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March 30, 2015
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March 30, 2015
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Updates » Business/Marketing
Itch.io launches open revenue sharing 2
by Phill Cameron [03.23.15]
Itch.io has launched open revenue sharing, allowing developers to choose how much revenue to share with the online distributor.
Console/PC, Indie, Business/Marketing

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

What analyzing 400+ free-to-play games has taught us 7
by Gamasutra Community [03.23.15]
"Of course, games are much more than numbers. What our findings come down to is the importance of iterating before heavily promoting your game."
Social/Online, Smartphone/Tablet, Business/Marketing

Bleszinski: With more choices for players, VR is poised to break big 2
by Christian Nutt [03.20.15]
Veteran designer Cliff Bleszinski (Gears of War) explains an important distinction he sees about how virtual reality will find not one audience, but many.
Console/PC, Business/Marketing, VR

New Chicago summit aims to raise awareness about video game law  
by Alex Wawro [03.20.15]
Two Chicago-based law students are looking to raise awareness among developers about the state of video game law by organizing the first annual Chicago Video Game Law Summit next week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Mission and culture: Lessons from Riot Games 2
by Gamasutra Community [03.20.15]
"Terrance Cohen of Riot games came to our workspace to give a talk about Mission and Company Culture. I'm going to go over the key points, what I learned, and how we plan to apply this."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Catching attention at expos as a no-name developer 5
by Gamasutra Community [03.20.15]
A look back at a successful showing at The Indie MIX event during GDC week in San Francisco -- including being named "biggest surprise" by IGN at the event.
Indie, Business/Marketing

More carrot, less stick: Jeffrey Lin on tweaking League of Legends player behavior 11
by Christian Nutt [03.20.15]
League of Legends can't seem to shake its reputation for toxicity -- but it can make substantial changes to player behavior, as part of a ongoing campaign for change in the community.
Console/PC, Business/Marketing

Obituary: Counter-Strike: GO developer Jesse Bright 1
by Christian Nutt [03.19.15]
Programmer who did "great work" on that game and Age of Empires II: HD Edition has passed away, Gamasutra has learned.
Console/PC, Business/Marketing

Layoffs strike Driveclub developer Evolution Studios  
by Alex Wawro [03.19.15]
An unspecified number of employees at the venerable U.K.-based Evolution Studios will lose their jobs as the developer restructures to focus on maintaining its Driveclub racing game as a service.
Console/PC, Business/Marketing

Report: Kojima on the outs with Konami amid corporate reshuffle 24
by Alex Wawro [03.19.15]
Update Hideo Kojima's name has been removed from Metal Gear Solid V ads and his studio, Kojima Productions, seems to have been subsumed into Konami amid a reorganization of the company.
Console/PC, Business/Marketing

How we got players hooked at PAX: By handing out Steam keys 5
by Gamasutra Community [03.19.15]
These devs gave out 1,700 Steam keys at PAX: "For the attention it got us ... we definitely think it was worth it. We actually saw a lot of people stop by in curiosity."
Console/PC, Indie, Business/Marketing

Nexon and Square Enix team up to make Final Fantasy XI mobile  
by Alex Wawro [03.19.15]
Japanese company Square Enix is working with Nexon Korea to develop a mobile version of its long-running MMORPG Final Fantasy XI that it hopes to bring to market in 2016.
Smartphone/Tablet, Business/Marketing

Going indie: The rocky road to Patchmania 8
by Gamasutra Community [03.19.15]
From EA to apps to indie: "In the end, Patchmania took two years to develop, and remains 100% indie and self-funded, with the core team members working solely for profit share."
Smartphone/Tablet, Indie, Business/Marketing

7 questions to ask yourself when monetizing a mobile game 4
by Gamasutra Community [03.19.15]
Chartboost CEO and co-founder Maria Alegre offers answers to "the key seven questions" that "every dev must ask in order to effectively monetize mobile games."
Smartphone/Tablet, Business/Marketing

Eight-year-old Xbox 360 class action suit rises from the grave  
by Christian Nutt [03.18.15]
Appeals court rules that a case against the company, originally filed in 2007 and which alleges that Xbox 360 systems scratched discs, was improperly dismissed.
Console/PC, Business/Marketing

The UK's new budget includes two funds for game studios 5
by Christian Nutt [03.18.15]
A Prototype Fund designed to help game startups get off the ground and the Skills Investment Fund, which provides matching funds for training initiatives both made it in.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Danish studio Full Control gives up making new games, lays off staff 2
by Alex Wawro [03.18.15]
The 11-year-old Danish studio responsible for games like Jagged Alliance: Flashback and Space Hulk has stopped developing new projects and laid off almost all staff after running out of money.
Console/PC, Business/Marketing

Marketing channels for indie devs: A crash course  
by Gamasutra Community [03.18.15]
"We jump right into our Marketing Mix and rate Sales Promotions, Public Relations, Direct Marketing, and Word of Mouth marketing along with some specific tips in using them as game developers."
Indie, Business/Marketing