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April 19, 2014
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Features » Smartphone/Tablet
The Story of Score Studios: Westerners Move East 3
by Ryan Winterhalter [03.18.10]
The story behind two Westerners who moved to work at Japanese game studios and then set up their own indie, Score Studios -- and why they've chosen to set up shop in the country widely assumed to be struggling hardest when it comes to development.
Business/Marketing, Design, Interview, Smartphone/Tablet

Postmortem: Sega/Other Ocean's Super Monkey Ball 2 4
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet

Persuasive Games: Check-Ins Check Out 10
by Ian Bogost [02.10.10]
What's the point of achievements, and how do they interact with us in the real world? In this in-depth Gamasutra column, game designer and author Ian Bogost contrasts airline mileage programs with Foursquare and Xbox Live Achievements.
Design, Social/Online, Smartphone/Tablet

Developers React: The iPad's Future 15
by Christian Nutt, Kris Graft [01.29.10]
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's newly-announced iPad.
Business/Marketing, Design, Smartphone/Tablet

Finding The Sweet Spot: Pricing For Independent Games 9
by Andrew Webster [01.12.10]
Gamasutra speaks with key indies from Capy, ngmoco, and Twisted Pixel about how to approach the delicate issue of pricing games, and how it's worth avoiding the "race to the bottom" of the pricing ladder.
Business/Marketing, Indie, Smartphone/Tablet

Postmortem: Blitz Games' Droplitz 8
by Chris Swan [01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business/Marketing, Postmortem, Programming, Production, Console/PC, Smartphone/Tablet

Gamasutra's Best Of 2009 5
by Chris Remo, Christian Nutt, Brandon Sheffield, Danny Cowan, Leigh Alexander, Kris Graft [12.24.09]
Ending out 2009, Gamasutra puts together the definitive compilation of our year-end lists, from disappointments through game of the year and beyond -- with bonus reader feedback.
Business/Marketing, Design, PC, Console/PC, Mobile Phone, Mobile Console, Smartphone/Tablet

Persuasive Games: Puzzling the Sublime 5
by Ian Bogost [12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
Design, Indie, Smartphone/Tablet

Postmortem: Freeverse's Top Gun For iPhone 3
by Justin Ficarrotta [12.15.09]
Freeverse designer and programmer Justin Ficarrotta recounts what went right and what went wrong with the development of the iPhone game Top Gun, and how fans should always be in mind when working on a licensed game.
Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

iPhone Development: Everything You Need To Know 10
by Brian Robbins [12.09.09]
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Design, Programming, Mobile Phone, Indie, Smartphone/Tablet