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April 25, 2014
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April 25, 2014
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Updates » Social/Online
Chris Crawford pitches game that may help put a ship on the moon  
by Alex Wawro [04.07.14]
Game industry veteran Chris Crawford pitched a game, Rocket Science, that has been chosen as one of three finalists of the Games for Change Festival's Shoot for the Moon design challenge.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Blog: $5B in one year? Try one quarter, as game industry acquisitions heat up 6
by Gamasutra Community [04.04.14]
"Games M&A smashed a record >$5B in the three months to March 2014, after the prior full year record of $5.6B in 2013... The activity was driven by blockbuster transactions in both Asia and America."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Tips for exhibiting your game 3
by Gamasutra Community [04.04.14]
15 quick, simple tips for working a booth at a trade show, which covers everything from keeping your stamina going to connecting with fans -- and getting insights from those who don't like your game, too.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Clash of Clans' monetization formulas demystified 8
by Gamasutra Community [04.04.14]
"I set out to learn more about the hidden formulas at work," writes Wolfgang Graebner, before laying out his research -- including those formulas, as well as the actual costs of the F2P game.
Social/Online, Smartphone/Tablet, Design, Business/Marketing


This Week in Video Game Criticism: Threes' company 1
by Kris Ligman [04.03.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the cloning of Threes and Tim Rogers's Love: The Video Game.
Console/PC, Social/Online, Indie, Design

Shipping on time 2
by Gamasutra Community [04.03.14]
"How do we, as obsessive, design happy, feature happy, develop happy engineers actually ship something?" This blog post explains -- in detail.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production

Commercially viable design on mobile 4
by Gamasutra Community [04.03.14]
"In my experience, new designers are quick to rebel against the concept of simplicity, and are often more in love with systems than mechanics."
Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Lessons learned from an 8-hour game jam  
by Gamasutra Community [04.03.14]
A quick list of lessons learned creating a Unity platformer in 8 hours for the Rezzed game jam: "honestly, I think in 8 hours we still came up with something great."
Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing

The humbling of Epic: A giant turns around Exclusive 39
by Leigh Alexander [04.03.14]
"It's strange to see Epic Games humbled," Leigh Alexander writes, as the company shifts its strategy for Unreal Engine 4. In this Q&A with VP Paul Meegan, she uncovers why those changes are happening.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Exclusive

Blog: Why first impressions matter for free-to-play games 6
by Gamasutra Community [04.02.14]
"People spend a short amount of time deciding if they like or dislike something (around 50 milliseconds). This gut reaction is often based on subconscious considerations."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: Dangerous advice - 'Worldbuild only enough to support the story' 8
by Gamasutra Community [04.02.14]
"Instead of keeping writers on track, this advice can very easily create exactly the kind of hackneyed settings and narratives they so earnestly wish to avoid."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Sexism in the game industry: A study 42
by Gamasutra Community [04.02.14]
Research culled from a year of research and over 40 interviews with women working in the game industry, previously presented at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Blog: The challenges of creating an open-ended UI design  
by Gamasutra Community [04.02.14]
"We needed to figure out how to design a UI that looks just as great labeled as a cute kidís game as it does as a sleek racing title... Here are a few things I have learned during this past year."
Social/Online, Smartphone/Tablet, Art

Blog: 5 reasons players leave your game 5
by Gamasutra Community [04.01.14]
A survey of over 80 games "scored against over 50 criteria. From this we can identify why players leave games before they have the potential to become engaged and loyal players."
Social/Online, Smartphone/Tablet, Design

Blog: The Unity Asset Store and the hidden cost of doing it yourself 25
by Gamasutra Community [03.31.14]
"One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost. EVERYTHING."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Production

Blog: Are there moral limits to monetization models? 8
by Gamasutra Community [03.31.14]
"The fun in most games comes from this trust that the game is fair at its core. Meaning: equal chances to win for all participating parties. That's the reason why balancing a game is so delicate."
Social/Online, Smartphone/Tablet, Business/Marketing

Video blog: Deconstructing free-to-play 4
by Gamasutra Community [03.31.14]
"A deep analysis of the dynamics of some of the most popular F2P games, especially with regards to learning, engagement, and psychological effects."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: 3 rules for freemium game devs 12
by Gamasutra Community [03.31.14]
"While a lot of people simply hate the growing presence of microtransactions, I'm trying to dissect this new tool and just started a new quest for understanding and taming the beast."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Threes, clones and cornflakes: A view on 'casual games' Exclusive 46
by Leigh Alexander [03.31.14]
What can we learn from the Threes furore? Leigh Alexander takes the temperature on "casual games" business as usual, the value of brand names, and talks to 2048's 19-year old creator.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive