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July 31, 2014
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Features » 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

Location Awareness in Mobile Games: Uses & Advantages  
by Will Luton [06.09.11]
In this article, Will Luton, creative director of UK iOS game studio Mobile Pie, which developed the location-aware My Star, describes how this technology helps bring players back for microtransaction monetization opportunities.
Social/Online, Smartphone/Tablet

AAA-Lite Audio: Design Challenges And Methodologies To Bring Console-Quality Audio To Browser And Mobile Games 4
by Rev Dr Bradley Meyer [05.31.11]
In this feature, former console audio director turned mobile and browser director Brad Meyer explains what challenges are presented by these constrained platforms -- and how to get the best results with the tools, budget, and staff size that's required by them.
Audio, Social/Online, Smartphone/Tablet

Fighting The Friction: An Overview Of The Android Market For Game Developers 7
by Andrew Webster [05.26.11]
Unlike the iOS platform, whose App Store is the only legitimate way to get commercially-released games into the hands of players, Google's Android platform allows for many different options -- and in this article, Gamasutra explores several of them to find out just what developers should know before selecting one.
Business/Marketing, Smartphone/Tablet