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July 23, 2016
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July 23, 2016
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Updates » Business/Marketing
New Twitch 'Cheers' offer potential source of revenue for streaming devs 4
by Alex Wawro [06.27.16]
Twitch is beta-testing a new feature, "Cheering", that lets viewers post chat messages with animated emotes (or "Bits") they pay for with real money -- and streamers will get a cut.
Social/Online, Business/Marketing

Dreamcast influence evident in these early Xbox controller prototypes  
by Alex Wawro [06.27.16]
Video game history buffs, take note: Xbox co-creator Seamus Blackley took to Twitter over the weekend to share some neat prototype designs for what would become the original Xbox controller.
Console/PC, Business/Marketing

Blog: Everything I know about writing video games I learned from pro wrestling 2
by Gamasutra Community [06.27.16]
Indie game dev David Pittman examines the structure of pro wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and game industry.
Indie, Design, Business/Marketing

Grim Dawn shifts 500,000 copies on PC 1
by Chris Kerr [06.27.16]
Crate Entertainment's Diablo-inspired action-RPG, Grim Dawn, has passed the half-million sales mark on PC.
Console/PC, Business/Marketing

Blog: Kickstarter, Steam Greenlight, and trying to build a community 8
by Gamasutra Community [06.27.16]
Stats, analysis, and lessons learned from one indie game developer's quest to bring a commercial game to market.
Indie, Business/Marketing

What Failbetter's co-founder learned from seven years of indie dev 1
by Chris Kerr [06.27.16]
"I have to say that if I had everything to do over, I'd hire slower or spend more time looking for funding or put the effort into trying to get profitable with our own stuff."
Indie, Production, Business/Marketing

What Action Henk taught us about launching on Steam Early Access 4
by Gamasutra Community [06.27.16]
Tips and guidelines for indie studios who want to release their game on Steam Early Access, according to Action Henk developer RageSquid.
Business/Marketing

Acer hands Starbreeze $9 million to fuel StarVR development  
by Chris Kerr [06.27.16]
"Acer's investment directly into Starbreeze will greatly benefit our long term VR-strategy and further solidify the collaboration between our companies and additionally enrich our eco-system."
VR, Business/Marketing

Game devs weigh in on the 'Brexit' decision 8
by Alex Wawro [06.27.16]
The world is changing. Last week, the U.K. voted to exit the European Union. Now U.K. game developers, investors and others weigh in on what such a 'Brexit' means for the game industry at large.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Action Henk devs would rather you torrented their games than buy from resellers 2
by Bryant Francis [06.24.16]
The developers of Action Henk tell players to torrent their games instead of buying them from third-party key resellers.
Indie, Business/Marketing

Valve not letting Steam users gift Counter Strike: GO during Summer Sale 2
by Bryant Francis [06.24.16]
Valve has cut off players from gifting each other CS:GO during the Steam Summer Sale, says it has to do with community building.
Console/PC, Business/Marketing

Devs Answer: How will the Brexit decision impact your business? 21
by Bryant Francis [06.24.16]
We ask game developers on Twitter for their thoughts on how the United Kingdom's decision to leave the European Union.
Console/PC, Business/Marketing

Life Is Strange leads this year's Games For Change award winners  
by Alex Wawro [06.24.16]
Last night Dontnod Entertainment took home multiple awards for its 2015 game Life Is Strange at the 13th annual Games For Change Festival's award ceremony in New York.
Serious, Business/Marketing

MachineGames gives Quake a new episode for its 20th birthday  
by Alex Wawro [06.24.16]
To celebrate Quake's 20th, Wolfenstein: The New Order studio MachineGames (which, like id Software, is now owned by ZeniMax Media) released a new Quake episode this week.
Console/PC, Business/Marketing

Oculus swears off the use of hardware checks as DRM on PC 2
by Alex Wawro [06.24.16]
Oculus VR eased up on its DRM policies by updating its software client so that it no longer checks to see if an Oculus Rift headset is connected to a player's PC before allowing them to launch a game.
VR, Business/Marketing

Learn why 'idle games' click with players at GDC Europe 2016  
by Staff [06.24.16]
At GDC Europe 2016 Kongregate's Anthony Pecorella will study how "idle games" have evolved -- and what lessons game devs can learn. Prepare to get inexplicably excited about seeing numbers go up!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC Europe

Blog: Classic vs. modern horror in video games and beyond 3
by Gamasutra Community [06.24.16]
The horror medium has changed dramatically over the last two decades. So what has the game industry learned (and can still learn) from the horror genre?
Design, Business/Marketing

UKIE reassures British game devs following Brexit 3
by Chris Kerr [06.24.16]
"UKIE will continue to work hard with colleagues in government and other sectors to ensure we continue to have the best possible business environment for our sector."
Business/Marketing

How much time and money should QA take (pt. 2)?  
by Gamasutra Community [06.24.16]
Project planning sets the scope of the game and its features and, through those, the amount of effort, time and money that is planned for it.
Production, Business/Marketing

7 successful Early Access games that all developers should study 4
by Holly Green [06.24.16]
We sought input from several game developers on which games offer instructive examples of how to truly take full advantage of an early access campaign.
Console/PC, Design, Production, Business/Marketing