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May 25, 2013
Infinity Ward / Activision
Senior Tools Engineer
Airtight Games
Environment Artist
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Senior Unity Game Programmer
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Game Designer
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Gameplay Engineer
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May 25, 2013
Beer and Diversity
Selling Games
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
[
1
]
We're Indie, we like Microsoft. Too Controversial?
[
34
]
Features
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May 25, 2013
Five Minutes Of...
Sword & Poker
[
3
]
Marketing On The App Store: The Cautionary Tale Of
100 Rogues
[
21
]
Fun Thoughts On The Future
Press Releases
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May 25, 2013
12 Million Downloads
after 1 Year in the
AppStore
Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
campaign
Fashion Party Dress Up
Press Release
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Develop in Brighton
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07.09.2013
Christian Game Developers Conference
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
Cambridge, United States
08.05.2013
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March 2013 Issue of Game Developer
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January 2013 Issue of Game Developer
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Features
Features
» Smartphone/Tablet
Five Minutes Of...
Sword & Poker
3
by
Margaret Robertson
[02.15.11]
In the latest installment of her column on the best moments of games, Hide&Seek development director Margaret Robertson takes a look at an obscure iPhone game,
Sword & Poker
, and springboards into a discussion of how games interact with time.
Design
,
Smartphone/Tablet
Marketing On The App Store: The Cautionary Tale Of
100 Rogues
21
by
Keith Burgun
[02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and
100 Rogues
developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing
,
Design
,
Art
,
Indie
,
Smartphone/Tablet
Fun Thoughts On The Future
 
by
Jeremy Alessi
[01.21.11]
Veteran physical game puzzle publisher ThinkFun (
Rush Hour
) has found its way into the digital games space thanks to the App Store, and here its co-founder Bill Ritchie discusses the travails of that space, as well as the future potential of technology.
Business/Marketing
,
Design
,
Interview
,
Smartphone/Tablet
Hot Failure: Tuning Gameplay With Simple Player Metrics
10
by
Chris Pruett
[12.16.10]
In this article taken from
Game Developer
magazine's September 2010 issue, Google game developer advocate Chris Pruett describes how he quickly and cheaply implemented useful metrics into his Android game,
Replica Island
.
Design
,
Programming
,
Smartphone/Tablet
Exploring The App Store Alternatives
5
by
Paul Hyman
[12.14.10]
Fatigued by the competition on Apple's App Store? Paul Hyman speaks to providers of alternatives -- including Android, Nokia, and GetJar -- to uncover whether branching out to other devices and developer ecosystems might be worth your time.
Business/Marketing
,
Smartphone/Tablet
iOS Audio Design: What Everyone Needs To Know
20
by
PJ Belcher
[12.08.10]
Experienced audio designer PJ Belcher dives deep into the iOS platforms to produce an overview of the ins and outs of iPhone audio design -- taking into account everything from user behavior to technical constraints.
Audio
,
Design
,
Smartphone/Tablet
Going Free In The App Store - Success Stories
6
by
Andrew Webster
[11.04.10]
Examining the "new normal" for the iPhone App Store, in which 99 cent games are being replaced by free-to-play, microtransaction-based titles, we speak to developers at Newtoy (
Words With Friends
), Ngmoco, and more.
Business/Marketing
,
Design
,
Indie
,
Smartphone/Tablet
The Unity 3 Interview
14
by
Christian Nutt
[10.11.10]
Gamasutra sits down with Unity CEO David Helgason and product evangelist Tom Higgins to discuss the engine's recent major release and the driving forces behind its development -- plus a peek into future iterations.
Business/Marketing
,
Programming
,
Interview
,
Smartphone/Tablet
,
Console Digital
The Voxel Agents: Year One Retrospective
16
by
Simon Joslin
[09.29.10]
Creative director and co-founder of Australian indie studio The Voxel Agents -- the
Train Conductor
series for iPhone and iPad -- looks back at the team's first year, sharing facts, figures, and important lessons being indie in 2010.
Business/Marketing
,
Design
,
Production
,
Indie
,
Smartphone/Tablet
Finger Physics
: From Rogue Project to 4 Million Downloads
3
by
Alex Koloskov
[09.28.10]
PressOK's VP of engineering describes how iOS App Store success
Finger Physics
was conceived, greenlit, developed, and marketed -- with tips on how to change small side-projects into big successes.
Business/Marketing
,
Design
,
Production
,
Mobile Phone
,
Indie
,
Smartphone/Tablet
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