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October 26, 2016
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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

Scorpio will render Microsoft's first-party titles in native 4K 1
by Chris Kerr [09.20.16]
Although the exact specs of Microsoft's supercharged mid-cycle upgrade, Project Scorpio, have yet to be revealed, the tech giant has clarified the system's 4K capabilities.
Console/PC, Design, Business/Marketing

Blog: The iMessage is the medium 1
by Gamasutra Community [09.20.16]
PlayScreen co-founder William Volk looks at how iMessage makes player-to-player social gaming far more appealing by removing friction in the process.
Smartphone/Tablet, Business/Marketing

Blog: Why successful games in China rarely thrive in the West 6
by Gamasutra Community [09.19.16]
Seasun Inc.'s director of product development Mantin Lu looks at some of the differences in taste, culture, monetization mindset, and development mentality between East and West.
Design, Business/Marketing

League of Legends dev pushes into a new lane: tabletop games 1
by Alex Wawro [09.19.16]
The house that League of Legends built is debuting a new game: Mechs Vs. Minions, a physical game (replete with cards, dice & figures) designed to be played cooperatively on a tabletop by 2-4 players.
Console/PC, Business/Marketing, Video

Dev gets removed from Steam after filing a lawsuit against Steam users 8
by Alex Wawro [09.19.16]
Digital Homicide has been effectively removed from Steam after studio cofounder James Romine filed a lawsuit against 100 Steam users last week seeking roughly $18 million in potential damages.
Console/PC, Business/Marketing