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Features » Social/Online
Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Managing Risk in Video Game Development 7
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

Behind the Scenes of the Paragon Studios Shutdown 29
by Chris Morris [04.10.13]
The 2004 MMO City of Heroes shut down late last year, but there was an abortive attempt by studio personnel to buy the game from publisher NCsoft and keep it running -- and Gamasutra brings you that story now.
Business/Marketing, Interview, Social/Online

Winds of Change: Ben Cousins on Today and the Future 18
by Brandon Sheffield [03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

The Language of Monetization Design 20
by Ramin Shokrizade [03.13.13]
Without fully understanding the meaning of terms like "microtransaction" and "pay-to-win," argues monetization design consultant Ramin Shokrizade, you don't have a basis for implementing these models -- and in this paper, he proposes a basic lexicon.
Design, Social/Online

The Metrics Aren't the Message 26
by Laralyn McWilliams [03.11.13]
Metrics can rule you -- but should they? The Workshop Entertainment's new design director and Free Realms veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that overreliance on analytics and friction in social games isn't the answer.
Design, Social/Online

Making the Move to HTML5, Part 3 8
by David Galeano, Duncan Tebbs [03.07.13]
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/Tablet

Making the Move to HTML5, Part 2 9
by David Galeano, Duncan Tebbs [02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming, Social/Online

The Rise of the Mobile Collectible Card Game 13
by Christian Nutt [02.14.13]
Rage of Bahamut was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design, Interview, Social/Online, Smartphone/Tablet

Beyond MUDs: Kate Flack on Designing Ultima Forever 7
by Brandon Sheffield [02.08.13]
Can moral choices actually teach us about who we are, and can online RPGs ever break the bounds of text-based MUDs? Lead designer Kate Flack hopes that the answers to both of these questions are "yes," as she discusses the latest Ultima game with Gamasutra.
Design, Interview, Social/Online