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March 27, 2015
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March 27, 2015
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Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention.

I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.

The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more.

Posted by Dmitri Williams on 03/25/15 01:12:00 pm in Business/Marketing, Social/Online
This article is the second in a three-part series on user acquisition.

Posted by Mitu Khandaker-Kokoris on 03/25/15 01:12:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how?

Posted by Timothy Ryan on 03/23/15 12:53:00 pm in Production, Console/PC
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.

Posted by Elyot Grant on 03/26/15 02:03:00 pm in Business/Marketing, Indie
Have you ever wondered how indie devs survive conventions? Well, wonder no more. We've got five "life hacks for indie game exhibitors" that show how it's done.

Posted by Daniel Parente on 03/26/15 02:03:00 pm in Business/Marketing, Indie
Second part of the serie of articles with lessons learned on the kickstarter ( campaign for Upside-Down Dimensions game, and focused on planning and traffic

Posted by Richard Atlas on 03/26/15 02:03:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
In this post I talk about nostalgia, the dangers of designing for nostalgia, the "retro game" movement, and the games I find nostalgic.

Posted by Charles Cordingley on 03/26/15 02:03:00 pm in Programming, Production, Indie
There was a talk at this year's GDC on Subnautica's feedback system. Here are some notes from implementing a similar system in my own game.

Posted by Elwin Verploegen on 03/26/15 02:03:00 pm in Business/Marketing, Production, Indie
March 1st 2014 is when we moved into our first office, and also when we started working on Fragments of Him full-time. Since then we've learned a lot about making games and running a business. This blog post will go over some of the lessons we've learned.

Tako Japanese, an Interactive educational game/app dedicated to teach Japanese in a fun and creative way, I interviewed Alberto Gomez a Spanish programmer and game developer who worked two years to get it done.