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December 1, 2015
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December 1, 2015
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Updates » Business/Marketing
A PC game for consoles: Remaking Divinity: Original Sin 1
by Kris Graft [11.18.15]
Larian Studios CEO Swen Vincke explains the challenges of bringing PC RPG Divinity: Original Sin to Xbox One and PlayStation 4, and has sound advice for studios looking to target the console market.
Console/PC, Production, Business/Marketing

What makes Japan's biggest phenomenon, Yo-Kai Watch, tick?  
by Christian Nutt [11.17.15]
The CEO of Yo-Kai Watch developer Level-5, Akihiro Hino, explains what goes into a massive cultural phenomenon, the cross-media nature of the project, and why he's sticking with the 3DS.
Console/PC, Design, Business/Marketing

Ex-Zynga games chief joins Warner Bros. to oversee global game dev  
by Alex Wawro [11.17.15]
Steven Chiang has taken an executive position at Batman: Arkham Knight publisher Warner Bros. Interactive Entertainment to oversee the company's console and mobile game development efforts worldwide.
Console/PC, Business/Marketing

Creating great social shares for your game 2
by Gamasutra Community [11.17.15]
"So if you're unable to pay for user acquisition or direct advertising, how can you help ensure that you reach more players than those that have already downloaded your game? Enter: Social Sharing!"
Smartphone/Tablet, Design, Business/Marketing

Attend GDC 2016 and learn to avoid common game dev cognitive biases  
by Staff [11.17.15]
With GDC 2016 on the horizon, organizers are pleased to debut talks from game industry vet Don Daglow and Double Stallion cofounder Daniel Menard on how to make better F2P games while avoiding cognitive biases in your studio.
Console/PC, Design, Production, Business/Marketing, GDC

The strange double-standards around F2P ethics discussions 41
by Gamasutra Community [11.17.15]
"I want to talk about these inconsistencies, because I believe they hide deeper, often hidden opinions, convictions, and fears that perhaps even the people who run into such inconsistencies haven’t truly understood themselves."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

56% of global mobile game revenue is being generated in Asia 1
by Chris Kerr [11.17.15]
According to video game research outfit EEDAR, the mobile game market will have generated over $25 billion in revenue by the end of 2015, with over half of that coming out of the Asia Pacific region.
Smartphone/Tablet, Business/Marketing

Green Man Gaming called into question over Black Ops III keys 5
by Christian Nutt [11.16.15]
Activision calls the company an unauthorized reseller and one subreddit bans links to the company -- which both resells keys and acts as primary seller for others.
Console/PC, Business/Marketing

Nintendo prevails against European mod and homebrew biz 1
by Christian Nutt [11.16.15]
After a 2014 victory that gave hope to PC Box, an Italian purveyor of devices that circumvented Nintendo's console copy protection, the company ultimately wins its case.
Console/PC, Business/Marketing

Canada's game dev industry grows: 472 studios, 20,400 people  
by Christian Nutt [11.16.15]
The Entertainment Software Association of Canada has released stats that show that Canadian studios have grown dramatically in just the last couple of years.
Console/PC, Smartphone/Tablet, Business/Marketing

5 years on, Blizzard's latest Starcraft II expansion sells 1M+ in 24 hours  
by Alex Wawro [11.16.15]
Blizzard managed to sell more than 1 million copies of its latest Starcraft II expansion, Legacy of the Void, in the 24 hours following its release last week, suggesting there's always money in the Starcraft brand.
Console/PC, Business/Marketing

This Week in Video Game Blogging: Grants for Unreal devs and Fallout 4's furry companion  
by Critical Distance [11.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from initial critical reception to Fallout 4 to grant opportunities for Unreal developers.
Console/PC, Indie, Art, Design, Business/Marketing

Turn 10 tries adding hidable microtransactions to Forza 6 2
by Alex Wawro [11.16.15]
It's a common story, but there's a twist: Players can ensure they never see these newly-added microtransaction opportunities by turning them off in the Forza 6 options menu.
Console/PC, Business/Marketing

Nintendo wins lawsuit over the same patent twice in two years 1
by Alex Wawro [11.16.15]
Nintendo beats patent firms Patriot Scientific Corporation, Phoenix Digital and Technology Properties Limited for the second year running. It's the same case, in a different place.
Console/PC, Business/Marketing

Making it as an audio professional: People, pitches, and paperwork  
by Gamasutra Community [11.16.15]
Tips on how to run your business as an audio professional -- focusing on three of the most essential areas to keep things moving along.
Indie, Audio, Business/Marketing

A two year look at the sales of chart-topping iOS title, A Dark Room  
by Chris Kerr [11.16.15]
Two years after the game made its App Store debut, A Dark Room developer Amirali Rajan has pulled back the curtain on the game's sales figures.
Smartphone/Tablet, Business/Marketing

Twitch hires a 'vice president of game developer success'  
by Christian Nutt [11.16.15]
Twitch has recruited a "vice president of game developer success," and we speak to her about what her role as liaison and voice for developers inside the streaming powerhouse means.
Console/PC, Indie, Business/Marketing

Labor of love: How an Apple II game lives on 2
by Gamasutra Community [11.16.15]
"To my knowledge, Dino Eggs was the world’s first home computer game to be modded (and distributed beyond the hacker’s garage or attic). Let me know if I am wrong.
Console/PC, Indie, Programming, Business/Marketing

How 2 Torchlight devs used new tricks to build an old-school space game 1
by Alex Wawro [11.16.15]
How veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

3 tips for when to launch a mobile game during the holidays  
by Gamasutra Community [11.16.15]
"The holiday season affords mobile game developers with the luxury of acquiring players with extra time and disposable income. To succeed, you’ll have to plan your launch perfectly."
Smartphone/Tablet, Business/Marketing