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November 28, 2020
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Defender's Quest: By the Numbers 33
by Lars Doucet [04.11.12]
Indie developer Lars Doucet explains how his team's game Defender's Quest survived the change from a free Flash game to a full-fledged download title, and share insight into how audiences find and decide to buy the game.
Business/Marketing, Social/Online

Sponsored Feature: 10 Steps for Top Google Play Store Rankings (Without Spending a Penny!)  
by Richard O'Connell [04.11.12]
Papaya Mobile VP of Marketing Richard O'Connell goes through what the company considers the keys to success on the Google Play store, offering up suggestions on how to successfully launch an Android game.
Business/Marketing, Sponsored Feature, Smartphone/Tablet

Gamification Dynamics: Flow and Art 10
by Tony Ventrice [04.10.12]
In the final installment of his series on Gamification Dynamics, Badgeville's Tony Ventrice puts the concept of flow under the microscope as well as examining what aspects of art appreciation translate well to games.

'No Bullshit': The Management Style Behind Deus Ex: HR's Success 7
by Christian Nutt [04.09.12]
The general manager of Deus Ex: Human Revolution developer Eidos Montreal talks about the first five years of his studio in a wide-ranging interview which takes in the Montreal development scene and how that shaped his goals, and how he hopes to tackle the next console generation.

Understanding User Research: It's Not QA or Marketing! 1
by Maurice Tan [04.06.12]
Just what is focus testing, what's user research, and how do the goals and methods of the two differ? Psychologist Maurice Tan explains how to tell them apart, and why the difference is crucial.

The Real Data Behind Movies Becoming Games 4
by Alexis Blanchet [04.05.12]
University Sorbonne Nouvelle senior lecturer and author Alexis Blanchet breaks down the statistics of video game film adaptations, analyzing what films get turned into games and why -- over the course of the entire game industry from 1979 to 2010.

Intuition, Expectations and Culture: Learning from Psychology to Build Better Game Interfaces 15
by Ara Shirinian [04.04.12]
In this Game Developer Magazine reprint, designer Ara Shirinian discusses affordances -- how interfaces suggest what they let people accomplish versus what they actually let people accomplish -- and how that affects game players.

A Producer's 10 Lessons Learned the Hard Way 10
by David Manuel [04.03.12]
An experienced producer at Sony Computer Entertainment Europe shares the secrets he's learned from years of seeing developers fail to learn from the mistakes they've made on projects in the past, and offers suggestions on the key learnings to integrate into your production process.
Business/Marketing, Production

Sponsored Feature: What You Need to Know About Developing Games for BlackBerry 5
by Research In Motion [04.02.12]
An array of details on what it takes to develop games for the BlackBerry Playbook tablet, including SDK resources, statistics on popularity of the platform, and links to tools that can help.
Sponsored Feature, Smartphone/Tablet

A Line in the Sand: The Spec Ops Interview  
by Brandon Sheffield [04.02.12]
Lead designer Cory Davis takes Gamasutra on a ride through the design decisions behind Spec Ops: The Line, explaining how he hopes to bring a new aesthetic and storytelling heft to the military shooter genre.
Design, Interview