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October 4, 2015
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October 4, 2015
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Updates » Business/Marketing
How (and why) Masquerada is risking government censorship 3
by Bryant Francis [09.22.15]
Singaporean dev Witching Hour Studiosí fantasy strategy RPG Masquerada: Songs and Shadows has a gay character. Officials in the Singaporean government would rather it didn't.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Ian Livingstone CBE and Codemasters exec Kats Sato join Sumo Digital  
by Chris Kerr [09.22.15]
Sonic & All-Stars Racing Transformed and LittleBigPlanet 3 developer Sumo Digital has made some new hires, with the studio bringing in Ian Livingstone CBE and Kats Sato.
Console/PC, Indie, Business/Marketing

In-app purchase pricing strategy: Do bundle discounts work? 1
by Gamasutra Community [09.22.15]
"Do bundle discounts even work? Or, put another way, do they encourage players spend more real currency to grab a virtual bargain?" Here's the data on that!
Smartphone/Tablet, Business/Marketing

Indie developer tax issues: Is game development your hobby or your business? 7
by Gamasutra Community [09.22.15]
"When it comes to taxes, the IRS has their own ideas about what constitutes a hobby or a business. According to their fact sheet on the subject, as much as $30 billion a year is lost."
Indie, Business/Marketing

Rather than go public or sell out, Kickstarter becomes a public benefit corp 3
by Alex Wawro [09.21.15]
Kickstarter is reorganizing itself as a "public benefit corporation,"which entails spelling out a mission of public benefit in its charter and making regular social impact reports to the public.
Console/PC, Indie, Business/Marketing

Malware invades Apple App Store via Tencent's WeChat & other apps  
by Alex Wawro [09.21.15]
In what it believes is the 1st major attack on Apple's App Store, Reuters reports hundreds of legitimate apps infected by malware have been taken down from the storefront, including Tencent's WeChat.
Smartphone/Tablet, Business/Marketing

'Discovery kind of sucks,' so Unity aims to do something about it 3
by Carli Velocci [09.21.15]
At Unite 2015 in Boston, Unity unveiled a new website that aims to help game developers with discovery. It offers blogging tools and demo streams, and is linked to existing Unity accounts.
Console/PC, Indie, Business/Marketing

Cross-platform IAP support and new VR/AR dev tools are coming to Unity  
by Alex Wawro [09.21.15]
To kick off Unite Boston today Unity announced a slate of engine improvements, including revamped VR/AR dev tools, a Unity Cloud Build upgrade and a new cross-platform in-app purchase toolkit.
Smartphone/Tablet, Business/Marketing, Video

Report: 74% of all Unity mobile game installs are on Android 3
by Alex Wawro [09.21.15]
Unity reports that roughly 74 percent of the 2.5 billion Unity game installs it measured worldwide across 1.1 billion unique devices in four months of 2015 were on Android devices.
Smartphone/Tablet, Business/Marketing

Jaunt receives $65 million to help make virtual reality movies 1
by Chris Kerr [09.21.15]
Virtual reality outfit Jaunt, a startup company founded in 2013 that develops tools and software designed to push the boundaries of cinematic VR, has received $65 million in funding.
Serious, Business/Marketing, VR

5 reasons to trademark your video game 27
by Gamasutra Community [09.21.15]
"As easy as it has become to create and distribute your own unique game, it is even easier for someone to copy your game and profit off of your hard work," writes attorney Stephen McArthur.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The secrets to scrappiness: Fighting to survive as an indie studio 11
by Tanya X. Short [09.21.15]
Kitfox Games (Shattered Planet) director Tanya X. Short shares lessons learned and, more generally, the philosophy of tenacious "scrappiness" that has allowed her indie studio to survive and thrive.
Console/PC, Indie, Business/Marketing

The game industry under the new 'Lenz' of Fair Use 4
by Gamasutra Community [09.18.15]
Attorney Mona Ibrahim's analysis: "The truth is that fair use is very difficult to prove and almost always require a lawsuit to reach a final determination. This isn't a perfect system."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Taking a look at China's copycat games 8
by Gamasutra Community [09.18.15]
"Last year, my younger sister sent me a QQ message, inviting me to play the iOS version Pokemon. I was shocked, for by then no Nintendo title was announced on iOS."
Smartphone/Tablet, Business/Marketing

After 7 years as Honeyslug, the Hohokum devs are splitting up  
by Alex Wawro [09.18.15]
After seven years working together the founders of UK indie studio Honeyslug are splitting up and going their separate ways, though Honeyslug will remain open to distribute its catalog of games.
Indie, Business/Marketing

How to pitch your game 3
by Gamasutra Community [09.18.15]
"Youíre in an elevator. Iím standing there in a stupid orange hat. We have 6 seconds before the floor is hit. I ask you about what game youíre working on. Practice that reply."
Indie, Business/Marketing

What makes an indie hit? How to choose the right design 53
by Gamasutra Community [09.18.15]
NecroDancer's Ryan Clark: "In this industry it's difficult to go far without learning from others. But from whom should we learn? I think it is wisest to study developers who have been repeatedly successful."
Indie, Design, Business/Marketing

NCAA tells EA to remove 13 players from FIFA 16 3
by Chris Kerr [09.18.15]
13 women's national team players have been removed from FIFA 16 after the NCAA told EA that the athletes would be risking their eligibility for college selection if they remained in the game.
Console/PC, Business/Marketing

Report: PlayStation VR will cost as much as a new console 2
by Chris Kerr [09.18.15]
The PlayStation VR headset - which, until this week, was known as Project Morpheus - will retail for the same price as a new console when it hits shelves in the first half of 2016.
Console/PC, Business/Marketing, VR

From scratch to PAX in 4 months: Building The Rust Belt 7
by Gamasutra Community [09.18.15]
How do you make a game look good with just a handful of months of work? The team behind The Rust Belt had six months of funding, and a goal to showcase at PAX: Here's what they had to prioritize.
Console/PC, Indie, Production, Business/Marketing