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April 29, 2016
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April 29, 2016
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Posted by Alex Nichiporchik on 04/28/16 10:26:00 am in
tinyBuild's guide to building and running a booth at PAX. Top 8 tips.

Posted by Bob Whitaker on 04/27/16 11:38:00 am in Console/PC, Serious
History Respawned's Bob Whitaker talks with historian Zackery Heern about 1979 Revolution Black Friday. Topics include revolutionary ideologies, religion, and America's place in the Iranian Revolution.

Posted by Randy OConnor on 04/27/16 11:36:00 am in Design
Randy thinks a bit about his love and frustration for Clash Royale.

Posted by Dennis Rohlfing on 04/27/16 11:10:00 am in Console/PC, Smartphone/Tablet
In the following, I will give some insights into what we tried at InnoGames, and how we have made very promising steps towards a highly engaged mobile player base.

Posted by Sande Chen on 04/26/16 12:56:00 pm in Design, Serious, Indie, Social/Online
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.

Deep dive in to hooks and baits of social casino games, utilisation of psychological principles for unique monetisation and conversion opportunities.

Posted by Joe Radak on 04/28/16 10:32:00 am in Business/Marketing, Indie, VR
Demoing VR content isn't necessarily a new art, but it's one that I feel isn't well understood or done correctly. This Blog is a collection of tips and tricks I learned showing off our first roomscale VR game at PAX East 2016.

Posted by Filip Wiltgren on 04/28/16 10:31:00 am in Business/Marketing, Design, Serious, Indie
Melodrama makes any serious writer cringe - but it's perfect for games as it combines high emotional impact with brevity by using cultural tag markers.

Posted by Nathan Savant on 04/28/16 10:30:00 am in Design, Serious
Story can be found in unexpected places in games. In this article series, I will discuss my thoughts on finding narrative in surprising places, and applying those structures to your own games.

Posted by Kadri Ugand on 04/28/16 10:30:00 am in Business/Marketing
Many studios decide to self publish in the hopes of larger revenues or as a result of failed publisher pitching. the tasks of publishers are marketing and user acquisition only, it should be enough to hire a marketing person? Nope.

Today's post looks at the implementation of context sensitive commands and the thought process that goes into them.

Posted by Neil Yates on 04/28/16 09:42:00 am in Business/Marketing, Design, Production
My company (Creaky Corpse Ltd) recently published March of the Living, an indie roguelike by Machine22. This was the first time Id ever published a game by another indie developer, and I found the journey incredibly eye opening. This is what I've learned