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January 20, 2018
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Posted by Lars Doucet on 01/19/18 11:25:00 am in Business/Marketing, Production, Console/PC
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.

Posted by Bob Whitaker on 01/19/18 11:23:00 am in Console/PC, Serious
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.

Posted by Raph Koster on 01/17/18 06:19:00 pm in Business/Marketing, Design
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?

Posted by Andreas Papathanasis on 01/17/18 09:37:00 am in Design, Social/Online
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.

Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).

Posted by anders drachen on 01/16/18 10:48:00 am in Business/Marketing, Design
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.





Posted by gumi Team on 01/19/18 11:26:00 am in Business/Marketing, Smartphone/Tablet
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.

Posted by Léonard Bertos on 01/19/18 11:25:00 am in Design, Art, Console/PC
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why? The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.

Posted by Alex Dorans on 01/19/18 11:25:00 am in Audio, Design, Programming, Production, Art
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.

Posted by Sara Casen on 01/19/18 11:24:00 am in Business/Marketing
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.

Posted by Aaron Steed on 01/18/18 09:04:00 am in Design, Programming, Indie
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Posted by gumi Team on 01/18/18 09:03:00 am in Design, Smartphone/Tablet
Ting Shang Jia and Jacky Yap, Lead Game Designers supporting the global development for The Alchemist Code and Brave Frontier, share insights on a major collaboration event.