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June 18, 2013





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Updates » Smartphone/Tablet
Blog: How big is the real-money gambling market? 1
by Gamasutra Community [06.17.13]
For developers considering jumping in when the U.S. lets the doors open, this post from Betable's William Chambers offers hard data on how big it could potentially be for game developers.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing

iOS 7 will add kids game category to iTunes App Store  
by Kris Ligman [06.17.13]
As announced last week at the Worldwide Developers Conference, Apple's next update for iOS devices, iOS 7, will add a kids games category to the iTunes App Store.
Social/Online, Smartphone/Tablet, Business/Marketing

XCOM: Enemy Unknown fights 'race to the bottom' pricing on mobile 8
by Mike Rose [06.17.13]
In a bid to fight the monetary race to the bottom on the iOS App Store, 2K and Firaxis Games today announced that the upcoming iOS version of XCOM: Enemy Unknown will cost $19.99.
Smartphone/Tablet, Business/Marketing

Square Enix launches mobile game studio in Indonesia  
by Mike Rose [06.17.13]
Square Enix has launched a new mobile game studio in Indonesia, as the publisher says that game development efforts in the region have significantly increased over the last several years.
Smartphone/Tablet, Business/Marketing

From the Editor: Leaving E3 with a sense of hope, optimism 20
by Kris Graft [06.17.13]
Gamasutra editor-in-chief Kris Graft isn't as down on this year's E3 as he was last year's. Here are thoughts on cynicism, development talent and letting go.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, E3

The positive side of bugs 6
by Gamasutra Community [06.14.13]
Bugs aren't all bad, argues Gaia Interactive's Greg Pollock. They can lead to inspiration, he says, if you "ask what a different game would look like where the mistake was instead correct."
Console/PC, Smartphone/Tablet, Programming, Design

The path to real-money gambling in the U.S. 8
by Gamasutra Community [06.14.13]
Betable research director William Chambers takes a look at the regulations affecting real-money gambling in online games -- where we are and where we're going.
Social/Online, Smartphone/Tablet, Business/Marketing

iOS to Google Play: A 3-hour port log 6
by Gamasutra Community [06.14.13]
A simple look at what it took one developer to move his game from iOS to Google Play -- and what a surprisingly short journey it was. How are you doing it? Share your experiences.
Smartphone/Tablet, Indie, Programming

MySpace co-founder's game studio acquires Mob Science  
by Mike Rose [06.14.13]
The Social Gaming Network, the mobile game developer founded by MySpace co-founder's Chris DeWolfe, has acquired social games company Mob Science.
Social/Online, Smartphone/Tablet, Business/Marketing

Ubisoft digital VP on retail, mobile, and the publisher's role Exclusive 1
by Patrick Miller [06.13.13]
Where does a mega-publisher fit into the present-day digital market? Gamasutra spoke with Ubisoft digital publishing VP Chris Early about the publisher's new role, and their attitude towards retail.
Console/PC, Smartphone/Tablet, Production, Business/Marketing, Exclusive, E3

Blog: How well can a tiny, quick iOS game do? 2
by Gamasutra Community [06.13.13]
James Parker built a game in 25 hours by himself. It did much better than he planned -- but well enough to be worth the time and effort? That's harder to judge. Stats aplenty inside.
Smartphone/Tablet, Indie, Business/Marketing

Blog: You're not designing kids' games the right way 13
by Gamasutra Community [06.13.13]
Years of teaching children have taught The Walking Dead designer Harrison Pink a lot about why what we think children need in games is totally wrong.
Console/PC, Social/Online, Smartphone/Tablet, Design

Get a job: Kabam is looking for 3D artists 1
by Kris Ligman [06.12.13]
San Francisco-based mobile developer Kabam is searching for a 3D artist to "collaborate and iterate with a small, passionate in-house team crafting a fantastic new game for mobile and tablet devices."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Business/Marketing, Recruitment

Google Play's game revenue is picking up speed  
by Mike Rose [06.12.13]
While the iOS App Store is still maintaining a strong lead over the Google Play Android store in terms of game revenue, "astonishing growth" in Asian markets is helping Google Play close the gap more rapidly.
Smartphone/Tablet, Business/Marketing, E3

E3 Podcast #2: DRM, Nintendo, and Oculus Rift Exclusive 6
by Staff [06.12.13]
Kris Graft, Patrick Miller, and Christian Nutt from Gamasutra and Game Developer comment on the first day of E3. We encountered Pokemon, DRM, and VR...
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, Video, E3

Candy Crush Saga's King abandons in-app advertising Exclusive 12
by Mike Rose [06.12.13]
Candy Crush Saga studio King this week removed all in-app advertising from its mobile games as it looks to provide users with "an uninterrupted entertainment experience."
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Vlambeer, Frogmind honored at Apple Design Awards  
by Mike Rose [06.12.13]
Apple featured numerous iOS games as part of its Design Awards earlier this week, including titles from Vlambeer, Frogmind and Atypical Games that it says raise the bar in terms of innovation.
Smartphone/Tablet, Design

Blog: Why I just can't drop a project that isn't working 16
by Gamasutra Community [06.12.13]
Boon Yeo promised himself that if his game Space Truckers didn't a sales threshold, he'd drop the project -- but he finds himself continuing improving it. He explores that tension in this blog.
Smartphone/Tablet, Indie, Business/Marketing

E3 Podcast #1: Sony, Microsoft and the ESA Exclusive 10
by Staff [06.11.13]
The Gamasutra crew found some basic recording equipment, and we decided, "Hey, let's give this a whirl." Here's our first podcast from E3 this week, direct from downtown L.A.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, Video, E3

GDC Europe adds Tomb Raider, Schneider-Johne, Sproing talks  
by GDC Staff [06.11.13]
GDC Europe 2013 has added a talk from German biz veteran Boris Schneider-Johne (Monkey Island translator, Power Play editor), as well as on Tomb Raider's camera and on C++ compile times.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing