Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 16, 2021
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Features » Smartphone/Tablet
Inciting The Mobile Revolution  
by Christian Nutt [03.24.11]
Ngmoco CEO Neil Young discusses his grand vision for the future of mobile gaming, a move he feels Ngmoco, bolstered by its November 2010 acquisition by Japanese giant DeNA, is poised to not just capitalize on but shape.
Business/Marketing, Interview, Smartphone/Tablet

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

Global Video Games Investment: China, Online, Mobile Ascendent 3
by Tim Merel [02.22.11]
Tim Merel, managing director of investment bank Digi-Capital, takes a look at the present and future state of the market and makes predictions about the direction and size of the global video game market between now and the near future -- information that could guide your company.
Business/Marketing, Social/Online, Smartphone/Tablet

Five Minutes Of... Sword & Poker 3
by Margaret Robertson [02.15.11]
In the latest installment of her column on the best moments of games, Hide&Seek development director Margaret Robertson takes a look at an obscure iPhone game, Sword & Poker, and springboards into a discussion of how games interact with time.
Design, Smartphone/Tablet

Marketing On The App Store: The Cautionary Tale Of 100 Rogues 21
by Keith Burgun [02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and 100 Rogues developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing, Design, Art, Indie, Smartphone/Tablet

Fun Thoughts On The Future  
by Jeremy Alessi [01.21.11]
Veteran physical game puzzle publisher ThinkFun (Rush Hour) has found its way into the digital games space thanks to the App Store, and here its co-founder Bill Ritchie discusses the travails of that space, as well as the future potential of technology.
Business/Marketing, Design, Interview, Smartphone/Tablet

Hot Failure: Tuning Gameplay With Simple Player Metrics 10
by Chris Pruett [12.16.10]
In this article taken from Game Developer magazine's September 2010 issue, Google game developer advocate Chris Pruett describes how he quickly and cheaply implemented useful metrics into his Android game, Replica Island.
Design, Programming, Smartphone/Tablet

iOS Audio Design: What Everyone Needs To Know 20
by PJ Belcher [12.08.10]
Experienced audio designer PJ Belcher dives deep into the iOS platforms to produce an overview of the ins and outs of iPhone audio design -- taking into account everything from user behavior to technical constraints.
Audio, Design, Smartphone/Tablet

Going Free In The App Store - Success Stories 4
by Andrew Webster [11.04.10]
Examining the "new normal" for the iPhone App Store, in which 99 cent games are being replaced by free-to-play, microtransaction-based titles, we speak to developers at Newtoy (Words With Friends), Ngmoco, and more.
Business/Marketing, Design, Indie, Smartphone/Tablet

The Unity 3 Interview 14
by Christian Nutt [10.11.10]
Gamasutra sits down with Unity CEO David Helgason and product evangelist Tom Higgins to discuss the engine's recent major release and the driving forces behind its development -- plus a peek into future iterations.
Business/Marketing, Programming, Interview, Smartphone/Tablet, Console Digital