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April 27, 2015
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April 27, 2015
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Updates » Smartphone/Tablet
Are players less skilled than they were 20 years ago? 7
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Console/PC, Smartphone/Tablet, Indie, Design

You can get U.S. government grant money for your educational game 1
by Christian Nutt [04.24.15]
ďEight years ago, our programís portfolio didnít include a single educational-themed game or project. Today, about half of those projects are educational games.Ē
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

8 lessons I learned from making a Twine game with less than 300 words 3
by Gamasutra Community [04.23.15]
"The reason I think that I was successful in finishing a game comes down to the limitations. Knowing that I only had 300 words made it easier to cut things from the game and reduce the development workload."
Console/PC, Smartphone/Tablet, Indie, Design

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Smartphone/Tablet, Indie, Production

In-app purchases for indie mobile games: A smart freemium strategy 2
by Gamasutra Community [04.23.15]
"You need to make sure that your in-app purchase strategy isnít overly complex. If you start small and think of your IAPs as a way to engage new users, youíll be well on your way to success."
Smartphone/Tablet, Business/Marketing

Global game market to grow to $91.5 billion as China overtakes U.S.  
by Christian Nutt [04.22.15]
Analyst firm Newzoo reports that China's ascendency is coming faster than expected -- but growth all around the globe is powering a big games business.
Console/PC, Smartphone/Tablet, Business/Marketing

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Smartphone/Tablet, Design, Exclusive

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Exploring the golden cohort: Your best free-to-play users 6
by Gamasutra Community [04.22.15]
"The results have shown that your Golden Cohort players will: Spend more in terms of frequency of transactions and be prone to spending on the more expensive items in the store."
Smartphone/Tablet, Business/Marketing

Fixing Unity's tendency for object coupling: The MessageBus 17
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Progression control in SimCity BuildIt: A design analysis 4
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Smartphone/Tablet, Design

The problem with flow 3
by Gamasutra Community [04.21.15]
"Games arenít autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesnít know itís in water until you snatch it out."
Console/PC, Smartphone/Tablet, Indie, Design

A quick guide to public funding for Finnish devs  
by Gamasutra Community [04.21.15]
"Iím writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Kabam pivots toward China with hopes of a $1 billion game 1
by Christian Nutt [04.20.15]
The San Francisco mobile studio which took a major investment from Alibaba is shedding a small portion of its staff and developing far fewer games -- with bigger ambitions.
Smartphone/Tablet, Business/Marketing

Top 25 game companies generate 65% of revenue, as industry grows 10% 4
by Christian Nutt [04.20.15]
A new report from research firm Newzoo shows China's Tencent coming out on top for 2014 -- it's the largest game company. EA leapfrogged its rival Activision, too, this year.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: 7 ways game designers break their own hearts 31
by Gamasutra Community [04.20.15]
"Itís a cliche to say designers are 'passionate' about games. Itís fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Tears for spheres: Developing Grudgeball in the year everything changed  
by Gamasutra Community [04.20.15]
"This is the story of Grudgeball's development -- but more than that, itís the story of how it got trapped under the weight of the business risks our studio took during that time."
Smartphone/Tablet, Indie, Production, Business/Marketing