Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 24, 2017
arrowPress Releases

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

What's the point of a mobile game publisher? Exclusive 4
by Mike Rose [10.04.13]
On mobile where you can easily self-publish a game, there appears to be little point in asking a publisher to jump onboard with your project. We ask Chillingo why anyone should bother going with a publisher on mobile.
Smartphone/Tablet, Business/Marketing, Exclusive, Digital Publishing

Going it alone: Adventures in self-publishing Exclusive 1
by Mike Rose [10.04.13]
Double Fine, Renegade Kid and Semi Secret have seen both sides of the publishing spectrum. Here, they share their self-publishing stories, and discuss whether studios should go it alone.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, Digital Publishing

Three tricky issues with free-to-play publishing 12
by Gamasutra Community [10.03.13]
Spry Fox's David Edery argues why, for the most part, his company has backed away from publishing deals -- because there are some things more valuable, long-term, than being funded.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Digital Publishing

In the era of digital publishing, work-for-hire studios face a new reality  
by Christian Nutt [10.03.13]
Dan O'Leary, CEO of n-Space, speaks about how his studio -- which made its money primarily with work for hire games -- is navigating the transition towards a digital future with fewer publisher jobs.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Digital Publishing

The digital publishing partnership behind Call of Juarez: Gunslinger  
by Gamasutra Community [10.02.13]
Can a big publisher and a developer work together, fruitfully, on a digital publishing deal? Ubisoft's Majdi Kraiem explains how the relationship with Techland on Call of Juarez: Gunslinger went down.
Console/PC, Indie, Production, Business/Marketing, Digital Publishing

Opinion: When counting software sales, what's a 'unit' anyway? 1
by Matt Matthews [10.02.13]
The way that video game software has evolved leaves Gamasutra analyst Matt Matthews wondering: What counts as a video game "unit" sale, anyway?
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Digital Publishing

Q&A: Card Hunter - launching an online game with a small team Exclusive 5
by Kris Graft [10.02.13]
Irrational Games co-founder Jon Chey recently launched Card Hunter under his new studio, Blue Manchu. The veteran game developer tells us about launching an online game as a small indie dev.
Social/Online, Indie, Design, Exclusive, Digital Publishing

Self-publishing vs. working with a (traditional) publisher 9
by Gamasutra Community [10.01.13]
Renegade Kid's Jools Watsham (Mutant Mudds) shares his experiences working with publishers vs. going it on his own with digital titles in this very practical post.
Console/PC, Indie, Business/Marketing, Digital Publishing

How digital publishing is shaping the future of the game industry Exclusive 2
by Christian Nutt [09.30.13]
The era of digital publishing is here -- but do you have a handle on everything you should consider when deciding whether or not to work with a publisher to release your game?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, Digital Publishing, Crowdfunding

Blog: Why your studio shouldn't be addicted to other people's money 8
by Gamasutra Community [09.30.13]
Thinking you can get a leg up by taking work for hire to build your studio is enticing -- but Jesse Joudrey likens the money made to a drug, arguing that you had better wean your studio off of it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Digital Publishing