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Features » Smartphone/Tablet
Sponsored Feature: Six Best Practices for Retooling Your Virtual Goods Payment System to Increase Conversions 2
by PlaySpan [03.02.12]
This article describes several best practices for increasing conversions, compiled from the real-world experiences of some of the world’s leading purveyors of online virtual goods.
Sponsored Feature, Social/Online, Smartphone/Tablet

Postmortem: Days of Wonder's Ticket to Ride Pocket 2
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Building an iOS Hit: Phase 1 11
by Jeremy Alessi [02.01.12]
In this feature, the first in a series of articles, experienced iOS developer Jeremy Alessi walks us through the initial prototype and production of his latest game, friendly.fire, which is designed to take advantage of mobile play patterns.
Design, Smartphone/Tablet

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good? 12
by Si Shen [01.30.12]
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Business/Marketing, Sponsored Feature, Social/Online, Smartphone/Tablet

Building Games that Run on Poor Mobile Connections 2
by Bernt Habermeier [01.26.12]
The former SVP of engineering of Moblyng, developers of Social Poker Live, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
Programming, Social/Online, Smartphone/Tablet

The Verge of Change: Ben Cousins on Founding Ngmoco Sweden  
by Christian Nutt [01.16.12]
As the popularity of mobile games continues to snowball, Ngmoco Sweden's Ben Cousins discusses how, in the years to come, we'll see mobile game teams expanding to the size of console game studios.
Business/Marketing, Social/Online, Smartphone/Tablet

7 Things To Know About HTML5 35
by Tom Curtis [01.10.12]
HTML5 is poised to blow open game development and smash app stores and native applications -- or is it? Gamasutra speaks to game developers and Google about the advantages and shortcomings of the new standard.
Business/Marketing, Social/Online, Smartphone/Tablet

What the Copycat Saw: Creative Theft in Mobile and Social Games 22
by Michael Thomsen [01.05.12]
What can developers do technologically, legally, and creatively, to combat the wave of copycat games in the social and mobile spaces? Gamasutra speaks to Kixeye CEO Will Harbin, Booyah's Brian Cho, lawyer Greg Boyd, and more.
Business/Marketing, Social/Online, Smartphone/Tablet

Gamasutra's Best Of 2011 5
by Gamasutra staff [12.30.11]
Another year is ending, and Gamasutra has once again taken a broad look at the ever-expanding face of the industry with a series of articles that identify the games, trends, and companies that have made the biggest impact.
Business/Marketing, Design, Social/Online, Smartphone/Tablet