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March 24, 2019
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Predicting Churn: When Do Veterans Quit? 20
by Dmitry Nozhnin [08.30.12]
In the follow-up to his original article, Dmitry Nozhnin, head of analytics and monetization at Russian MMO publisher Innova, shares his methodology for predicting when veteran players will quit the game -- identifying when players will drop two to three weeks before they do.
Business/Marketing, Social/Online

Will HTML5 Change the Way Games are Made? 36
by Will Eastcott [08.29.12]
The co-founder of HTML5 tool PlayCanvas discusses the advantages of developing in the language, sharing his opinions on how the emerging technology will really affect game developers, making a case for the language as a great next step in game development.
Business/Marketing, Social/Online

No Good Deed - Narrative Design in Spec Ops: The Line 5
by Richard Pearsey [08.28.12]
Narrative designer Richard Pearsey charts the narrative development of Spec Ops: The Line, explaining how the team set out to twist the knife of shooter narrative, from the pre-production process through the way the game was developed.
Design

Big Ideas: Video Games According to David Cage 19
by Christian Nutt [08.27.12]
The outspoken director of Heavy Rain and Beyond: Two Souls talks to Gamasutra about his start in the industry, what he's learned as he worked and spoken to fellow creators, and why the industry needs to -- but has not -- grown up.
Design, Interview

Effective Co-Op Design 12
by Tim Keenan [08.24.12]
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design, Indie

Best Tips for Building a Freelance Career 16
by Harry Mack [08.23.12]
Freelance audio designer Harry Mack (Spiral Knights, Braid) takes a look at what goes into effectively building a lasting career as a contractor -- work/life balance, working with clients, and taking criticism -- and here offers a succinct guide that could apply to someone in any discipline.
Audio, Business/Marketing

Want to be Surrounded By a Thriving Local Games Industry? Grow Yours 37
by Epona Schweer [08.21.12]
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
Business/Marketing, Indie

How Camouflaj saved Rpublique's Kickstarter 27
by Ryan Payton [08.20.12]
What went into the Kickstarter campaign for Rpublique, which started off weak and finished strong? Camouflaj founder Ryan Payton here writes a postmortem of the entire process, explaining how he turned failure to success.
Business/Marketing, Postmortem, Indie

What's Really Going Down in Vancouver? 19
by Leigh Alexander [08.17.12]
With studio closures and layoffs, what was once the central city for game development in Canada is currently on the ropes... Or is it? Gamasutra investigates the fate of the city's scene, talking to developers about what's going on and what can be done to save the local industry.
Business/Marketing, Interview, Indie

The Designer's Notebook: Machinations, A New Way to Design Game Mechanics 30
by Ernest Adams, Joris Dormans [08.16.12]
Looking for a tool to design game mechanics without plugging them into a game? Ernest Adams collaborates with Joris Dormans to bring Machinations, a system for modeling gameplay that Adams says "will revolutionize the way we develop, and teach, game mechanics."
Design