Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 1, 2014
arrowPress Releases
November 1, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Business/Marketing
PlayStation Plus: Good for Players, But is it Good for Developers? 20
by Kris Graft [05.09.13]
Sony's service, which allows gamers to get a huge variety of free games, has been a big hit with PlayStation fans. But what do developers get out of it? Gamasutra finds out.
Business/Marketing, Console/PC

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

Managing Risk in Video Game Development 8
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

Crowdfunding, One Year Later 3
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what they’d do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive

Nintendo's Difficult Path Forward 29
by Matt Matthews, [04.30.13]
Following Nintendo's lackluster annual financial results, Gamasutra's Matt Matthews breaks down the sales statistics to find out what Nintendo must do to turn its business around.
Business/Marketing

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Inside the PlayStation 4 With Mark Cerny 74
by Christian Nutt [04.24.13]
When the PlayStation 4 was announced, lead system architect Mark Cerny called out its "supercharged PC architecture" -- but what does that mean? Gamasutra spoke to Cerny at length, and this article details precisely what the hardware is capable of.
Business/Marketing, Interview, Console/PC

A Journey to Monaco: Andy Schatz Looks Back 9
by Mike Rose [04.18.13]
The developer of the IGF grand prize winner reflects on the game, almost four years in the making -- recounting his personal struggles, his business problems, and the solutions he's learned over the course of making the game.
Business/Marketing, Design, Interview, Indie

Behind the Scenes of the Paragon Studios Shutdown 31
by Chris Morris [04.10.13]
The 2004 MMO City of Heroes shut down late last year, but there was an abortive attempt by studio personnel to buy the game from publisher NCsoft and keep it running -- and Gamasutra brings you that story now.
Business/Marketing, Interview, Social/Online

The Old Guard: An Interview with Tim Sweeney 17
by Brandon Sheffield [03.22.13]
Sometimes we reach greatness by standing on the shoulders of giants -- and anyone who has ever made a game with the Unreal Engine knows that Tim Sweeney is just such a behemoth. In this interview he folds forth on the present and future of 3D engines for high-powered games.
Business/Marketing, Design, Interview