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June 13, 2021
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Features » Indie
Postmortem: Wadjet Eye's The Blackwell Convergence 2
by Dave Gilbert [11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation.
Design, Postmortem, Production, Indie

The Tiger And The Spider: From AAA To App Store 3
by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Making Better Games Through Iteration 5
by Will Luton [10.15.09]
Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity
Design, Indie, Smartphone/Tablet

Developing Games for Android 19
by Derek James [10.13.09]
Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages.
Business/Marketing, Design, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: ACE Team's Zeno Clash 10
by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
Audio, Design, Postmortem, Production, Art, Indie

Building Buzz for Indie Games 19
by paul taylor [08.26.09]
In this in-depth feature, Mode 7 Games (Determinance, Frozen Synapse) co-head Paul Taylor discusses key steps to getting your independent game known, from careful initial announcements to pre-orders and talking to bloggers.
Business/Marketing, Indie

Innovative Casual Game Design: A Year in Review 3
by Juan Gril, Nick Fortugno [06.19.09]
Originally presented to acclaim at GDC 2009's Casual Games Summit, Nick Fortugno and Juan Gril's review of casual game design looks at the biggest innovations and trends in accessible casual and indie games over the last 12 months.
Design, Indie

Postmortem: Gaijin Games' BIT.TRIP BEAT 3
by Alex Neuse [06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
Design, Postmortem, Production, Indie

Persuasive Games: I Want My 99¢ Back 31
by Ian Bogost [05.28.09]
In his new column, writer and designer Ian Bogost looks at Apple's iPhone App Store -- and one of his game purchasers' demands to get his 99c back -- to discuss digital purchases, value, price point, and the 'race to the bottom' for iPhone games.
Business/Marketing, Design, Indie, Smartphone/Tablet

iPhone Devs: Rethinking the Art of Making Games 10
by Mike Spitalieri [04.23.09]
In a Gamasutra special feature, we talk to five leading iPhone game developers, including the makers of hit titles Rolando, iShoot and Flick Fishing, on the state of making games for Apple's explosively popular platform.
Business/Marketing, Design, Indie, Smartphone/Tablet