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Updates » GDC
The relevancy of premium games in a F2P-dominated economy 3
by Simon Parkin [03.27.13]
Capy co-founder and president Nathan Vella still makes premium games, like Critter Crunch and Sword & Sworcery, because he says there's still a place for them -- especially in niche genres where fans will pay
Smartphone/Tablet, Indie, Business/Marketing, GDC

Tips for RPG design from the Harvest Moon franchise 1
by Christian Nutt [03.27.13]
The Rune Factory games add RPG elements to the Harvest Moon farming franchise -- and here, the series' producer shares lessons he learned making it.
Console/PC, Design, GDC

The business case for a diverse game character cast Exclusive 4
by Patrick Miller [03.27.13]
"Our audience is leaving us behind," says Microsoft Studios narrative designer Tom Abernathy in a session from the GDC Narrative Summit. Being inclusive doesn't just make better games, it makes better business sense.
Console/PC, Design, Business/Marketing, Exclusive, GDC

GDC 2013 Day 2: F2P problems and solutions  
by Staff [03.27.13]
The second day of GDC 2013 included notable talks from QWOP developer Bennett Foddy on F2P problems, Kongregate COO Emily Greer on successful F2P strategies, and Subset Games on FTL's postmortem.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Web-to-desktop specialist Pokki launches its own game network  
by Mike Rose [03.27.13]
San Diego-based SweetLabs has previously helped game studios bring their social titles to PC without the need for a web browser, including social games giant Kabam.
Social/Online, Business/Marketing, GDC

AOL's Games.com launches monetization and distribution platform  
by Mike Rose [03.27.13]
AOL's Games.com today revealed Developer Center, a set of tools by which game studios can potentially push their games out in front of the millions of users across AOL's network and partner websites.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

One Life Left returns for Official GDC Podcast 1
by Gamasutra Community [03.27.13]
Video game radio gurus One Life Left are in San Francisco this week, teaming up with Gamasutra for the Official GDC Podcast. Co-host Ann Scantlebury explains what's in store.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Inside the PlayStation 4 with Mark Cerny Exclusive 22
by Christian Nutt [03.27.13]
Gamasutra got over an hour with the PlayStation 4's lead architect, and in this story, he explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Programming, Business/Marketing, Exclusive, GDC

DICE's Frostbite 3 engine will debut with Battlefield 4 1
by Mike Rose [03.27.13]
Although it was previously thought that the next installment in the Battlefield series would utilize DICE's Frostbite 2 engine, the company has revealed that a new version of the engine will debut later this year.
Console/PC, Business/Marketing, Video, GDC

The five reasons freemium sucks (according to QWOP's developer) Exclusive 24
by Leigh Alexander [03.26.13]
The free-to-play business model has five big problems, says Bennett Foddy -- but being creative about solving them can result in a more meaningful application of free-to-play games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Exclusive, GDC

Kongregate's 6 habits for keeping F2P players playing (and paying!) 10
by Frank Cifaldi [03.26.13]
Kongregate COO and co-founder Emily Greer has built her company on maintaining players for the long haul. At a GDC session she described the six pillars her company has identified for keeping players happy (and keeping the revenues flowing).
Social/Online, Design, Business/Marketing, GDC

Designing without a pitch - An FTL postmortem 2
by Simon Parkin [03.26.13]
FTL: Faster Than Light developers Matthew Davis and Justin Ma didn't bother with a design document -- after all, they expected it to be a three-month side project. But when development got serious, they had to adjust.
Indie, Design, Production, GDC

How Plague, Inc topped the mobile market Exclusive 1
by Leigh Alexander [03.26.13]
Ndemic Creations CEO James Vaughan outlines some of the business decisions that made mobile disease simulation game Plague, Inc one of the most successful and top-grossing mobile games of 2012.
Console/PC, Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

How to use live events to promote your game 4
by Kris Graft [03.26.13]
For all the talent that small, independent game developers may possess, they're not typically so skilled in the art of marketing and self-promotion. Antichamber dev Alexander Bruce and Double Fine's Greg Rice offer some tips.
Indie, Business/Marketing, GDC

GDC 2013 Day 1: Indies speak out  
by John Polson [03.26.13]
Highlights from the first day of GDC 2013 include Double Fine's Kipnis on the game jam inspired by @petermolydeux, Terry Cavanagh calling for indies to curate their own games, and Giant Sparrow on The Unfinished's Swan's journey to PSN.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Project Anarchy: Free mobile development tools from Havok  
by Mike Rose [03.26.13]
Intel-owned middleware company Havok today revealed a new and complete end-to-end mobile 3D game production engine at the Game Developers Conference, coming for free later this spring.
Smartphone/Tablet, Programming, Design, Business/Marketing, GDC

Sony kills concept approval, makes moves to get indies onto PS4 Exclusive 16
by Christian Nutt [03.25.13]
Gamsutra speaks with Sony's Adam Boyes, who heads up its publisher and development relations team, about changes it's making to become more developer-friendly.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Digital Publishing, GDC

Spector: Games need to borrow from film less Exclusive 35
by Leigh Alexander [03.25.13]
Taking too many lessons from film and other media will only advance games so much, argues Warren Spector, outlining factors that set games apart -- and where film conventions are no longer serving us.
Console/PC, Indie, Programming, Art, Design, Exclusive, GDC

'Be suspicious of data,' says video game data guy  
by Kris Graft [03.25.13]
Joost van Dreunen is CEO of growing video game market and sales data company SuperData. But even as someone who supplies clients with data, he says data alone shouldn't dictate a developer's decisions.
Social/Online, Smartphone/Tablet, Business/Marketing, GDC

The technique LucasArts used to design its classic adventure games 1
by Frank Cifaldi [03.25.13]
Game designer Noah Falstein discusses the concept of the puzzle dependency chart, a technique that he and his colleagues used at LucasArts when developing classic adventure games like Maniac Mansion and Monkey Island.
Console/PC, Design, GDC