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May 20, 2013
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Features » Smartphone/Tablet
Game Strategies: iPad vs. iPhone 9
by Paul Hyman [07.08.10]
With the iPad newly-established as a gaming platform, should iPhone developers be creating 'universal' builds for the same price or making brand-new HD versions of their games? Developers such Semi Secret (Canabalt) and Firemint (Flight Control) weigh in.
Business/Marketing, Design, Smartphone/Tablet

Creating Stencil Shadows on iPhone 5
by Brian Hall [06.16.10]
Turbine developer Brian Hall delivers a how-to on his technique for displaying high-quality, convincing shadows in 3D environments on the iPhone -- using a technique that the platform is not designed to implement but which is capable of if you know this trick.
Art, Smartphone/Tablet

The Rise Of Capy Games 2
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
Business/Marketing, Design, Art, Interview, Indie, Smartphone/Tablet

Postmortem: Magnin & Associates' Skittleball 2
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

Smartphone Advice: Keep On Porting! 7
by Paul Hyman [04.07.10]
The iPhone has a huge game library -- but are other smartphone platforms catching up? Developers and analysts weigh in on the right approach to the marketplaces for Android, Blackberry, Windows 7 Mobile and more.
Business/Marketing, Design, Mobile Phone, Smartphone/Tablet

The Story of Score Studios: Westerners Move East 3
by Ryan Winterhalter [03.18.10]
The story behind two Westerners who moved to work at Japanese game studios and then set up their own indie, Score Studios -- and why they've chosen to set up shop in the country widely assumed to be struggling hardest when it comes to development.
Business/Marketing, Design, Interview, Smartphone/Tablet

Postmortem: Sega/Other Ocean's Super Monkey Ball 2 4
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet

Persuasive Games: Check-Ins Check Out 10
by Ian Bogost [02.10.10]
What's the point of achievements, and how do they interact with us in the real world? In this in-depth Gamasutra column, game designer and author Ian Bogost contrasts airline mileage programs with Foursquare and Xbox Live Achievements.
Design, Social/Online, Smartphone/Tablet

Developers React: The iPad's Future 15
by Christian Nutt, Kris Graft [01.29.10]
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's newly-announced iPad.
Business/Marketing, Design, Smartphone/Tablet

Finding The Sweet Spot: Pricing For Independent Games 9
by Andrew Webster [01.12.10]
Gamasutra speaks with key indies from Capy, ngmoco, and Twisted Pixel about how to approach the delicate issue of pricing games, and how it's worth avoiding the "race to the bottom" of the pricing ladder.
Business/Marketing, Indie, Smartphone/Tablet