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November 23, 2014
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November 23, 2014
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Posted by Matt Matthews on 11/21/14 02:24:00 pm in Business/Marketing, Console/PC
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.

Posted by Andrzej Marczewski on 11/21/14 02:24:00 pm in Design, Serious
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!

Posted by Raph Koster on 11/21/14 02:24:00 pm in Design, Console/PC, Social/Online
World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs?

It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change.

Posted by Alex Schwartz on 11/20/14 01:40:00 pm in Business/Marketing, Programming, Console/PC, Indie
The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint.

Posted by Lars Doucet on 11/19/14 04:17:00 pm in Business/Marketing, Production, Console/PC, Indie
Let's analyze nearly 2 months of traffic patterns on "New Steam"





Posted by Jack Pritz on 11/21/14 02:24:00 pm in Design, Console/PC, VR
In this post I discuss mapping player input into movement of a 3rd person avatar in virtual reality.

Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free.

Posted by Ulyana Chernyak on 11/21/14 02:24:00 pm in Business/Marketing, Design, Production, Console/PC
Steam's importance cannot be understated for game development and there are some features that developers are not aware of that they can leverage for their titles.

Posted by Zack Wood on 11/21/14 02:24:00 pm in Design, Production, Art, Console/PC, Serious, Indie
Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun!

Posted by Jack Pritz on 11/21/14 02:24:00 pm in Design, Programming, Console/PC, Serious
Technical Observations of Alien: Isolation.

Posted by Thierry Brochart on 11/21/14 02:24:00 pm in Indie
This is a post-mortem on our Volcano GameJam in Reunion island