Tutorial: Simple, High-Performance Particles for Mobile
by Itay Duvdevani
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC
Killer & Dragons: The GungHo and Grasshopper Interview
by Christian Nutt
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet
From XNA to MonoGame
by Dean Ellis
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet
Secrets of Quick Iteration in the Core Social Space
by Gabi Shalel
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet
Pursuing a Video Game Masterpiece
by Paul Walker
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC
PlayStation Plus: Good for Players, But is it Good for Developers?
by Kris Graft
Sony's service, which allows gamers to get a huge variety of free games, has been a big hit with PlayStation fans. But what do developers get out of it? Gamasutra finds out.
Postmortem: Appy Entertainment's Animal Legends
by Rory McGuire
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China
Managing Risk in Video Game Development
by Paul Tozour
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet
Crowdfunding, One Year Later
by David Daw
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what they’d do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive
Nintendo's Difficult Path Forward
by Matt Matthews,
Following Nintendo's lackluster annual financial results, Gamasutra's Matt Matthews breaks down the sales statistics to find out what Nintendo must do to turn its business around.