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November 18, 2018
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Features » Smartphone/Tablet
Persuasive Games: Puzzling the Sublime 5
by Ian Bogost [12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
Design, Indie, Smartphone/Tablet

Postmortem: Freeverse's Top Gun For iPhone 3
by Justin Ficarrotta [12.15.09]
Freeverse designer and programmer Justin Ficarrotta recounts what went right and what went wrong with the development of the iPhone game Top Gun, and how fans should always be in mind when working on a licensed game.
Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

iPhone Development: Everything You Need To Know 10
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.
Design, Programming, Mobile Phone, Indie, 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 Array [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