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February 24, 2018
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Posted by Michael Fitch on 02/23/18 12:09:00 pm in Business/Marketing, Design
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.

Posted by ALEXIS KENNEDY on 02/22/18 12:40:00 pm in Business/Marketing, Indie
Why we went paid beta but not Steam Early Access, and what #4 on actually means.

Posted by Trent Polack on 02/22/18 12:40:00 pm in
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another. But, yeah, mostly me rambling.

Posted by Pascal Luban on 02/21/18 11:43:00 am in Design
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.

Posted by Bob Whitaker on 02/20/18 05:09:00 pm in Console/PC, Serious
Historian Bob Whitaker talks with Harvard Egyptologist Peter Der Manuelian about Assassin's Creed Origins. Topics include Ptolemy, Cleopatra, Cultural Imperialism, "Blackwashing" vs. "Whitewashing," the Giza Pyramids, and tourist traps.

This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.

Posted by John Szczepaniak on 02/23/18 12:12:00 pm in Audio, Business/Marketing
Creator of Sonic the Hedgehog, Naoto Ohshima, reveals the plans for Michael Jackson to create music for Sonic 3. Jackson was creating the music as a human beat box! In this video Ohshima also does impressions of this "a cappella" music

Posted by Josh Bycer on 02/23/18 12:11:00 pm in Design, Production, Console/PC, Indie, Social/Online
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.

The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.

Posted by Donald Dunbar on 02/22/18 05:06:00 pm in Design, Indie, VR
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.

Posted by Sarah Kearns on 02/22/18 03:07:00 pm in Business/Marketing
With 7 little tips learn how you can effectively manage your remote dev team.

Posted by Nathan Savant on 02/20/18 05:23:00 pm in Design, Console/PC, Serious, Indie
A discussion of the personality of The Knight from Hollow Knight based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.