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September 2, 2014
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September 2, 2014
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Updates » Business/Marketing
Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Business/Marketing, Exclusive, GDC Europe

2 costly legal mistakes when working with contractors 2
by Gamasutra Community [08.11.14]
Attorney Zachary Strebeck on "deadly mistakes that crop up in licensing or independent contractor agreements" that you absolutely should avoid.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Studio behind Remember Me shows off new game with Square Enix  
by Kris Graft [08.11.14]
Dontnod, the French studio behind the Capcom-published Remember Me, is in a publishing partnership with Square Enix to develop a brand new property called Life is Strange.
Console/PC, Business/Marketing

Blog: Aiming for 100% independence 6
by Gamasutra Community [08.11.14]
"The indie has to conquer one more thing to be called a hundred percent independent, and that is taking control of their discoverability."
Indie, Production, Business/Marketing

How to get your game covered by YouTubers Exclusive 11
by Mike Rose [08.11.14]
Gamasutra editor Mike Rose returned to GDC Europe today to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk.
Console/PC, Indie, Business/Marketing, Exclusive, YouTube, GDC Europe

Standing out: Paradox CEO's tips for a complicated market Exclusive  
by Leigh Alexander [08.11.14]
In a climate where widely-imitated successes lead to rapidly-proliferating genres and widespread borrowing, how can you find a vision for your own game that stands out? Paradox CEO Fred Wester has advice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive, GDC Europe

Gamasutra's GDC Europe coverage starts today!  
by Kris Graft [08.11.14]
GDC Europe 2014 is underway! Don’t miss Gamasutra’s live coverage of the event, which takes place in Cologne, Germany this week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

User acquisition best practices for mobile games 1
by Gamasutra Community [08.11.14]
"As all game developers know, user acquisition is often the biggest cost of doing business ... Following are a few things that have worked for developers we’ve worked with."
Smartphone/Tablet, Business/Marketing, Mobile Games

Pure Hohokum: How Honeyslug's wacky world came together Exclusive  
by Mike Rose [08.11.14]
Gamasutra speaks with Hohokum studio Honeyslug about how the game came together, what it's been through, and where the duo will go next.
Console/PC, Indie, Business/Marketing, Exclusive

EA's NCAA case leads to landmark decision on player likenesses 3
by Christian Nutt [08.08.14]
Players have to be paid for their likenesses in video games and broadcast, judge rules, saying that the National Collegiate Athletics Association is violating antitrust rules.
Console/PC, Business/Marketing

How the top iOS games market on the App Store: A breakdown 7
by Gamasutra Community [08.08.14]
"I took roughly 300 screenshots of the screenshots from 150 games (about half from top grossing, half from top paid in the US App Store) and then analyzed them all."
Smartphone/Tablet, Business/Marketing, Mobile Games

Crytek USA and Vigil expats unite to form Gunfire Games 1
by Alex Wawro [08.08.14]
A group of former Vigil Games and Crytek Austin developers have founded Gunfire Games, a new indie studio in Texas.
Indie, Business/Marketing

Call for blogs: Share your sales data 7
by Christian Nutt [08.08.14]
We all agree that more information makes it easier to make decisions. Some developers have been very up-front about their sales data. Will you share yours?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: Gamasutra explains the YouTuber phenomenon Exclusive 20
by Christian Nutt [08.08.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Twitch moves to address complaints over new policies  
by Alex Wawro [08.08.14]
Video streaming platform Twitch has backpedaled on two of the major changes it announced this week amidst remarkable outcry from broadcasters and viewers who patronize the service.
Console/PC, Business/Marketing

Mobile game development: Native or not? 4
by Gamasutra Community [08.08.14]
Roei Livneh, CEO of cross-platform mobile engine provider Gingee, takes a look at whether you want to go with a native app or tech that can run on any device -- from programming, production, and even biz perspectives.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

The Spaceteam story: Two Kickstarters later... 6
by Gamasutra Community [08.08.14]
Spaceteam creator Henry Smith wants to create games and release them for free -- but needs backing to do that. He recently got it, after a failed attempt. Here, he tackles why one worked, and one didn't.
Smartphone/Tablet, Indie, Business/Marketing

Why I've said goodbye to mobile in favor of PC 199
by Gamasutra Community [08.08.14]
"I am fed up with the whole mobile/tablet gaming market. I’ve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

'We make mistakes, we are human' - Crytek CEO Cevat Yerli 18
by Mike Rose [08.08.14]
"Our priority was to not downsize the company. Our priority was to not let anybody lose their jobs at that point." - As part of an extensive interview with Eurogamer, Crytek CEO Cevat Yerli explains why his company did not pay its employees for a period.
Console/PC, Business/Marketing

Indie warmongering: Looking at your launch as a battle 2
by Gamasutra Community [08.08.14]
The challenges of launching on smartphones. "Later on in life, when I look back at our production of Go Go Armadillo, I can safely say I have no regrets. We tried our hardest and created the very best game we could."
Smartphone/Tablet, Indie, Business/Marketing