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November 28, 2020
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SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 13
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Business/Marketing, Sponsored Feature, Social/Online

Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine 9
by Frank Cifaldi [02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business/Marketing, Design, Interview

Building an iOS Hit: Phase 1 11
by Jeremy Alessi [02.01.12]
In this feature, the first in a series of articles, experienced iOS developer Jeremy Alessi walks us through the initial prototype and production of his latest game,, which is designed to take advantage of mobile play patterns.
Design, Smartphone/Tablet

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

Talking Copycats with Zynga's Design Chief 74
by Kris Graft [01.31.12]
Amid the heated discussion over "copycatting" and plagiarism in the games industry, Brian Reynolds, industry veteran and chief game design chief at FarmVille house Zynga talks to Gamasutra about inspiration, rip-offs and how he feels Zynga drives innovation in this exclusive interview.
Design, Social/Online

Finnish Experiments, American Nightmare 13
by Brandon Sheffield [01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business/Marketing, Design, Interview

SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good? 10
by Si Shen [01.30.12]
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Business/Marketing, Sponsored Feature, Social/Online, Smartphone/Tablet

Talking the Future of Minecraft  
by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business/Marketing, Design, Interview, Indie

Building Games that Run on Poor Mobile Connections 2
by Bernt Habermeier [01.26.12]
The former SVP of engineering of Moblyng, developers of Social Poker Live, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
Programming, Social/Online, Smartphone/Tablet

Postmortem: Mode 7 Games' Frozen Synapse 3
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie