Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 20, 2014
arrowPress Releases
April 20, 2014
PR Newswire
View All





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


Features » Smartphone/Tablet
What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 90
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
Design, Console/PC, Smartphone/Tablet

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet

Designing local multiplayer games for microconsoles  
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
Design, Smartphone/Tablet, Microconsole

Developers Speak Out: Why Microconsoles? 6
by Christian Nutt [08.28.13]
What do developers think of microconsoles -- are they worth making games for? Do they have a future? Gamasutra speaks to Double Fine, Housemarque, Mojang, Tale of Tales and others to find out.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Microconsole

Tales of porting games to microconsoles  
by Mike Rose [08.27.13]
If you are trying to make a decision regarding whether or not it's worth putting in the effort to port your games, make sure to give these stories a read, as they may well hold the key to how your porting job would progress.
Smartphone/Tablet, Microconsole

The Android Microconsole Reference Guide for Game Developers 12
by Kris Graft [08.26.13]
A comprehensive guide that highlights the many differences between the coming onslaught of Android microconsoles.
Console/PC, Smartphone/Tablet, Microconsole

Postmortem: Pangalore's Knightly Adventure 3
by Doyon Kim [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet