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October 23, 2014
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October 23, 2014
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Features » 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

Exploring The App Store Alternatives 5
by Paul Hyman [12.14.10]
Fatigued by the competition on Apple's App Store? Paul Hyman speaks to providers of alternatives -- including Android, Nokia, and GetJar -- to uncover whether branching out to other devices and developer ecosystems might be worth your time.
Business/Marketing, 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 6
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

The Voxel Agents: Year One Retrospective 16
by Simon Joslin [09.29.10]
Creative director and co-founder of Australian indie studio The Voxel Agents -- the Train Conductor series for iPhone and iPad -- looks back at the team's first year, sharing facts, figures, and important lessons being indie in 2010.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Finger Physics: From Rogue Project to 4 Million Downloads 3
by Alex Koloskov [09.28.10]
PressOK's VP of engineering describes how iOS App Store success Finger Physics was conceived, greenlit, developed, and marketed -- with tips on how to change small side-projects into big successes.
Business/Marketing, Design, Production, Mobile Phone, Indie, Smartphone/Tablet

Game Strategies: iPad vs. iPhone 9
by Paul Hyman [07.08.10]
With the iPad newly-established as a gaming platform, should iPhone developers be creating 'universal' builds for the same price or making brand-new HD versions of their games? Developers such Semi Secret (Canabalt) and Firemint (Flight Control) weigh in.
Business/Marketing, Design, Smartphone/Tablet

Creating Stencil Shadows on iPhone 5
by Brian Hall [06.16.10]
Turbine developer Brian Hall delivers a how-to on his technique for displaying high-quality, convincing shadows in 3D environments on the iPhone -- using a technique that the platform is not designed to implement but which is capable of if you know this trick.
Art, Smartphone/Tablet

The Rise Of Capy Games 2
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
Business/Marketing, Design, Art, Interview, Indie, Smartphone/Tablet