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August 1, 2014
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Updates » Business/Marketing
'The best way to make a hit is to fail a lot' 15
by Mike Rose [07.10.14]
Spontaneous hits are a massive part of the indie success story narrative, with monthly tales of indie studios who have seemingly come out of nowhere, put out a great game, and found instant success.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Capy's Nathan Vella on the advantages of building a studio 3
by Mike Rose [07.10.14]
Nathan Vella urged game developers to consider starting a studio with multiple people, rather than going it alone with the hope you can achieve the same sort of success story that often gets passed around.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: Selling overhead to fans with crowdfunding  
by Gamasutra Community [07.10.14]
"The point is that there are now plenty of opportunities for an end user to not only buy into games that have yet to be finished, but to purchase the stuff that would otherwise end up on the cutting room floor."
Console/PC, Indie, Production, Business/Marketing

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe

Q&A: The latest on PlayStation dev relations, with Sony's Adam Boyes Exclusive 1
by Kris Graft [07.10.14]
Sony has emphasized a commitment to make players happy -- but in order to get there, PlayStation needs to keep developers happy. We talk to SCEA's VP of developer relations, Adam Boyes.
Console/PC, Indie, Business/Marketing, Exclusive

The best bits from Cliff Bleszinski's Reddit chat 17
by Christian Nutt [07.09.14]
Today, Cliff Bleszinski took to Reddit for an "ask me anything" session, and shared his perspective on the industry and the thinking behind his plans for his new studio and new game, BlueStreak.
Console/PC, Indie, Design, Production, Business/Marketing

Microsoft offers Xbox 360 owners $75 to upgrade to Xbox One 6
by Christian Nutt [07.09.14]
Some Xbox Live users across the U.S., Canada, and the UK are getting an offer via their 360 consoles for a $75 promo code -- if they upgrade.
Console/PC, Business/Marketing

Curse lands $16 million for game VoIP and community services  
by Christian Nutt [07.09.14]
Its community services power Kerbal Space Program, and its Curse Voice technology allows players to communicate securely, picking up 1 million users in open beta.
Console/PC, Social/Online, Business/Marketing

Video: Vlambeer's experience developing Nuclear Throne in public 2
by Staff [07.09.14]
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Microsoft says it hasn't abandoned retail Xbox One dev kit plans 7
by Alex Wawro [07.09.14]
UPDATE Microsoft says statements made today by an Xbox representative that the company has "no plans" to make retail Xbox One units capable of functioning as development kits are inaccurate.
Console/PC, Design, Production, Business/Marketing

GameStop CEO: 'We'd be foolish to tell developers how to develop games'  
by Alex Wawro [07.09.14]
Speaking to Time, GameStop CEO Paul Raines claims the chain wants to secure better exclusive content from game makers by offering its money and its powers of distribution -- not its creative input.
Console/PC, Business/Marketing

How to make an effective game trailer with no experience or budget 11
by Gamasutra Community [07.09.14]
"A trailer can be your calling card. Putting together a nice-looking trailer can help showing the features of a game, without the need of having the game finished."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

'We need to move away from exploiting a small number of people' 2
by Mike Rose [07.09.14]
Three notable free-to-play designers sat down to chat today, each with the opinion that monetization in free-to-play is slowly but surely leaving behind that idea of grabbing players quickly, milking them for cash, and then moving on.
Smartphone/Tablet, Business/Marketing

App Store optimization tips: Choosing the right keywords 3
by Gamasutra Community [07.09.14]
"The App Store limits your keyword list to 100 characters. It is therefore very important to decide which keywords to include. Our goal is to select those keywords that will lead to actual downloads of our app."
Smartphone/Tablet, Business/Marketing

Lessons learned from a year of developing a Unity plugin 4
by Gamasutra Community [07.09.14]
The maker of the plugin Grids reflects: "We gained a few hundred customers. Itís been an exciting year of ups and downs. Here are some of the things that surprised me."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

How the big, expensive decisions were made for the PlayStation 4 4
by Mike Rose [07.09.14]
When Andrew House was appointed president and group CEO of the PlayStation brand, he suddenly found himself with a whole boatload of tricky financial decisions to make about the upcoming PlayStation 4.
Console/PC, Business/Marketing

Divinity: Original Sin is the game Larian Studios waited 15 years to make Exclusive 7
by Alex Wawro [07.09.14]
"We always wanted to make an old-school PC RPG with multiplayer," says Larian founder Swen Vincke. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Lorne Lanning on the return of Oddworld - and the mid-tier indie 2
by Christian Nutt [07.08.14]
Digital distribution and self publishing enables experienced teams become self-sustaining -- and the Oddworld creator shares his story of finding his way back.
Console/PC, Indie, Production, Business/Marketing

GameStop wants to participate in your game's development 8
by Alex Wawro [07.08.14]
As sales of new software sink, the retail chain seeks to expand its partnerships with developers in order to secure larger swathes of gameplay it can brand as "exclusive" to its customers.
Console/PC, Social/Online, Business/Marketing

The 'Playtime Principle': Mining 5 billion hours of play on Steam 9
by Gamasutra Community [07.08.14]
Data scientists recently harvested data from 6 million public player profiles on Steam, collecting information about which games people owned, played, and how much time was spent playing the different games.
Console/PC, Business/Marketing