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August 1, 2015
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Updates » Business/Marketing
Fallout 4, Star Wars Battlefront lead Game Critics' E3 award noms 1
by Alex Wawro [06.30.15]
In the wake of E3 2015, its interesting to note that Bethesda's Fallout 4 and Electronic Arts' Star Wars Battlefront picked up multiple nominations for this year's Game Critics Best of E3 Awards.
Console/PC, Business/Marketing

Australia's new age ratings program sees hundreds of games banned  
by Alex Wawro [06.30.15]
Heads up, devs: if your game has been refused classification by the International Age Ratings Coalition, it may be banned from sale in Australia on Google Play/Firefox as part of a new pilot program.
Smartphone/Tablet, Business/Marketing

Mojang has now sold over 20M copies of Minecraft on PC  
by Alex Wawro [06.30.15]
Mojang has managed to sell over 20,000,000 copies of Minecraft on PC as of this morning, bringing the remarkably popular sandbox game up into the league of top-sellers like Super Mario Bros.
Console/PC, Business/Marketing

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

5 in-game events all free-to-play games should track  
by Gamasutra Community [06.30.15]
"Having granular details of how players interact with different elements in your game allows you to really understand how itís performing and what specific areas you need to concentrate on."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Esports betting platform Unikrn secures $7 million in further funding  
by Phill Cameron [06.30.15]
Unikrn has secured $7 million in further funding during their Series A round of investment. Investors include Binary Capital and Mark Cuban.
Console/PC, Serious, Business/Marketing

It's all about retention  
by Gamasutra Community [06.30.15]
What every F2P game needs, and how to get it: "In all its simplicity, retention is a fancy word for describing people coming back to your game. Good retention means you've got people playing."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Q&A: How your games can find players, on recommendation site Product Hunt  
by Christian Nutt [06.29.15]
Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Toys and games come together, as Disney merges divisions  
by Christian Nutt [06.29.15]
Disney Infinity is having a big effect on the company, and its consumer products and interactive divisions are becoming one.
Console/PC, Smartphone/Tablet, Business/Marketing

Shigeru Miyamoto isn't deeply involved in the Nintendo NX's design  
by Christian Nutt [06.29.15]
"Iíve pulled myself back out of some of the hardware section... Of course I am observing and looking at the hardware, but I am not actively participating and making decisions."
Console/PC, Business/Marketing

Fallout Shelter's success is shaking things up at Bethesda 11
by Christian Nutt [06.29.15]
"First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
Smartphone/Tablet, Business/Marketing

Budgeting for the most successful Kickstarter in video game history  
by Christian Nutt [06.29.15]
Castlevania veteran Koji Igarashi made $5.5 million for Bloodstained, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Console/PC, Indie, Production, Business/Marketing

Mojang closes the book on Scrolls  
by Alex Wawro [06.29.15]
Minecraft developer Mojang is wrapping up work on its strategic digital card game Scrolls, noting in a farewell post that the game's servers will be kept online through at least July of next year.
Console/PC, Social/Online, Business/Marketing

Report: 24% of games in Steam's Summer Sale generated 94% of revenue 5
by Alex Wawro [06.29.15]
Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.
Console/PC, Indie, Business/Marketing

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Nvidia deconstructs its VR game rendering tech for developers  
by Alex Wawro [06.29.15]
Nvidia continues to pitch devs on its VR tech with a technical deep dive into its "Gameworks VR" suite of virtual reality rendering tools written by a former Sucker Punch graphics programmer.
Console/PC, Business/Marketing

Taking your game the direction it wants to go, and finding an audience 2
by Gamasutra Community [06.29.15]
A postmortem of Lemma, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
Console/PC, Indie, Design, Production, Business/Marketing

Devs work with Apple to restore games cut for Confederate flag use 18
by Alex Wawro [06.26.15]
After a surprise culling yesterday, reports are coming in from affected developers that Apple is allowing games with Confederate flag imagery back on the App Store -- with some caveats.
Smartphone/Tablet, Business/Marketing

Don't Miss: Classic Easter egg saboteurs, smugglers and stowaways 16
by Jamey Stevenson [06.26.15]
Developer Jamey Stevenson examines how and why Easter eggs came to be hidden in games from the likes of Maxis, Naughty Dog, Nintendo and Atari in this classic 2011 feature.
Console/PC, Design, Business/Marketing

Robbie Bach remembers lessons learned from a decade leading Xbox 2
by Alex Wawro [06.26.15]
In a new interview with Polygon to promote his book, former Xbox chief Robbie Bach shares some interesting anecdotes about what it was like behind-the-scenes at Microsoft during the Xbox and 360 eras.
Console/PC, Business/Marketing