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December 3, 2020
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Updates » Business/Marketing
Video: The cost of doing nothing about trolls  
by Staff [12.03.20]
In this 2017 GDC talk, Two Hat Security's Chris Priebe explains the impact that trolling and toxic behavior have on a game's success from a business perspective.
Business/Marketing, Video

Silent Hill creator Keiichiro Toyama forms Bokeh Game Studio  
by Chris Kerr [12.03.20]
Silent Hill, Siren, and Gravity Rush creator Keiichiro Toyama has departed SIE Japan Studio to form Bokeh Game Studio.  
Production, Business/Marketing, Video

Case study: making Core Defense a solo dev success  
by Gamasutra Staff [12.03.20]
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – and here's how he did it.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Small developers and creators can now use FMOD Studio for free  
by Chris Kerr [12.03.20]
FMOD has made its end-to-end audio solution FMOD Studio free for indie developers whose yearly revenue is less than $200,000.
Audio, Production, Business/Marketing

Avalanche founder Christofer Sundberg forms new studio Liquid Swords 1
by Chris Kerr [12.03.20]
Avalanche Studios founder and former chief creative officer Christofer Sundberg has established a new studio called Liquid Swords.
Console/PC, Production, Business/Marketing

Best of 2020: Behind the dizzying ride to the top for Among Us  
by Simon Carless [12.02.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Lessons from Sony Interactive Entertainment's localization process  
by Staff [12.02.20]
In this 2017 GDC session, Sony Interactive Entertainment's Nadège Josa showcases LAMS, Sony's in-house software for enabling effective localization for globally released games.
Console/PC, Design, Business/Marketing, Video

What's your first week revenue per game platform?  
by Gamasutra Staff [12.02.20]
You see relatively little discussion of multi-platform revenue - so it was great when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his game.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Wallace & Gromit maker Aardman partners with Bandai Namco on new game franchise  
by Chris Kerr [12.02.20]
British animation studio Aardman has joined forces with Bandai Namco Entertainment Europe to develop a brand new game franchise.
Production, Business/Marketing

Dauntless dev Phoenix Labs opens two new studios to support growth  
by Chris Kerr [12.02.20]
Dauntless developer Phoenix Labs has established two new studios in Montreal and Los Angeles to help facilitate growth.
Console/PC, Production, Business/Marketing

Fortnite's Season 4 finale attracted a record 15.3 million concurrent players  
by Chris Kerr [12.02.20]
Fortnite's latest season ending event pulled in a record 15.3 million concurrent players, according to developer Epic.
Console/PC, Smartphone/Tablet, Business/Marketing

Apple picks Genshin Impact as its iPhone Game of the Year  
by Chris Kerr [12.02.20]
Apple has named its favorite games of the year as part of its App Store Best of 2020 awards, and there are some familiar faces among the winners.
Smartphone/Tablet, Business/Marketing

'Interactive reality TV' project Rival Peak launches on Facebook  
by Bryant Francis [12.01.20]
Pipeworks Software and Genvid Technologies are debuting a new Facebook Instant Game that looks to capture on the chaos of procedurally generated narrative in a reality TV format.
Console/PC, Business/Marketing

Don't Miss: Why do devs love Slack, and how do they get the most out of it? 11
by Staff [12.01.20]
Gamasutra asked game devs from around the world in a variety of disciplines what they like (and don't like) about Slack, how it helps them do their jobs better, and how they get the most out of it.
Social/Online, Indie, Production, Business/Marketing

Blog: How to fix miscommunication issues in your team 2
by Gamasutra Community [12.01.20]
Good communication is important in all game development studios, even the smallest ones. Here I explain some of the issues I've had in our team and how we (sort of) solved them.
Production, Business/Marketing

Supercell shutting down Hay Day Pop after less than a year  
by Chris Kerr [12.01.20]
Supercell is ending development on its match puzzler Hay Day Pop less than a year after it launched.
Console/PC, Smartphone/Tablet, Business/Marketing

Google names Genshin Impact its best game of 2020  
by Chris Kerr [12.01.20]
Google has spotlighted its favorite Android titles from the past year as part of its Best Games of 2020 awards, and Genshin Impact has taken home the top prize. 
Smartphone/Tablet, Business/Marketing

Analyst: 2020 will see 6.4 million consumer VR headsets sold, spending surpass $1bn  
by George Jijiashvili [11.30.20]
New research from Omdia shows that the consumer virtual reality (VR) market will be worth $10bn by 2025. In 2020, 3.3m standalone headsets will be sold, outselling combined smartphone and tethered VR headsets for the first time.
VR, Business/Marketing

Sega unveils never-before-seen prototype 'Venus' handheld 1
by Chris Kerr [11.30.20]
Sega has pulled back the curtain on a prototype handheld called the Venus that served as the precursor to the Genesis Nomad.
Console/PC, Design, Business/Marketing, Video

Universal Studios Japan will open Super Nintendo World in February  
by Chris Kerr [11.30.20]
Universal Studios Japan will open Super Nintendo World on February 4, 2021 after some delays.
Production, Business/Marketing