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April 17, 2014
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Updates » Mobile Games
Four publishing challenges the game industry isn't ready for Exclusive 2
by Leigh Alexander [03.19.14]
Venture capitalist Mitch Lasky of Benchmark Capital says very few video game executives have a good grip on the revolution of our industry's publishing rules -- he outlines four new challenges.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive, Digital Publishing, Mobile Games, GDC

Pinball Arcade developer yanks season pass, citing Apple policy 2
by Christian Nutt [02.14.14]
Pinball Arcade developer Farsight Studios has told its players that "Apple has denied us the ability to sell the Season Pass" for its game moving forward.
Smartphone/Tablet, Business/Marketing, Mobile Games

Using player data for platformer design 4
by Gamasutra Community [02.07.14]
Social game developers often use analytics, but how do you capture player data for a traditional genre, the 2D platformer? This post shows how one team did it.
Smartphone/Tablet, Indie, Design, Theme Week, Mobile Games

Making a mobile tower defense with global appeal: OMG: TD!  
by Gamasutra Community [02.06.14]
The story of a Shanghai-based studio of Western industry vets big mobile game gamble -- including making a success of it in the competitive Chinese app market.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Mobile Games

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Zynga's goals for 2014 and onward, and why it bought NaturalMotion 1
by Christian Nutt [01.30.14]
What does Zynga's new management hope to achieve, moving forward? Clues came in the form of the company's investor call, where it talked up NaturalMotion, cost-cutting, and mobile development.
Smartphone/Tablet, Business/Marketing, Mobile Games

The most successful mobile games of 2013 1
by Christian Nutt [01.30.14]
Today, App Annie releases its 2013 retrospective report on mobile apps and games -- which includes trends, as well as full lists of the games which generated the most downloads and revenue.
Smartphone/Tablet, Business/Marketing, Mobile Games

Blog: 2014 predictions for the mobile gaming market 3
by Gamasutra Community [01.29.14]
Angel investor Rob Weber shares predictions for the 2014 mobile space -- including the death of microconsoles -- while taking a look back at how his insights on 2013 fared.
Smartphone/Tablet, Business/Marketing, Mobile Games, Microconsole

Blog: LINE's Jun Otsuka on the mobile service's unexpected success in games 1
by Gamasutra Community [01.22.14]
LINE biz dev producer Jun Otsuka recently spoke in Finland -- and he explained exactly how the company plans to hold onto its unanticipated successes in the mobile game space.
Smartphone/Tablet, Business/Marketing, Mobile Games

Publishing before you're ready: The Way Home postmortem 2
by Gamasutra Community [01.20.14]
What happens when you release game before you should? This postmortem looks at The Way Home, a mobile game with promise that probably went out the door too soon.
Smartphone/Tablet, Indie, Production, Business/Marketing, Mobile Games

The perils of free-to-play: A Combat Monsters postmortem 72
by Gamasutra Community [01.14.14]
Rubicon's Paul Johnson had faith that going free-to-play would bring in a huge new audience for Combat Monsters -- but that hasn't translated to profits. This candid postmortem explains.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

The 10 best HTML5 games of 2013 (according to an HTML5 dev) 8
by Gamasutra Community [01.09.14]
HTML5 picked up some steam in 2013, and Austin Hallock runs down the 10 games built on the technology that made the biggest impact -- from a developer's standpoint.
Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

Blog: For the holidays, the premium mobile app strikes back 6
by Gamasutra Community [12.30.13]
Examining what he calls the "Christmas Paid Spike," Plague, Inc. developer James Vaughan explores the reasons premium games rocket upward in sales during the holidays.
Smartphone/Tablet, Business/Marketing, Mobile Games, Digital Publishing

Get a Job: Syntertainment is hiring a client developer for 'Will Wright's Next Big Thing'  
by Staff [12.27.13]
Development is apparently ramping up on Will Wright's next project, as his company is hiring a low-level Unity plug-in developer with iOS and Android experience.
Smartphone/Tablet, Programming, Recruitment, Mobile Games

Blog: Steamworld Dig devs Image & Form's top games of 2013  
by Gamasutra Community [12.27.13]
The developers of one of Gamasutra's favorite games of the year, Steamworld Dig, got together and collaborated on a list of their favorite titles of 2013.
Console/PC, Smartphone/Tablet, Indie, Design, Mobile Games

Blog: Secrets of the Unity animation view 5
by Gamasutra Community [12.23.13]
Unity game developer Will Hendrickson shares tricks for using the popular engine's animation view, which he calls "single most powerful time-lining tool you have," for gameplay features.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

The processes behind King's Candy Crush 7
by Christian Nutt [12.20.13]
The minds behind Candy Crush Saga and other King games share the processes and shed light on the discussions that lead to their development success.
Social/Online, Smartphone/Tablet, Design, Production, Mobile Games

GameAnalytics and MobileApp Tracking team up to better track mobile players  
by Christian Nutt [12.18.13]
Two tools -- one for tracking your ads and installs, and another for analyzing your game's performance -- join forces to allow a rounded picture of user behavior in-game.
Smartphone/Tablet, Business/Marketing, Mobile Games

Gamasutra's Best of 2013: Leigh Alexander's Top 5 Video Games Exclusive 8
by Leigh Alexander [12.18.13]
Gamasutra contributing editor Leigh Alexander continues our end-of-the-year series by sharing her picks for the best games of 2013.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Mobile Games

Reality TV company Endemol invests $13m in social casino dev Plumbee  
by Christian Nutt [12.16.13]
Endemol, producers of reality TV and game shows like Fear Factor and Deal or No Deal hopes to expand its digital reach via investing in Plumbee, a social casino dev started by ex-Playfish execs.
Smartphone/Tablet, Business/Marketing, Mobile Games