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Even Further Down the Curation Rabbithole
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Features
Features
» Smartphone/Tablet
Nimble Strong
- An Excerpt from Buttonless: Incredible iPhone And iPad Games
6
by
Ryan Rigney
[12.13.11]
In this excerpt from Ryan Rigney's new book Buttonless: Incredible iPhone And iPad Games, Gamasutra presents a look at the unusual story of
Nimble Strong
, a game inspired by
Cooking Mama, Phoenix Wright
, and New York City cocktail culture.
Business/Marketing
,
Design
,
Smartphone/Tablet
The God King's Revenge: Building
Infinity Blade II
3
by
Christian Nutt
[11.30.11]
Chair Entertainment co-founder Donald Mustard speaks about the development of the iOS mega-sequel, the need to stop crunching during development, learning from what fans want, and how Japan is beating the West in design.
Business/Marketing
,
Design
,
Interview
,
Smartphone/Tablet
Gameloft's Quest To Be The Mobile Leader
5
by
Christian Nutt
[10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business/Marketing
,
Interview
,
Social/Online
,
Smartphone/Tablet
Radical Rethink: How
100 Rogues
Begat
Auro
18
by
Keith Burgun
[09.20.11]
Having come off of the complicated and lengthy process of developing and releasing iOS title
100 Rogues
to limited success, developer Keith Burgun radically rethought what he wanted to achieve and what was even possible with games -- and in this article describes the ideas that led to his next game,
Auro
.
Design
,
Smartphone/Tablet
Postmortem: Vector Unit's
Riptide GP
3
by
Matt Small
[09.08.11]
What does it take to deliver a console-like experience on Android? Vector Unit moved from XBLA title
Hydro Thunder Hurricane
to
Riptide GP
and here shares the ups and downs of creating a high-powered water-based racing game for Google's mobile platform.
Design
,
Postmortem
,
Production
,
Smartphone/Tablet
Carmack on
Rage
19
by
Kris Graft
[08.19.11]
The legendary programmer speaks to Gamasutra about finishing up work on id's latest game, what's going on with
Doom 4
, his mistaken predictions for the technology landscape, and the advantages of coding for iPad and consoles over PC.
Design
,
Interview
,
Smartphone/Tablet
The Opportunities And Dangers Of Going Indie
24
by
Paul Hyman
[08.10.11]
Three indie developers at different stages in their evolution -- Tiger Style Games (
Spider: The Secret of Bryce Manor
), Haunted Temple Studios (
Skulls of the Shogun
), and Uppercut Games (
Epoch
) discuss the pros and cons of the move from big studio to indie.
Business/Marketing
,
Interview
,
Indie
,
Smartphone/Tablet
The 4th And Battery Plan: PopCap Goes Indie... Sort Of
4
by
Tom Curtis
[07.29.11]
PopCap's Matt Johnston, senior producer of core IP, and Jeff Green, director of editorial and social media talk about the formation of PopCap's 4th & Battery sub-label, why it's a good idea for the studio, and how they got involved with the Make-A-Wish Foundation for
Allied Star Police
.
Business/Marketing
,
Interview
,
Indie
,
Smartphone/Tablet
Smartphone And Tablet Rundown: What Developers Need To Know
10
by
Andrew Webster
[07.26.11]
Gamasutra takes a look at the state of the market for iOS, Android, and Windows Phone 7, marrying statistics with commentary from PopCap, Gameloft, and Glu to uncover the present and future of the markets for both phones and tablets.
Business/Marketing
,
Smartphone/Tablet
Postmortem: Llopis and Friginal's
Casey's Contraptions
7
by
Noel Llopis
,
Miguel Angel Friginal
[06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel Ángel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Smartphone/Tablet
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]