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September 19, 2014
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September 19, 2014
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Features » Business/Marketing
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

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

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

Predicting Churn: When Do Veterans Quit? 20
by Dmitry Nozhnin [08.30.12]
In the follow-up to his original article, Dmitry Nozhnin, head of analytics and monetization at Russian MMO publisher Innova, shares his methodology for predicting when veteran players will quit the game -- identifying when players will drop two to three weeks before they do.
Business/Marketing, Social/Online

Will HTML5 Change the Way Games are Made? 36
by Will Eastcott [08.29.12]
The co-founder of HTML5 tool PlayCanvas discusses the advantages of developing in the language, sharing his opinions on how the emerging technology will really affect game developers, making a case for the language as a great next step in game development.
Business/Marketing, Social/Online

Best Tips for Building a Freelance Career 16
by Harry Mack [08.23.12]
Freelance audio designer Harry Mack (Spiral Knights, Braid) takes a look at what goes into effectively building a lasting career as a contractor -- work/life balance, working with clients, and taking criticism -- and here offers a succinct guide that could apply to someone in any discipline.
Audio, Business/Marketing

Want to be Surrounded By a Thriving Local Games Industry? Grow Yours 37
by Epona Schweer [08.21.12]
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
Business/Marketing, Indie