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October 25, 2014
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Features » Business/Marketing
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

A Game Studio in the Clouds 11
by Emeric Thoa [10.19.12]
How does an indie studio come together -- and ship games together -- if they're not located in the same city? Emeric Thoa, former Ubisoft developer and current creative director of The Game Bakers, explains what tech and techniques can make it work.
Business/Marketing, Indie

The Next Twenty Years: What Windows 8's Closed Distribution Means for Developers 73
by Casey Muratori [10.16.12]
In this highly detailed article which originally appeared on his site, programmer and game industry veteran Casey Muratori takes a long, hard look at what the closed game market in Windows 8 will mean for developers not just immediately, but down the road.
Business/Marketing

Postmortem: Stardock Entertainment and Ironclad Games' Sins of a Solar Empire: Rebellion 2
by Chris Bray, Blair Fraser [10.09.12]
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
Business/Marketing, Design, Postmortem, Production

The State of the Vita, 2012 7
by Eric Caoili [10.04.12]
Sony won't cut the price of its new handheld in 2012, which many worry could stall its chances of success. With a few big games left in the year and some promising 2013 titles, as well as new indie-friendly programs, can the system pull through?
Business/Marketing

Peter Molyneux: Everything's Changing 16
by Christian Nutt [09.28.12]
Former Lionhead boss Peter Molyneux spills the beans on his inspirations and discusses what's going on with the evolution of the triple-A console industry he abandoned when he left his post as Microsoft's European creative director.
Business/Marketing, Design, Interview

Memorial: Composer Ryu Umemoto 10
by Audun Sorlie [09.25.12]
Though not very well known in the West, Ryu Umemoto (a composer for shmup creator Cave, among others) was a beloved member of the Japanese game industry who tragically died at the young age of 37 just last year -- and in this article, journalist and friend Audun Sorlie explores his life and work.
Audio, Business/Marketing

Game Developer Flashcards: The Gamasutra Community Edition 8
by Gamasutra staff [09.24.12]
Epic's Cliff Bleszinski offered up a set of flashcards representing types of developers and the arguments they make -- and Gamasutra's community responded with a set of its own, and we here present the best and most interesting examples.
Business/Marketing

Can Film-Inspired Project Financing Work for Games? 9
by Yann Suquet [09.20.12]
In this extensively-researched piece, former Ubisoft associate producer, who has a masters in corporate finance, takes a long hard look at precisely how films are funded and pulls apart the question of whether the same could work for games.
Business/Marketing

Inafune's Onward March to Independence 3
by Christian Nutt [09.18.12]
The former Capcom R&D head keeps Gamasutra abreast of his latest attitudes and approaches to running independent development from his Comcept studio -- as he works on Soul Sacrifice for the PlayStation Vita.
Business/Marketing, Design, Interview