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October 24, 2016
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Ubisoft CEO: A Vivendi takeover 'threatens the construction and pillars of Ubisoft' 1
by Alex Wawro [09.22.16]
With a big shareholders meeting happening later this month, Ubisoft chief Yves Guillemot speaks plainly to GameSpot about how he feels a potential takeover by Vivendi will threaten his company's work.
Console/PC, Business/Marketing

Tomorrow is the deadline to submit talks for the Summits and VRDC at GDC 2017!  
by Staff [09.22.16]
The call for talk submissions for the VRDC and the specialized Summits that help open the 2017 Game Developers Conference closes this Friday, September 23rd at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

'It's not bad if you keep making new games in the same series,' says Dark Souls creator  
by Chris Kerr [09.22.16]
From Software president and Dark Souls creator Hidetaka Miyazaki has shared some thoughts on the games industry's apparent obsession with sequels.
Console/PC, Production, Business/Marketing

Ukie and Nesta launch interactive UK Games Map to chart real-time growth 1
by Chris Kerr [09.22.16]
UK trade body UKIE has linked up with 'innovation foundation' Nesta to launch the first interactive map of the British games industry. 

ESL One will be the first eSports event livestreamed in VR  
by Chris Kerr [09.22.16]
ESL One New York's Counter-Strike: Global Offensive tournament will soon become the first eSports event to be livestreamed globally in virtual reality. 
VR, Console/PC, Business/Marketing, Video

Blog: Is going multiplatform a good idea? 2
by Gamasutra Community [09.22.16]
This entry is about the pros, cons, and many struggles during the creation of indie studio Running Wastelands Interactive's multiplatform 4X strategy game, Planar Conquest.
Design, Production, Business/Marketing

Postmortem: Steve Jackson's Sorcery! series by Inkle 3
by Jon Ingold [09.22.16]
Jon Ingold, the narrative director and co-founder of inkle, discusses the iterative process of turning Steve Jackson's beloved Sorcery! gamebooks into a series of well-received video games.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Video

Submit talks to the GDC 2017 Mobile Summit now!  
by Staff [09.21.16]
The popular Smartphone & Tablet Games Summit at GDC is now the Mobile Summit, and to celebrate organizers of the 2017 Game Developers Conference are calling for great talk submissions!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Q&A: The state of the indie game industry from the view of an indie publisher 2
by Kris Graft [09.21.16]
Indie game publisher Versus Evil has worked with developers behind games like The Banner Saga, Bedlam, and Guild of Dungeoneering. General manager Steve Escalante shares his insight into the business.
Indie, Art, Design, Production, Business/Marketing

Blizzard is saying goodbye to the 20-year-old brand 4
by Alex Wawro [09.21.16]
Blizzard announced today that it's deep-sixing the "" brand -- though not the technology itself -- now that the notion of a dedicated multiplayer network for games seems quaint.
Social/Online, Business/Marketing

Blog: 5 lessons I learned as Failbetter Games' marketing manager  
by Gamasutra Community [09.21.16]
Haley Uyrus, marketing manager at Failbetter Games, discusses five lessons for indie marketing after switching from pre-release to post-release marketing and PR.
Indie, Business/Marketing

Blog: Showcasing your game at EVO  
by Gamasutra Community [09.21.16]
I'd like to share with you our experience with showcasing our upcoming game at various gaming events. Today's blog focuses on our time at fighting game extravaganza, EVO.

Steam reviews tweaked again to highlight feedback from Steam key users 1
by Chris Kerr [09.21.16]
Valve has made some more tweaks to its Steam game reviews after some developers expressed concern at the last set of changes.
Console/PC, Business/Marketing

Blog: Lessons from our alternate reality game, Skulldug!  
by Gamasutra Community [09.21.16]
Skulldug! designer Jon Gill shares what his two-man tabletop studio learned when they created and ran a promotional alternate reality game for their crowdfunding backers.
Design, Business/Marketing

Supercell buys 51 percent stake in Badland dev for $7.8 million  
by Chris Kerr [09.21.16]
Mobile juggernaut Supercell has picked up a 51 percent stake in Badlands creator Frogmind for a reported $7.8 million.
Console/PC, Smartphone/Tablet, Business/Marketing

Roadhouse Interactive CEO confirms studio closure  
by Chris Kerr [09.21.16]
Canadian mobile outfit Roadhouse Interactive has confirmed its closure, revealing it shut up shop earlier this year on September 1.
Smartphone/Tablet, Business/Marketing

Games Co. London raises upwards of $750k to invest in indie devs 2
by Alex Wawro [09.20.16]
Devs seeking funding should know that Games Co. London, a British game consultancy, has raised  £600,000 (roughly $782k in USD) to invest in three new game projects.
Indie, Business/Marketing

Blog: The road to PAX West's Indie Megabooth  
by Gamasutra Community [09.20.16]
Ogre Head Studio co-founder Zainuddeen Fahadh breaks down his experience as an exhibitor at PAX West's Indie Megabooth to help other devs prepare more efficiently for important events.
Indie, Business/Marketing

Wasteland 2 studio aims to sell 3D models from its games to other devs 4
by Alex Wawro [09.20.16]
"3D models for AAA titles are often built and used for only a single title," stated InXile founder Brian Fargo. "It made sense to create additional value out of our existing content by opening it up.”
Console/PC, Indie, Business/Marketing

'We're human': Atlus talks candidly about QA after localization goof 2
by Alex Wawro [09.20.16]
"If the burning question you’ve got is “ATLUS! How did you let this happen?” Let me try to explain," reads a "SMTIV Faux Pax-calypse" post on Atlus' website today. "First, we’re human."
Console/PC, Business/Marketing