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April 21, 2014
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Features » 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 34
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

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