Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 22, 2014
arrowPress Releases
October 22, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Smartphone/Tablet
Managing Risk in Video Game Development 8
by Paul Tozour [05.03.13]
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

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Winds of Change: Ben Cousins on Today and the Future 18
by Brandon Sheffield [03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

Ridiculous Fishing: The Game that Nearly Ended Vlambeer 10
by Mike Rose [03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Making the Move to HTML5, Part 3 7
by David Galeano, Duncan Tebbs [03.07.13]
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/Tablet

Let's Talk About Touching: Making Great Touchscreen Controls 31
by Tim Rogers [02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of ZiGGURAT and TNNS, explores the possibility space.
Design, Indie, Smartphone/Tablet

The Rise of the Mobile Collectible Card Game 14
by Christian Nutt [02.14.13]
Rage of Bahamut was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design, Interview, Social/Online, Smartphone/Tablet

Postmortem: zGames' Pong World 5
by Chris Howard, Tanya Aulachynskaya, Artyom Vorobyov [02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of Pong World, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Postmortem: Intelligence Engine Design Systems' City Conquest 25
by Paul Tozour [02.06.13]
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing, Design, Postmortem, Production, Social/Online, Smartphone/Tablet