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January 25, 2021
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Posted by Simon Carless on 01/25/21 02:11:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
What happened with Microsoft's change of heart over increased pricing on Xbox Live Gold subscriptions, and what does it mean for the future of Xbox Game Pass? We examine in detail...

Posted by Ryan Sumo on 01/25/21 10:00:00 am in Business/Marketing, Indie
I share data on past discounts with Academia : School Simulator in an effort to find the best discount for our version 1 launch.

Posted by Andrew Smith on 01/22/21 11:04:00 am in Business/Marketing, Design, Production, Indie
2020 was quite something. It's with a peculiar mix of pride and guilt that, looking back on one of the worst years in memory, Spilt Milk Studios has grown, succeeded, and laid the foundations for a bright future...

Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.

Posted by Simon Carless on 01/21/21 12:08:00 am in Business/Marketing, Design, Production, Console/PC, Indie
We’ve been discussing Steam prologues again - you know, those things where you take a short excerpt of your game and launch it on a completely separate Steam page, but link back to your actual game’s page? Are they a big booster of interest?

Posted by Josh Bycer on 01/20/21 11:48:00 am in Design, Console/PC, Indie
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.





Posted by James Kinch on 01/25/21 10:46:00 am in Design, Production, Console/PC, Serious
An assignment for my course, BA (HONS) Game Studies. This paper looks at Kurt Squire's, "What tools do games provide us to think?" and how, after nearly 20 years, different games from different genres allow us to do so.

Posted by Igor Kolar on 01/22/21 11:15:00 am in Design, Production, Indie
A look into the game development process of Speed Limit and (un)popular game design choices we had to make to align gameplay perfectly with our vision for the game.

Game Dev Digest Issue #78 - Programming and more. The latest from the free weekly Unity3d/gamedev newsletter.

A phenomenal game is hit, and then there will be a lot of games to follow.  It is conceivable that countless game companies have made countless Battle Royale games, and even some people do martial arts, cold weapons, medieval Battle Royale, and some p

Well, it’s safe to say that 2020 didn’t go in a way any of us could have easily predicted. But here are thoughts from Odin Law & Media on legal challenges in the games industry in 2021 as the pandemic continues.

How can PUBG be addictive to billions of people? Whether you play games, you must have heard "Battle Royale game" in your life, because it is so popular. What is a "Battle Royale game"? This game is called "PUBG", and PLAYER UNKNOWN'S BATTLEGROUNDS