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July 31, 2014
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Updates » Mobile Games
Kabam secures massive $120 million investment from China's Alibaba  
by Christian Nutt [07.31.14]
Free-to-play studio Kabam has secured a massive investment from Chinese internet giant Alibaba -- $120 million, which gives Alibaba rights to publish its games in China on its mobile platforms.
Smartphone/Tablet, Business/Marketing, Mobile Games

One dev, three iOS games, no success - sharing the numbers 9
by Gamasutra Community [07.31.14]
"Here are the numbers for the 3 iOS games I published in the last year. Spoiler alert: they are bad."
Smartphone/Tablet, Business/Marketing, Mobile Games

Glu revenues up, and thanks to Kardashian, it's raising guidance 1
by Christian Nutt [07.30.14]
Still, the company makes a loss for the quarter -- though it expects "record" performance for next quarter. It's also picked up Racing Rivals dev Cie Games.
Smartphone/Tablet, Business/Marketing, Mobile Games

Europe's free-to-play crackdown: Hot air or hot topic? 1
by Gamasutra Community [07.23.14]
Attorney Jas Purewal takes a deep look at the European Commission's four key objectives for mobile games, as adopted by Google and, so far, rejected by Apple.
Smartphone/Tablet, Business/Marketing, Mobile Games

GameSalad adds cloud features with Together Games acquisition  
by Christian Nutt [07.22.14]
Drag-and-drop, template-based game creation tool gets a useful upgrade thanks to the Together Platform, bringing achievements, leaderboards, chat, and multiplayer.
Smartphone/Tablet, Programming, Production, Mobile Games

Blog: My game isn't taking off. Is marketing the cause? 31
by Gamasutra Community [07.15.14]
"Our goal of 100 likes (not bought but real likes) on Facebook has been a total bomb. We even offered people free early access just for liking the page."
Smartphone/Tablet, Indie, Production, Business/Marketing, Mobile Games

Blog: Monetization in the UK's #1 iOS sports game 1
by Gamasutra Community [07.11.14]
"Top Eleven is the #1 top grossing sports game in the UK today. Tomorow it is likely to stay this way. To learn from the best we have invited Nebo Radovic, the marketing manager, to talk about how Nordeus markets Top Eleven."
Smartphone/Tablet, Design, Business/Marketing, 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 73
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