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May 18, 2013
All You Need is Love
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All Your Nintendo Let's Plays Are Belong To Nintendo?
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Even Further Down the Curation Rabbithole
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March 2013 Issue of Game Developer
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Features
Features
» Smartphone/Tablet
The Rise of the Mobile Collectible Card Game
13
by
Christian Nutt
[02.14.13]
Rage of Bahamut
was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design
,
Interview
,
Social/Online
,
Smartphone/Tablet
Postmortem: zGames'
Pong World
5
by
Tanya Aulachynskaya
,
Chris Howard
,
Artyom Vorobyov
[02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of
Pong World
, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
Postmortem: Intelligence Engine Design Systems'
City Conquest
25
by
Paul Tozour
[02.06.13]
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Social/Online
,
Smartphone/Tablet
Postmortem: 11 Bit Studios'
Anomaly Warzone Earth
13
by
Paweł Miechowski
[01.28.13]
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
Postmortem: Vivid Games'
Real Boxing
14
by
Grzegorz Brol
,
Tomasz Strzelczyk
,
Krystian Komisarek
[01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
The Future Human: An Interview with Tim Sweeney
18
by
Brandon Sheffield
[12.28.12]
How will technology empower and shape the future of games, consoles, and even human experiences in reality? Will all platforms converge into one? Or will there be a healthy future for different kinds of devices and technologies? Gamasutra speaks to Epic's Tim Sweeney.
Interview
,
Smartphone/Tablet
Gamasutra's Best of 2012
7
by
Gamasutra staff
[12.24.12]
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Business/Marketing
,
Design
,
Social/Online
,
Smartphone/Tablet
The Case for Casual Biometrics
7
by
Stefano Gualeni
[12.20.12]
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Design
,
Indie
,
Smartphone/Tablet
Supercell's Secret Sauce
19
by
Mike Rose
[12.07.12]
In 2012, Helsinki's Supercell went from unknown entity to one of the hottest developers on the planet. How did the studio make major hits
Clash of Clans
and
Hay Day
? Gamasutra visits, and talks to CEO Ilkka Paananen.
Social/Online
,
Smartphone/Tablet
Suck at Coding, But Make Games Anyway
27
by
Jay Weston
[12.05.12]
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop
Unknown Orbit
, a 3D iOS game he released this week.
Programming
,
Smartphone/Tablet
1
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Next 10 > >
]