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Posted by Sasa Stublic on 04/01/15 02:48:00 pm in Business/Marketing, Indie, Smartphone/Tablet
Our mobile game 'Sharp Minds' is free, has no-ads and no in-app purchases. We chose not to monetize it and if you're indie, maybe you shouldn't either!

Posted by Trevor Stricker on 03/31/15 05:29:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game?

Posted by Rennie Allen on 03/31/15 02:49:00 pm in Business/Marketing, Serious, Smartphone/Tablet
Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one.

Posted by Jose Maria Martinez on 03/31/15 02:49:00 pm in Design, Indie, Social/Online
This post shows some tips on how to make your HTML5 free-to-play games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. For example, the first tip is about making short game loops.

Posted by Ievgen Leonov on 03/31/15 02:49:00 pm in Smartphone/Tablet
Gamification is a buzz word these days. In terms of mobile apps, bringing game elements into a non-gaming context can be the best strategy to bring fun, increase user engagement, generate more traffic, and improve monetization.

Posted by Dave Toulouse on 03/31/15 02:49:00 pm in Business/Marketing, Indie
Awareness is the most difficult challenge indie devs have to face but even when your game is not hugely popular Steam can make an interesting difference through weeklong deals.

Engagement Study about mobile game Raids of Glory. In this post, you will learn some ways to engage and monetize your audience and improve your game design for better gaming experience.

Posted by Craig Kelly on 03/31/15 02:43:00 pm in Design, Console/PC
this blog is disusing in general the trope of story driven games to consequence driven games like using Mass Effect as an example and Dead Space as the story driven. this as a part of a college assignment.

Posted by Michael Neel on 03/30/15 01:31:00 pm in Design
An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases.

Posted by Kevin Morris on 03/30/15 01:30:00 pm in Business/Marketing, Production, Console/PC, Indie
Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks.