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May 19, 2013
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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