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Toby Youngberg's Blog


A 3D Graphics engineer and independent Game Developer in my spare time.


Member Blogs

Posted by Toby Youngberg on Wed, 14 Nov 2012 03:38:00 EST in Business/Marketing, Console/PC
A lot of speculation is flying around about Wii U quickly falling behind the 720 and PS4 as soon as they're released, so I thought I'd write up a quick article about what we could realistically expect, and why Nintendo may not fall far behind.

Posted by Toby Youngberg on Mon, 17 Sep 2012 06:39:00 EDT in Business/Marketing, Console/PC
With the recent announcements that Platinum would bring Bayonetta 2 to Wii U as an exclusive, it's starting to look likely that Nintendo might be courting a new second party developer...

Posted by Toby Youngberg on Fri, 04 Mar 2011 07:17:00 EST in Business/Marketing
So it's been 2 full weeks since release and an lot has happened. In this article I discuss some of my takeaways from my first game on the App Store. It's been an interesting ride, but I think anybody can benefit from the lessons I've learned so far.

Posted by Toby Youngberg on Fri, 11 Feb 2011 09:45:00 EST in Design, Programming, Art
Flick Ninjas is available now in the App Store!! In Part 4 of my series on Flick Ninjas development, I discuss the pixel based collision detections system that I designed to allow for my completely arbitrary level designs.

Posted by Toby Youngberg on Tue, 01 Feb 2011 03:54:00 EST in Business/Marketing, Design
In part three of my Flick Ninjas Development series, I discuss why I think that Apple is still way ahead of Android when it comes to helping game developers succeed.

Posted by Toby Youngberg on Mon, 31 Jan 2011 05:00:00 EST in Design, Programming, Production, Art
In Part 2 of an ongoing series leading up to release of my game Flick Ninjas in the iOS App Store, I discuss development of a tile-based engine that allows the artist to draw arbitrary levels and then import them into the game engine.

Toby Youngberg's Comments

Comment In: [News - 12/08/2015 - 02:50]

What he didn 't mention ...

What he didn 't mention in the article, was who was bemoaning their poor sales. The hard part about this launch was that many of the games were cross buy from iOS, thus no new income. I 'd be more interested in hearing how Harmonix faired with Beat Sports. It ...

Comment In: [Blog - 11/14/2012 - 03:38]

Thanks I think I messed ...

Thanks I think I messed up when posting and it was as if it was posted several hours earlier so I think it just got lost in the shuffle. I couldn 't agree more. I really think it would be silly to launch new hardware that only increases the graphics ...

Comment In: [Blog - 01/27/2011 - 05:37]

Good luck with your game. ...

Good luck with your game. I hope to see more people innovating on platformers without copying each other.

Comment In: [Blog - 01/08/2010 - 07:48]

I found the article at ...

I found the article at least interesting, if not fairly biased. I just thought I'd throw in my two cents, as I recently wrote the same renderer with both OpenGL and DirectX 9.0c From what I've been able to tell, there are positives and negatives to both platforms. On the ...