February 19, 2017
Technical Environment Artist
February 19, 2017
Navigating the Regulatory Landscape in China’s US$25 Billion Gaming Market
Design Exercise: A Better Steam
Pros and Cons of a regular schedule for a side-project blog
Games in the media in 2016 – Overwatch comes out on top
Building a Scalable Online Game with Azure - Part 1
February 19, 2017
GOKU AND FRIENDS ARE ON
THE MOVE AS BANDAI
The "Cataclysm" is
over, and the new heroes
LUX Capture The Flag!
SUMTHING ELSE MUSIC WORKS
RELEASES HALO WARS 2...
Capy-san Reveals Dapper
Dudes of STORY OF
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Postmortem: Intelligence Engine Design Systems'
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.
Postmortem: 11 Bit Studios'
Anomaly Warzone Earth
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Postmortem: Vivid Games'
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
The Future Human: An Interview with Tim Sweeney
How will technology empower and shape the future of games, consoles, and even human experiences in reality? Will all platforms converge into one? Or will there be a healthy future for different kinds of devices and technologies? Gamasutra speaks to Epic's Tim Sweeney.
Gamasutra's Best of 2012
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
The Case for Casual Biometrics
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Supercell's Secret Sauce
In 2012, Helsinki's Supercell went from unknown entity to one of the hottest developers on the planet. How did the studio make major hits
Clash of Clans
? Gamasutra visits, and talks to CEO Ilkka Paananen.
Suck at Coding, But Make Games Anyway
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop
, a 3D iOS game he released this week.
The Mobile Transition: Why Facebook Developers Are Making the Shift
As companies like King.com and Wooga are finding that their chart-topping Facebook games become smash successes on iOS, Gamasutra talks to them, and to Facebook, about how this shift from PCs to tablets and smartphones is shaking out.
7 Ways to Fail at Free-to-Play
Aaron San Filippo
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
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