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September 30, 2014
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September 30, 2014
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Posted by Paul Tozour on 09/30/14 01:46:00 pm in Business/Marketing, Production
The Game Outcomes Project is designed to statistically evaluate game development efforts across hundreds of game teams & generate insights as to how teamwork, culture, leadership, and production practices contribute to project success or failure.

Posted by E McNeill on 09/30/14 01:46:00 pm in Design, Indie
A reflection on competing values of game design.

Posted by Ethan Levy on 09/30/14 01:46:00 pm in Business/Marketing, Indie
2.5 years ago I left a stable job at EA with a year of savings in the bank. One failed startup and two games later, I'm still independent thanks to an accidental career in consulting. This post shares some entrepreneurial lessons learned along the way.

Posted by Lee Perry on 09/30/14 01:46:00 pm in Design
To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us?

Posted by Thomas Bidaux on 09/30/14 01:46:00 pm in Business/Marketing, Console/PC, Indie
A couple of weeks ago, I was invited to the Ludicious Festival in Zurich to talk about crowd funding and indie video games. As usual, it was heavily geared towards Kickstarter, as it is still the very dominant platform.

How much information should your test cases (or test missions, charters, or other types or similar test artifacts) include? What are the pros and cons of adding lots of detailed information in your test cases?





What are the best tools for developing 2D games in Unity?

Posted by Lindsey Handley on 09/30/14 01:46:00 pm in Business/Marketing, Indie
The CodeSpells Team launched its first Kickstarter campaign at the beginning of this month, and we learned a lot. With only 5 days remaining, we're excited to share what we learned with the Gamasutra community!

Posted by Sergio Rosa on 09/30/14 01:46:00 pm in Design, Console/PC, Indie
I began working on this game with the idea of making a "scary horror game" but the more I worked on it the more it became a nice but bittersweet love story between two girls. Logical convention says this was completely wrong... (but was I really wrong?)

Early Access has become a debated part of the Steam store and today's post examines how it is different from crowd-funding despite the same basic goals.

Posted by Taro Omiya on 09/30/14 01:46:00 pm in Design
Developing this game was a significant departure from what I usually make, and while it's clear to me that I've polished my skills in making fun games, I'm still miles off from one that's capable of conveying a message, let alone a story.

Posted by Jason Nuyens on 09/30/14 01:46:00 pm in Design, Programming, Production, Indie
Starting and finishing a piece of work can be a daunting task. Here I reflect on working on big projects and how we can get ourselves to the finish line (relatively) unscathed. Bring a towel.