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September 19, 2018
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Features » 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

The Four Perspectives of Game Design: Insight from the Mobile Fringe 4
by Tony Ventrice [05.26.09]
What can you learn about game design from working on mobile titles? Cellphone game design veteran Ventrice (Guitar Hero Mobile), now working with iPhone developer Smule (Ocarina/Leaf Trombone) on music games, discusses the key conceptual layers of game building that are common to all titles.
Design, Smartphone/Tablet

iPhone Devs: Rethinking the Art of Making Games 10
by Mike Spitalieri [04.23.09]
In a Gamasutra special feature, we talk to five leading iPhone game developers, including the makers of hit titles Rolando, iShoot and Flick Fishing, on the state of making games for Apple's explosively popular platform.
Business/Marketing, Design, Indie, Smartphone/Tablet

Sponsored Feature: Bringing Meaning to Mobile Entertainment: Tero Ojanperä at GDC 2009 1
by Tero Ojanperä [04.23.09]
This year at GDC, Tero Ojanperä gave an insight into what the world's largest mobile device manufacturer sees on the horizon. During his keynote at GDC 2009, Tero talked about Nokia's mobile gaming efforts, including N-Gage, and shared trends and lessons learned from the first year of the service.
Mobile Phone, Smartphone/Tablet

Sponsored Feature: Nokia Research Center: Expanding the Potential of Mobile Gaming  
by Nokia Staff [03.21.09]
In this sponsored feature, Nokia explains Nokia Research Center's work on GDC-available demos that "could potentially open doors for mobile gaming and blur the lines between reality and virtual reality."
Mobile Phone, Smartphone/Tablet

iLang Syne: A Guide To iPhone Game Development In 2009 11
by Jeremy Alessi [01.06.09]
Veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of making games for Apple's hit device.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Gamasutra's Best Of 2008 16
by Simon Carless, Chris Remo, Christian Nutt, Leigh Alexander, Eric Caoili [12.31.08]
Ending out 2008, Gamasutra puts together the definitive compilation of our year-end lists, from surprises through game of the year and beyond, with bonus reader feedback.
Business/Marketing, Design, Indie, Smartphone/Tablet

Surviving High School: A Mobile Survivor Story 4
by Steve Palley [07.17.08]
How do you succeed with original IP in the license-heavy cellphone game biz? Vivendi's Palley discusses the trials and tribulations of creating Surviving High School, which has sold over 10 million downloadable 'episodes' since launch.
Business/Marketing, Design, Mobile Phone, Smartphone/Tablet