My Message close
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
 
arrow BIZ/MARKETING
Latest News
spacer View All spacer
 
November 8, 2012
 
Jordan Mechner finds his cinematic rhythm with Karateka remake [2]
 
Game Developer magazine's Power 50: Business
 
Activision beats estimates by going big, focusing on retail hits [6]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 8, 2012
 
GREE International
Game Studio, Android Developer
 
GREE International
Sr. Analyst, Social Game Platform
 
GREE International
HTML5 UI Developer
 
Avalanche Studios
Senior Tools Programmer, New York
 
Avalanche Studios
Senior Graphics Programmer, New York
 
ZeniMax Online Studios
Customer Service Analytics Manager
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 8, 2012
 
Making Failure Fun [2]
 
Quality of Life: Bring more snus! [7]
 
The Best Political Games of Election 2012 [2]
 
An argument for easy achievements [46]
 
Six words about role-playing games [35]
spacer
About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features

Features » Social/Online
 
21
The End of the Journey: One Indie Studio's Tale
by Tristan Clark [11.06.12]
Many indie developers try their luck in the market, but what does it look like when a studio goes from naive ideals to harsh realities? In this feature, founder Tristan Clark, now of King.com, writes about the origins, games, and fate of Launching Pad Games.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet
 
 
12
Adding Asynchronicity
by Derek Bruneau [10.18.12]
Can asynchronicity work for more than simple board games? Indie developer Derek Bruneau describes the process of building asynchronous gameplay to RPG Conclave, examining the history of the form and how it works for him.
Design, Social/Online
 
18
Funcom's Vision for the Future of MMOs
by Christian Nutt [10.15.12]
Craig Morrison, creative director for Funcom's Montreal studio, tells Gamasutra all about his vision of how the MMO industry must change things if it hopes to avoid more games like The Secret World and The Old Republic -- titles which couldn't live up to players' expectations for scope or their budget.
Interview, Social/Online
 
1
Tiny MMOs, Massive Opportunities?
by Caleb Bridge [10.11.12]
The MMO genre is running into trouble on PCs, but what's the state of it on mobile devices? Gamasutra speaks to three developers about what challenges and successes they've faced in building online multiplayer RPGs for Android and iOS.
Social/Online, Smartphone/Tablet
 
 
Shaping the Future of Facebook as a Game Platform
by Christian Nutt [10.04.12]
As Facebook's product manager for apps and games, Matt Wyndowe is a key part of how the platform changes itself to appeal more to game developers -- and in this interview, he talks about how the company approaches that task.
Interview, Social/Online
 
 
Sponsored Feature: Digital Chocolate Success Story
by Joyent [09.17.12]
Cloud architecture design and server provider Joyent here shares the success story of Digital Chocolate, writing how a 60-day test of Joyent Cloud became a complete migration to the platform within 45 days.
Sponsored Feature, Social/Online
 
42
Next Generation Monetization: Supremacy Goods
by Ramin Shokrizade [09.06.12]
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
Business/Marketing, Social/Online
 
21
Predicting Churn: When Do Veterans Quit?
by Dmitry Nozhnin [08.30.12]
In the follow-up to his original article, Dmitry Nozhnin, head of analytics and monetization at Russian MMO publisher Innova, shares his methodology for predicting when veteran players will quit the game -- identifying when players will drop two to three weeks before they do.
Business/Marketing, Social/Online
 
38
Will HTML5 Change the Way Games are Made?
by Will Eastcott [08.29.12]
The co-founder of HTML5 tool PlayCanvas discusses the advantages of developing in the language, sharing his opinions on how the emerging technology will really affect game developers, making a case for the language as a great next step in game development.
Business/Marketing, Social/Online
 
3
Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet
 
   
UBM Tech