Five Minutes Of... Sword & Poker
by Margaret Robertson
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.
Marketing On The App Store: The Cautionary Tale Of 100 Rogues
by Keith Burgun
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
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
by Chris Pruett
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
by Paul Hyman
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.
iOS Audio Design: What Everyone Needs To Know
by PJ Belcher
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
by Andrew Webster
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
by Christian Nutt
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
by Simon Joslin
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
by Alex Koloskov
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