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September 16, 2014
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September 16, 2014
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Features » Business/Marketing
Game Developer Quality-of-Life Survey 6
by Patrick Miller, Brad Bulkley [03.18.13]
What about the long hours, frequent layoffs, and crunch phases the game industry is notorious for? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.
Business/Marketing

Winds of Change: Ben Cousins on Today and the Future 18
by Brandon Sheffield [03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

Ridiculous Fishing: The Game that Nearly Ended Vlambeer 10
by Mike Rose [03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Sponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best 4
by Telefilm Canada [03.07.13]
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Business/Marketing, Indie, Sponsored Feature

Game Design Tools for Collaboration 14
by Damien Djaouti [03.05.13]
Can a tool for modeling game design make it easier for designers to work with engineers? Many different tools and frameworks have been proposed, and researcher Damien Djaouti explores them for practicality and adaptability.
Business/Marketing

Clone Wars: The Five Most Important Cases Every Game Developer Should Know 29
by Stephen C. McArthur [02.27.13]
"How courts treat developers copying ideas for video games, however, has quietly but dramatically evolved over the past year," writes attorney Stephen McArthur, who takes a look at how the legal precedent on cloning has changed from Asteroids through Triple Town.
Business/Marketing

Postmortem: Unknown Worlds Entertainment's Natural Selection 2 20
by Charlie Cleveland [02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing, Design, Postmortem, Production, Indie

Finding and Keeping Your Perfect Investment Partner 3
by W. Todd Tribell [02.25.13]
Heading to GDC and hoping to score some funding? Digital Capital's W. Todd Tribell here takes a hard look at the developer/investor relationship, and shares his perspective on what the investor really expects -- from his side of the table.
Business/Marketing

Defender's Quest: By the Numbers, Part 2 22
by Lars Doucet [02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing, Design, Indie

Drafting a Social Media Handbook Policy for Developers 13
by Preeti Khanolkar [02.19.13]
Big companies have recently gotten into hot water by trying to govern employee social media use -- but the right way to do this is even more complicated than you might expect, so Gamasutra presents this article, written by an attorney, to help put you on the right track.
Business/Marketing