Gamasutra: The Art & Business of Making Gamesspacer
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Art of War: Animating Realistic Sword Combat 37
by John Clements, Eben Bradstreet [12.13.12]
This article -- a compilation of two viewpoints on adding authentic sword combat to games -- originally appeared in the December issue of Game Developer magazine -- and explores the idea of using real Medieval techniques as taught by a trained sword master.
Art

Designing Freemium Titles for Hardcore Gamers 41
by Pascal Luban [12.12.12]
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Design, Social/Online

Nintendo Power: Remembering America's Longest-Lasting Game Magazine 20
by Frank Cifaldi [12.11.12]
Nintendo Power founding editors Gail Tilden and Howard Phillips share their memories of launching -- for better or worse -- one of the most influential periodicals for those of a certain generation.
Business/Marketing

What You Need to Know About Breaking into the Arab Market 24
by Eric Caoili [12.10.12]
Can your game be a hit in the Middle East? Gamasutra speaks to experts to gain a better understanding of just what it takes to launch in the region -- and how to sidestep the easy-to-make mistakes that come with global expansion.
Business/Marketing

Supercell's Secret Sauce 19
by Mike Rose [12.07.12]
In 2012, Helsinki's Supercell went from unknown entity to one of the hottest developers on the planet. How did the studio make major hits Clash of Clans and Hay Day? Gamasutra visits, and talks to CEO Ilkka Paananen.
Social/Online, Smartphone/Tablet

What Do Investors Look for in a Game Developer? 15
by Jeremy Liew [12.06.12]
Lightspeed Venture Partners venture capitalist Jeremy Liew explains exactly what he and other VCs look for in a game developer -- taking stock of the ingredients for success by examining the wins different games and developers have made in the market.
Business/Marketing

Suck at Coding, But Make Games Anyway 27
by Jay Weston [12.05.12]
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop Unknown Orbit, a 3D iOS game he released this week.
Programming, Smartphone/Tablet

Free-to-Play: The Lost Generation 78
by Jeremy Alessi [12.04.12]
Is the free-to-play push hurting games and gamers? Experienced smartphone developer Jeremy Alessi investigates whether the business model has done harm to the art of game development, and where that leaves us.
Business/Marketing, Social/Online

The Mobile Transition: Why Facebook Developers Are Making the Shift 1
by Christian Nutt [12.03.12]
As companies like King.com and Wooga are finding that their chart-topping Facebook games become smash successes on iOS, Gamasutra talks to them, and to Facebook, about how this shift from PCs to tablets and smartphones is shaking out.
Business/Marketing, Social/Online, Smartphone/Tablet

From Torment to Eternity: Chris Avellone on RPGs 14
by Saul Alexander [11.30.12]
Obsidian creative director Chris Avellone talks to Gamasutra about the tension between player stories and written narrative, how players are resurrecting the past via Kickstarter, and what Project Eternity will be.
Design, Interview