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April 18, 2014
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Features » Smartphone/Tablet
Infinity Blade: A New Era Of Games 9
by Christian Nutt [04.11.11]
In this in-depth interview, Chair Entertainment heads Donald and Geremy Mustard discuss the inspiration and success of Infinity Blade, the team's first iOS title, what they've learned from it, and what it means for the future of their development process and even games at large.
Design, Interview, Smartphone/Tablet

A Guide To iOS Twin Stick Shooter Usability 18
by Graham McAllister [03.30.11]
Working on a twin stick shooter for iOS? This article goes in-depth into the right techniques for honing this difficult-to-get-right control-scheme on Apple's touch-only devices, and examines many popular games' approaches.
Design, Smartphone/Tablet

Inciting The Mobile Revolution  
by Christian Nutt [03.24.11]
Ngmoco CEO Neil Young discusses his grand vision for the future of mobile gaming, a move he feels Ngmoco, bolstered by its November 2010 acquisition by Japanese giant DeNA, is poised to not just capitalize on but shape.
Business/Marketing, Interview, Smartphone/Tablet

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

Global Video Games Investment: China, Online, Mobile Ascendent 3
by Tim Merel [02.22.11]
Tim Merel, managing director of investment bank Digi-Capital, takes a look at the present and future state of the market and makes predictions about the direction and size of the global video game market between now and the near future -- information that could guide your company.
Business/Marketing, Social/Online, Smartphone/Tablet

Five Minutes Of... Sword & Poker 3
by Margaret Robertson [02.15.11]
In the latest installment of her column on the best moments of games, Hide&Seek development director Margaret Robertson takes a look at an obscure iPhone game, Sword & Poker, and springboards into a discussion of how games interact with time.
Design, Smartphone/Tablet

Marketing On The App Store: The Cautionary Tale Of 100 Rogues 21
by Keith Burgun [02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and 100 Rogues developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing, Design, Art, Indie, Smartphone/Tablet

Fun Thoughts On The Future  
by Jeremy Alessi [01.21.11]
Veteran physical game puzzle publisher ThinkFun (Rush Hour) has found its way into the digital games space thanks to the App Store, and here its co-founder Bill Ritchie discusses the travails of that space, as well as the future potential of technology.
Business/Marketing, Design, Interview, Smartphone/Tablet

Hot Failure: Tuning Gameplay With Simple Player Metrics 10
by Chris Pruett [12.16.10]
In this article taken from Game Developer magazine's September 2010 issue, Google game developer advocate Chris Pruett describes how he quickly and cheaply implemented useful metrics into his Android game, Replica Island.
Design, Programming, Smartphone/Tablet

Exploring The App Store Alternatives 5
by Paul Hyman [12.14.10]
Fatigued by the competition on Apple's App Store? Paul Hyman speaks to providers of alternatives -- including Android, Nokia, and GetJar -- to uncover whether branching out to other devices and developer ecosystems might be worth your time.
Business/Marketing, Smartphone/Tablet