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May 19, 2019
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The Media Molecule Identity 3
by Christian Nutt [09.14.12]
In this extensive interview with four of its developers, Gamasutra gets to the heart of what makes Media Molecule tick -- its focus on craft, its carefully maintained studio size, and finds out how Tearaway came into focus.
Design, Interview

Guerrilla Multiplayer Development 5
by Ernest Woo [09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet

Kickstarter for the Average Indie 10
by Keith Burgun [09.12.12]
Much has been made of the major success of companies like Double Fine and inXile have found with Kickstarter -- but what can an average small team with a solid idea expect? Dinofarm Games developer Keith Burgun recounts a tale of two Kickstarters: one failed, one successful.
Business/Marketing, Indie

What Publishers Want: 10 Tips for Getting Your Game Funded 11
by John Young [09.11.12]
In such a competitive landscape, how does a developer possibly stand out when trying to land a deal a game publisher? Perfect World's VP of business development John Young shares what he looks for in a pitch.
Business/Marketing

How DICE Does It 6
by Christian Nutt [09.10.12]
Karl Magnus Troedsson, general manager at DICE in Stockholm speaks about what the team has learned over the years of creating the successful Battlefield franchise and how that then is fed from the creative core of the studio out to other developers, and about building studio culture and fostering innovation.
Business/Marketing, Interview

Devil May Cry: Born Again 15
by Christian Nutt [09.07.12]
What goes into reimagining a franchise with a brand new developer -- on a different continent? Gamasutra speaks to the U.S. and Japanese producers about the creation of DmC, a UK-driven take on the demon-slaying franchise.
Design, Interview

Next Generation Monetization: Supremacy Goods 45
by Ramin Shokrizade [09.06.12]
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
Business/Marketing, Social/Online

Steam Greenlight: Developers Speak Out 31
by Mike Rose [09.05.12]
What do indie developers think of Steam Greenlight, which launched last week to a huge influx of entries? Gamasutra speaks to a host of developers about their expectations, hopes, dreams, and -- most importantly -- their first impressions and results from the fledgling service.
Business/Marketing, Indie

The Metrics of Space: Tactical Level Design 16
by Luke McMillan [09.04.12]
What makes good level design? PhD and educator McMillan -- who's worked with Ubisoft to create a curriculum for game design -- examines how point of view effects players, showcasing a variety of gameplay scenarios which show different tactical choices players may be confronted with.
Design

Gamasutra's Kickstarter Survey: The Results 19
by John Polson [08.31.12]
Last month, Gamasutra and IndieGames undertook a survey to find out what motivates players to back -- or not back -- Kickstarters for games, and in this article, we share our results with the readers, shining a light on information you need to know before you go for crowdfunding.
Business/Marketing, Indie