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April 19, 2014
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April 19, 2014
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Features » Smartphone/Tablet
Tiny MMOs, Massive Opportunities? 1
by Caleb Bridge [10.11.12]
The MMO genre is running into trouble on PCs, but what's the state of it on mobile devices? Gamasutra speaks to three developers about what challenges and successes they've faced in building online multiplayer RPGs for Android and iOS.
Social/Online, Smartphone/Tablet

Solving Smartphone Performance Problems 12
by Itay Duvdevani [10.03.12]
In this technical article, MoMinis programmer Itay Duvdevani explains how he and his colleagues solved what should have been a very simple sorting problem creatively, and upgraded their smartphone game engine in the process.
Programming, Smartphone/Tablet

Guerrilla Multiplayer Development 5
by Ernest Woo [09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet

Secret Knowledge from the Future 1
by Christian Nutt [08.13.12]
Ngmoco CEO Neil Young talks about his view of the future of the mobile social games space, how he hopes to delight both players and developers, and why he thinks that Mobage is the number one service in the world.
Business/Marketing, Interview, Smartphone/Tablet

Trusting Your Gut: The Story of a Successful Side Project 9
by Array [08.08.12]
Experienced mobile developer Jeremy Alessi writes about how a simple side project turned into a surprisingly successful app -- covering both the original idea, the technical implementation, and business model.
Business/Marketing, Design, Smartphone/Tablet

Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social 3
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet

Congratulations, Your First Indie Game is a Flop 74
by Matej Jan [06.27.12]
An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.
Business/Marketing, Design, Indie, Smartphone/Tablet

Sponsored Feature: The Cost of Ignorance 1
by Justin Mauldin [06.18.12]
PapayaMobile director of marketing Justin Mauldin reviews the latest statistics on user acquisition costs and conversion rates, and offers up some helpful tips on how to make sure users get engaged with your free-to-play Android game and stick around.
Sponsored Feature, Social/Online, Smartphone/Tablet

Getting High Precision Timing on Android 2
by Sergio Giucastro [06.06.12]
An in-depth technical article in which experienced game programmer Sergio Giucastro analyzes how to get the most accurate and least processor-intensive timing calls on the Android platform.
Programming, Smartphone/Tablet

Sponsored Feature: 10 Steps for Top Google Play Store Rankings (Without Spending a Penny!)  
by Richard O'Connell [04.11.12]
Papaya Mobile VP of Marketing Richard O'Connell goes through what the company considers the keys to success on the Google Play store, offering up suggestions on how to successfully launch an Android game.
Business/Marketing, Sponsored Feature, Smartphone/Tablet