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August 23, 2014
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Features » Business/Marketing
Reflections on XNA 25
by Nathan Fouts [02.05.13]
Nathan Fouts quit his job at Insomniac Games in 2006 to strike out on his own as an indie developer, ultimately settling on Microsoft's XNA as his development platform of choice -- and here, he reflects on the tool, which Microsoft last week announced will be discontinued.
Business/Marketing, Indie

Developer Roundtable: Triple-A, Free-to-Play 7
by Patrick Miller, David Daw [02.04.13]
In this Game Developer magazine reprint, find out how free-to-play games Tribes: Ascend, PlanetSide 2, and MechWarrior Online are making inroads into core PC audiences -- and how their developers view working in the space.
Business/Marketing, Design, Interview, Social/Online

The Top 10 Mistakes Tool Developers Make 11
by Virgile Delporte [01.31.13]
Sure, you've created what you think is a great tool. But are you really ready to consider putting it out in the wild? This checklist, written by Vergile Delporte, who has extensive experience in the middleware space, explains what you need to do first.

Postmortem: 11 Bit Studios' Anomaly Warzone Earth 13
by Paweł Miechowski [01.28.13]
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Postmortem: Vivid Games' Real Boxing 14
by Tomasz Strzelczyk, Grzegorz Brol, Krystian Komisarek [01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Game Developer Magazine's 15th Annual Front Line Awards 2012 8
by Game Developer Magazine Staff [01.18.13]
What tools are most essential in game development? In this reprint from Gamasutra sister publication Game Developer magazine, you can read about the best of the best -- with developers who've used them offering insights into why these tools are worth your investment.

Games Everywhere: The Game Industry's Challenge for 2013 9
by Patrick Miller [01.14.13]
If there's one clear trend from CES 2013, it's that hardware companies want to deliver console-quality games everywhere -- either by streaming games, buying new consoles, or buying new controllers.

Team Building with Mario and Luigi 13
by Jason Drysdale [01.10.13]
Can New Super Mario Bros. Wii teach a group of coworkers to cooperate? Instructional technologist and games-based learning specialist Jason Drysdale puts it to the test in an office environment.

Are Game Developers Standing Up for Their Rights? 30
by Marie-Josée Legault, Johanna Weststar [01.09.13]
A comprehensive look at the quality of life issue from EA_spouse onward, this article surveys the efforts of professional organizations, whistleblowers, studios, and governments to protect the rights of game developers.

Amnesia Fortnight: How Double Fine Embraces the Future 5
by Christian Nutt [01.04.13]
Can a new way of developing games save a company? Gamasutra speaks to two Double Fine developers about what the recently ended public Amnesia Fortnight means to the company, and why the failure of Brütal Legend was a blessing.
Business/Marketing, Interview, Console/PC, Indie