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November 18, 2018
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Features » Business/Marketing
Persuasive Games: What is a Game Bundle? 17
by Ian Bogost [01.19.12]
Developer, educator, and author Ian Bogost is back with his latest Persuasive Games column, in which he explores the phenomenon of Indie Game bundles -- what motivates their creators, their buyers, and what effect they may have.
Business/Marketing

Minecraft, Intellectual Property, and the Future of Copyright 16
by Greg Lastowka [01.17.12]
IP lawyer Greg Lastowka looks at what Mojang has achieved with its massively popular game -- not just creatively, but in terms of shattering the boundaries between player and developer, and what that means in the current internet age.
Business/Marketing, Indie, Social/Online

The Verge of Change: Ben Cousins on Founding Ngmoco Sweden  
by Christian Nutt [01.16.12]
As the popularity of mobile games continues to snowball, Ngmoco Sweden's Ben Cousins discusses how, in the years to come, we'll see mobile game teams expanding to the size of console game studios.
Business/Marketing, Social/Online, Smartphone/Tablet

Choplifter: From 1982 to 2012 3
by Frank Cifaldi [01.13.12]
In this extensive new interview, Dan Gorlin, the creator of the 1982 Apple II classic tells the story of its original development, ruminates on the PC game scene of the 1980s, explains why the '90s reboot failed, and discusses why the new Choplifter HD is the first reboot to work.
Business/Marketing, Design, Interview

Why Are Racing Developers Heading to the PC? 10
by Array [01.12.12]
The racing genre is changing shape, as developers of titles like Split/Second (Black Rock) and Blur (Bizarre Creations) are shuttered -- and now move toward the PC as the new platform of choice. Gamasutra investigates.
Business/Marketing, Interview

7 Things To Know About HTML5 33
by Tom Curtis [01.10.12]
HTML5 is poised to blow open game development and smash app stores and native applications -- or is it? Gamasutra speaks to game developers and Google about the advantages and shortcomings of the new standard.
Business/Marketing, Social/Online, Smartphone/Tablet

A 30 Year Fantasy: The Story of Falcom's Resurgence 20
by Christian Nutt [01.06.12]
Falcom isn't Japan's most prestigious or most successful development studio, and the company's president admits that the Tokyo-based studio doesn't have any big name developers -- but in this interview, he outlines how staying true the the studio's roots has led to a renewed enthusiasm from fans.
Business/Marketing, Design, Interview

What the Copycat Saw: Creative Theft in Mobile and Social Games 22
by Michael Thomsen [01.05.12]
What can developers do technologically, legally, and creatively, to combat the wave of copycat games in the social and mobile spaces? Gamasutra speaks to Kixeye CEO Will Harbin, Booyah's Brian Cho, lawyer Greg Boyd, and more.
Business/Marketing, Social/Online, Smartphone/Tablet

Gamasutra's Best Of 2011 5
by Gamasutra staff [12.30.11]
Another year is ending, and Gamasutra has once again taken a broad look at the ever-expanding face of the industry with a series of articles that identify the games, trends, and companies that have made the biggest impact.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Led By A Love Of Games: Team Ninja's Hayashi Speaks 2
by Christian Nutt [12.23.11]
Yosuke Hayashi discusses the changes he's bringing to the Ninja Gaiden series, his collaboration with Nintendo on Metroid: Other M, what he learned from his old boss Tomonobu Itagaki, and what drives him creatively.
Business/Marketing, Design, Interview