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November 18, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Features » Business/Marketing
A Producer's 10 Lessons Learned the Hard Way 10
by David Manuel [04.03.12]
An experienced producer at Sony Computer Entertainment Europe shares the secrets he's learned from years of seeing developers fail to learn from the mistakes they've made on projects in the past, and offers suggestions on the key learnings to integrate into your production process.
Business/Marketing, Production

What Game Devs Want From Next-Gen Consoles 23
by Frank Cifaldi, Kris Graft [03.30.12]
As rumors about a new Xbox and PlayStation continue to swirl, Gamasutra speaks with several top-tier game industry figures from Crytek, DICE, Epic Games and others to answer the question: What do you desire from the next generation of hardware?
Business/Marketing

Sad But True: We Can't Prove When Super Mario Bros. Came Out 58
by Frank Cifaldi [03.28.12]
When did Super Mario Bros. first go on sale in the U.S.? You'd think this would be an easy thing to answer, but dig as deep as we did and you'll find more questions than answers.
Business/Marketing, Design

Getting EA Ready for the Future 7
by Brandon Sheffield [03.26.12]
Is the megalithic publisher up to the challenge of navigating an increasingly digital and diverse landscape of players and platforms? Chief creative director Rich Hilleman, who joined Electronic Arts in the 1980s, takes us on a tour of the industry's evolution.
Business/Marketing, Interview

Inafune: The Hope of the Japanese Industry? 20
by Christian Nutt [03.23.12]
The outspoken creator and former Capcom R&D head offers more of his take on what's wrong with the Japanese industry, explains why he felt the need to found three separate companies, and discusses the future he hopes to help forge.
Business/Marketing, Design, Interview

How Triple-A Games Went Social and Why They're Not Going Back 4
by Michael Thomsen [03.20.12]
How and why are the major publishers integrating social features into their games? Can game-level social networks become an essential part of the game playing experience? Gamasutra dives in to Halo Waypoint, Call of Duty Elite, DICE's Battlelog, and more.
Business/Marketing, Social/Online

Selecting Save On The Games We Make, Part 2 4
by John Andersen [03.16.12]
Gamasutra has extensively covered the preservation efforts of major studios and publishers, but what about indies? In this article, developers such as Dejobaan, Playdead, and Semi Secret Games share their thoughts on what efforts make sense.
Business/Marketing, Indie

Giving Your Players a Voice: Lessons from EVE Online 6
by Alexander Gianturco [03.15.12]
Alexander "The Mittani" Gianturco, chairman of the Council of Stellar Management -- EVE Online's player government -- writes here about the opportunities and dangers of enabling your player base to have direct representation and contact with the development team.
Business/Marketing, Design, Social/Online

What's Happening to Kids' Games? 9
by Array [03.13.12]
What happened to the big kids licensed console game market? It may be gone forever, it seems, and in this feature, Sulake's Paul LaFontaine, iWin's Laralyn McWilliams and kids' game consultant Carla Engelbrecht Fisher explain what's really going on.
Business/Marketing, Social/Online, Smartphone/Tablet

Sponsored Feature: Breaking Into the Game Industry 28
by Ian Schreiber, Brenda Brathwaite [03.12.12]
Breaking Into the Game Industry, Advice for a Successful Career from Those Who Have Done It, provides aspiring game developers the know-how and confidence they need to make it in the industry. The book presents a clear, overall sense of what the game industry is and how the professionals operate in it.
Business/Marketing, Sponsored Feature, Smartphone/Tablet