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Features » Business/Marketing
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 19
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 20
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 21
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 29
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

The End of the Journey: One Indie Studio's Tale 24
by Tristan Clark [11.06.12]
Many indie developers try their luck in the market, but what does it look like when a studio goes from naive ideals to harsh realities? In this feature, founder Tristan Clark, now of King.com, writes about the origins, games, and fate of Launching Pad Games.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet

How One Studio Saved Itself From the Downturn 1
by Kris Graft [10.26.12]
The Australian game industry was once a powerhouse of console development -- but now is better known for mobile successes. While many studios shut down, Tantalus CEO Tom Crago explains here how he transitioned to new projects, kept most of his staff, and thrived.
Business/Marketing, Interview