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May 25, 2013
Treyarch / Activision
Technical Animator
Treyarch / Activision
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Infinity Ward / Activision
Senior Tools Engineer
Airtight Games
Environment Artist
App Minis LLC
Senior Unity Game Programmer
Electronic Arts - EA PLAY
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May 25, 2013
Beer and Diversity
Selling Games
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
[
1
]
We're Indie, we like Microsoft. Too Controversial?
[
35
]
Features
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May 25, 2013
Free-to-Play: The Lost Generation
[
78
]
The Mobile Transition: Why Facebook Developers Are Making the Shift
[
1
]
Endless Space
: When Triple-A Developers Go Indie
[
8
]
Press Releases
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May 25, 2013
12 Million Downloads
after 1 Year in the
AppStore
Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
campaign
Fashion Party Dress Up
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Develop in Brighton
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07.09.2013
Christian Game Developers Conference
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
Cambridge, United States
08.05.2013
About
Editor-In-Chief:
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Blog Director:
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Senior Contributing Editor:
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Features
Features
» Business/Marketing
Free-to-Play: The Lost Generation
78
by
Jeremy Alessi
[12.04.12]
Is the free-to-play push hurting games and gamers? Experienced smartphone developer Jeremy Alessi investigates whether the business model has done harm to the art of game development, and where that leaves us.
Business/Marketing
,
Social/Online
The Mobile Transition: Why Facebook Developers Are Making the Shift
1
by
Christian Nutt
[12.03.12]
As companies like King.com and Wooga are finding that their chart-topping Facebook games become smash successes on iOS, Gamasutra talks to them, and to Facebook, about how this shift from PCs to tablets and smartphones is shaking out.
Business/Marketing
,
Social/Online
,
Smartphone/Tablet
Endless Space
: When Triple-A Developers Go Indie
8
by
Jeff Spock
[11.29.12]
The story of how a studio formed by ex-Ubisoft developers decided to take on a niche genre -- 4X strategy games -- and see if it can make its fortunes by listening to its community, including details about the composition of the team, the budget, and more.
Business/Marketing
,
Indie
Postmortem: McMillen and Himsl's
The Binding of Isaac
20
by
Edmund McMillen
[11.28.12]
How did a game destined for failure become a cult smash? Edmund McMillen (
Super Meat Boy
) discusses how he added religion to
The Legend of Zelda
, mixed it with a roguelike, and came out with a surprise hit.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
Games from the Trash: The History of the TRS-80
19
by
Dale Dobson
[11.26.12]
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Business/Marketing
,
Design
Waterfall Game Development Done Right
20
by
Eric Preisz
[11.21.12]
When can Waterfall development work? And is Microsoft Project really useful? GarageGames CEO Eric Preisz tackles the question of when you should leave Agile to the side and go Waterfall -- and explains exactly how his company does it.
Business/Marketing
,
Production
Third Party Developers Take on the Wii U
2
by
Kris Graft
,
Tom Curtis
[11.16.12]
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (
Aliens: Colonial Marines
), Ubisoft (
ZombiU
), THQ (
Darksiders II
), Straight Right (
Mass Effect 3
) and more to find out.
Business/Marketing
,
Interview
Postmortem: State of Play's
Lume
3
by
Luke Whittaker
[11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game
Lume
.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
7 Ways to Fail at Free-to-Play
28
by
Aaron San Filippo
[11.13.12]
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Business/Marketing
,
Smartphone/Tablet
Game Developer Magazine's Power 50
2
by
Gamasutra staff
[11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio
,
Business/Marketing
,
Design
,
Art
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]