Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
 
arrow BIZ/MARKETING
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
Telltale Games
Core Technology - Senior Systems Engineer
 
High 5 Games
Technical Artist
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [13]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features

Features » Mobile Phone
 
19
Postmortem: Bane Games' Flick Buddies
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Game Design, Postmortem, Production, Visual Art, Mobile Phone, Indie, Smartphone/Tablet
 
 
7
Gamasutra's Best of 2010
by Gamasutra Staff [12.30.10]
With 2010 now at an end, the Gamasutra editorial team is proud to present a round-up of its individual charts and countdowns for this resurgent year for video games, published on the website over the past few weeks.
Business, Game Design, PC, Console/PC, Mobile Phone, Mobile Console
 
3
Finger Physics: From Rogue Project to 4 Million Downloads
by Alex Koloskov [09.28.10]
PressOK's VP of engineering describes how iOS App Store success Finger Physics was conceived, greenlit, developed, and marketed -- with tips on how to change small side-projects into big successes.
Business, Game Design, Production, Mobile Phone, Indie, Smartphone/Tablet
 
7
Smartphone Advice: Keep On Porting!
by Paul Hyman [04.07.10]
The iPhone has a huge game library -- but are other smartphone platforms catching up? Developers and analysts weigh in on the right approach to the marketplaces for Android, Blackberry, Windows 7 Mobile and more.
Business, Game Design, Mobile Phone, Smartphone/Tablet
 
5
Gamasutra's Best Of 2009
by Chris Remo, Christian Nutt, Kris Graft, Danny Cowan, Leigh Alexander, Brandon Sheffield [12.24.09]
Ending out 2009, Gamasutra puts together the definitive compilation of our year-end lists, from disappointments through game of the year and beyond -- with bonus reader feedback.
Business, Game Design, PC, Console/PC, Mobile Phone, Mobile Console, Smartphone/Tablet
 
10
iPhone Development: Everything You Need To Know
by Brian Robbins [12.09.09]
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Game Design, Programming, Mobile Phone, Indie, Smartphone/Tablet
 
2
Art-Media Innovation: Yudo's iPhone Success, Natal Dreams
by Brandon Sheffield [11.27.09]
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal.
Audio, Business, Game Design, Interview, Mobile Phone, Indie, Smartphone/Tablet
 
59
iPhone Piracy: The Inside Story
by Paul Hyman [11.18.09]
Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem, and whether there's anything that can be done about it.
Business, Mobile Phone, Indie, Smartphone/Tablet
 
19
Developing Games for Android
by Derek James [10.13.09]
Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages.
Business, Game Design, Mobile Phone, Indie, Smartphone/Tablet
 
3
Eye On India: Mobile Games Rising
by Monty Munford [10.07.09]
There is enormous untapped possibility in India's mobile game space, and we take a close look at the landscape, its challenges and its opportunities.
Business, Mobile Phone, Smartphone/Tablet
 
   
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.