra Community [07.15.14]
"Our goal of 100 likes (not bought but real likes) on Facebook has been a total bomb. We even offered people free early access just for liking the page."
Smartphone/Tablet, Indie, Production, Business/Marketing, Mobile Games

Blog: Monetization in the UK's #1 iOS sports game 1
by Gamasutra Community [07.11.14]
"Top Eleven is the #1 top grossing sports game in the UK today. Tomorow it is likely to stay this way. To learn from the best we have invited Nebo Radovic, the marketing manager, to talk about how Nordeus markets Top Eleven."
Smartphone/Tablet, Design, Business/Marketing, Mobile Games

Four publishing challenges the game industry isn't ready for Exclusive 2
by Leigh Alexander [03.19.14]
Venture capitalist Mitch Lasky of Benchmark Capital says very few video game executives have a good grip on the revolution of our industry's publishing rules -- he outlines four new challenges.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive, Digital Publishing, Mobile Games, GDC

Pinball Arcade developer yanks season pass, citing Apple policy 2
by Christian Nutt [02.14.14]
Pinball Arcade developer Farsight Studios has told its players that "Apple has denied us the ability to sell the Season Pass" for its game moving forward.
Smartphone/Tablet, Business/Marketing, Mobile Games

Using player data for platformer design 4
by Gamasutra Community [02.07.14]
Social game developers often use analytics, but how do you capture player data for a traditional genre, the 2D platformer? This post shows how one team did it.
Smartphone/Tablet, Indie, Design, Theme Week, Mobile Games

Making a mobile tower defense with global appeal: OMG: TD!  
by Gamasutra Community [02.06.14]
The story of a Shanghai-based studio of Western industry vets big mobile game gamble -- including making a success of it in the competitive Chinese app market.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Mobile Games

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Zynga's goals for 2014 and onward, and why it bought NaturalMotion 1
by Christian Nutt [01.30.14]
What does Zynga's new management hope to achieve, moving forward? Clues came in the form of the company's investor call, where it talked up NaturalMotion, cost-cutting, and mobile development.
Smartphone/Tablet, Business/Marketing, Mobile Games

The most successful mobile games of 2013 1
by Christian Nutt [01.30.14]
Today, App Annie releases its 2013 retrospective report on mobile apps and games -- which includes trends, as well as full lists of the games which generated the most downloads and revenue.
Smartphone/Tablet, Business/Marketing, Mobile Games

Blog: 2014 predictions for the mobile gaming market 3
by Gamasutra Community [01.29.14]
Angel investor Rob Weber shares predictions for the 2014 mobile space -- including the death of microconsoles -- while taking a look back at how his insights on 2013 fared.
Smartphone/Tablet, Business/Marketing, Mobile Games, Microconsole

Blog: LINE's Jun Otsuka on the mobile service's unexpected success in games 2
by Gamasutra Community [01.22.14]
LINE biz dev producer Jun Otsuka recently spoke in Finland -- and he explained exactly how the company plans to hold onto its unanticipated successes in the mobile game space.
Smartphone/Tablet, Business/Marketing, Mobile Games

Publishing before you're ready: The Way Home postmortem 2
by Gamasutra Community [01.20.14]
What happens when you release game before you should? This postmortem looks at The Way Home, a mobile game with promise that probably went out the door too soon.
Smartphone/Tablet, Indie, Production, Business/Marketing, Mobile Games

The perils of free-to-play: A Combat Monsters postmortem 74
by Gamasutra Community [01.14.14]
Rubicon's Paul Johnson had faith that going free-to-play would bring in a huge new audience for Combat Monsters -- but that hasn't translated to profits. This candid postmortem explains.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

The 10 best HTML5 games of 2013 (according to an HTML5 dev) 8
by Gamasutra Community [01.09.14]
HTML5 picked up some steam in 2013, and Austin Hallock runs down the 10 games built on the technology that made the biggest impact -- from a developer's standpoint.
Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

Blog: For the holidays, the premium mobile app strikes back 6
by Gamasutra Community [12.30.13]
Examining what he calls the "Christmas Paid Spike," Plague, Inc. developer James Vaughan explores the reasons premium games rocket upward in sales during the holidays.
Smartphone/Tablet, Business/Marketing, Mobile Games, Digital Publishing

Get a Job: Syntertainment is hiring a client developer for 'Will Wright's Next Big Thing'  
by Staff [12.27.13]
Development is apparently ramping up on Will Wright's next project, as his company is hiring a low-level Unity plug-in developer with iOS and Android experience.
Smartphone/Tablet, Programming, Recruitment, Mobile Games