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November 18, 2018
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Features » Indie
Activision And The Indies: How Does This Contest Work? 13
by Kris Graft [08.18.10]
The gaming megacorporation's indie competition was met by skepticism -- even cynicism -- from some corners, so Gamasutra sits down with Activision development SVP Laird Malamed to find out the real deal.
Business/Marketing, Design, Interview, Indie

Successful Playtesting In Swords & Soldiers 4
by Jeroen van der Heijden [07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network.
Design, Production, Indie

Postmortem: Tale of Tales' The Path 8
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michal Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Design, Postmortem, Programming, Production, Art, Indie

The Rise Of Capy Games 2
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
Business/Marketing, Design, Art, Interview, Indie, Smartphone/Tablet

Indie Exhibitor Lessons Learned: Mommy's Best Games' PAX Story 10
by Nathan Fouts [05.18.10]
Indie developer and Insomniac alum Nathan Fouts writes a detailed report about his experiences promoting his Xbox Indie Games titles Shoot 1UP and Grapple Buggy at PAX East, with a detailed breakdown of costs and caveats.
Business/Marketing, Indie

From Two Years to Two Months: Transforming a Studio 8
by Eduardo Baraf [04.15.10]
Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged, long-cycle products into one that operates quickly in the Facebook and iPhone arenas.
Business/Marketing, Design, Production, Indie, Social/Online

Creating Blueberry Garden 10
by Erik Svedng [04.14.10]
The creator of the 2009 IGF Grand Prize winner Blueberry Garden shares the thought processes and inspirations that shaped his atmospheric exploration-based PC indie game, which he calls "a small stepping stone in trying to help evolve storytelling in games."
Design, Production, Indie

In The Shadow Of FarmVille: How Small Studios Can Succeed In Facebook Development 1
by Andrew Webster [03.23.10]
Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish.
Business/Marketing, Design, Interview, Indie, Social/Online

Television, Meet Games 2
by Array [02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
Business/Marketing, Design, Interview, Indie, Social/Online

Meet Your New Fans: Promoting Your Indie Game At Live Events 1
by paul taylor [01.19.10]
Getting your game in front of fans is both increasingly possible thanks to the events springing up around the globe -- but should even indie developers run real-life promotions? UK indie developer Mode 7 Games details a real-life example.
Business/Marketing, Indie