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June 18, 2013
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Features » Business/Marketing
What if Cliff Ran the World? 17
by Brandon Sheffield [05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview

Understanding the Legal Impact of Publishing Your Game 12
by Jovan Johnson [05.08.12]
Jovan Johnson, a California attorney and partner at Johnson & Moo, examines the important legal issues that may arise when you sign your mobile game up with a publisher for distribution, and explains how you can take steps to insulate yourself from negative outcomes.
Business/Marketing

The Future According to Epic's Tim Sweeney 19
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview

Seven Steps to Improved Security 1
by S. Gregory Boyd, Gary Kibel [05.02.12]
As the attacks to PSN and other networks in 2011 show, the game industry is substantially threatened by data privacy and security issues -- and given the number and scale of the breaches, it is also clear the industry, as a whole, was not ready for that threat. What can the game industry do to minimize further damage?
Business/Marketing

The Origins of Night Trap: An Excerpt from Generation Xbox 9
by Jamie Russell [04.24.12]
How did the controversial full motion video game get made in the first place? Years before the Sega CD system it became synonymous with was released, a group of developers tried to change video games into something new.
Business/Marketing, Design

Finding Out What They Think: A Rough Primer To User Research, Part 1 6
by Ben Lewis-Evans [04.24.12]
In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game.
Business/Marketing

Ensemble Studios: From Beginning to End, An Excerpt from Gamers at Work 2
by Morgan Ramsay [04.23.12]
In this extract from Morgan Ramsay's Gamers at Work, which explores the challenges of starting and building developers and publishers of video games with 18 of the industry's most successful entrepreneurs, Gamasutra presents a conversation with Tony Goodman about the history of Ensemble Studios, creators of the Age of Empires series for Microsoft. The book also includes discussions with Warren Spector, Jason Rubin, and more.
Business/Marketing, Interview

Postmortem: HandCircus' Okabu 3
by Simon Oliver [04.20.12]
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, Art

Making Lean Startup Tactics Work for Games 28
by Tyler York [04.17.12]
Betable's Tyler York writers about the lean startup method, in which the least possible work is put into a product before giving it to users -- and how a minimum viable game product can still work, if you pitch it at the right audience and test it correctly.
Business/Marketing

Defender's Quest: By the Numbers 31
by Lars Doucet [04.11.12]
Indie developer Lars Doucet explains how his team's game Defender's Quest survived the change from a free Flash game to a full-fledged download title, and share insight into how audiences find and decide to buy the game.
Business/Marketing, Social/Online