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Features » Smartphone/Tablet
Art-Media Innovation: Yudo's iPhone Success, Natal Dreams 2
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/Marketing, Design, Interview, Mobile Phone, Indie, Smartphone/Tablet

iPhone Piracy: The Inside Story 59
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/Marketing, Mobile Phone, Indie, Smartphone/Tablet

The Tiger And The Spider: From AAA To App Store 3
by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Making Better Games Through Iteration 5
by Will Luton [10.15.09]
Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity
Design, Indie, Smartphone/Tablet

Developing Games for Android 19
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/Marketing, Design, Mobile Phone, Indie, Smartphone/Tablet

Eye On India: Mobile Games Rising 3
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/Marketing, Mobile Phone, Smartphone/Tablet

Postmortem: ngmoco/Demiurge Studios' WordFu 2
by Stephanie Morgan, Chris Linder, Justin Lokey [08.05.09]
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu, from swift iteration to localization complexity and beyond.
Design, Postmortem, Production, Smartphone/Tablet

Games Demystified: Rolando  
by Jeremy Alessi [06.03.09]
Continuing his popular series, Jeremy Alessi presents a unique guide to the iPhone hit's Rolando's unique gameplay mechanics, with example code showcasing touch and physics-related game concepts.
Design, Programming, Smartphone/Tablet

Persuasive Games: I Want My 99¢ Back 31
by Ian Bogost [05.28.09]
In his new column, writer and designer Ian Bogost looks at Apple's iPhone App Store -- and one of his game purchasers' demands to get his 99c back -- to discuss digital purchases, value, price point, and the 'race to the bottom' for iPhone games.
Business/Marketing, Design, Indie, Smartphone/Tablet

Sponsored Feature: Distributing Your Game On Nokia's Ovi Store  
by Nokia Staff [05.27.09]
In this sponsored feature, Nokia outlines its newly expanded digital Ovi Store, which allows mobile games in a variety of formats to be sold with a 70/30 revenue split to the game developer.
Business/Marketing, Mobile Phone, Smartphone/Tablet