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April 25, 2014
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Features » Business/Marketing
Waterfall Game Development Done Right 21
by Eric Preisz [11.21.12]
When can Waterfall development work? And is Microsoft Project really useful? GarageGames CEO Eric Preisz tackles the question of when you should leave Agile to the side and go Waterfall -- and explains exactly how his company does it.
Business/Marketing, Production

Third Party Developers Take on the Wii U 2
by Kris Graft, Tom Curtis [11.16.12]
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (Aliens: Colonial Marines), Ubisoft (ZombiU), THQ (Darksiders II), Straight Right (Mass Effect 3) and more to find out.
Business/Marketing, Interview

Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie

7 Ways to Fail at Free-to-Play 29
by Aaron San Filippo [11.13.12]
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Business/Marketing, Smartphone/Tablet

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

The End of the Journey: One Indie Studio's Tale 24
by Tristan Clark [11.06.12]
Many indie developers try their luck in the market, but what does it look like when a studio goes from naive ideals to harsh realities? In this feature, founder Tristan Clark, now of King.com, writes about the origins, games, and fate of Launching Pad Games.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet

How One Studio Saved Itself From the Downturn 1
by Kris Graft [10.26.12]
The Australian game industry was once a powerhouse of console development -- but now is better known for mobile successes. While many studios shut down, Tantalus CEO Tom Crago explains here how he transitioned to new projects, kept most of his staff, and thrived.
Business/Marketing, Interview

A Game Studio in the Clouds 11
by Emeric Thoa [10.19.12]
How does an indie studio come together -- and ship games together -- if they're not located in the same city? Emeric Thoa, former Ubisoft developer and current creative director of The Game Bakers, explains what tech and techniques can make it work.
Business/Marketing, Indie

The Next Twenty Years: What Windows 8's Closed Distribution Means for Developers 73
by Casey Muratori [10.16.12]
In this highly detailed article which originally appeared on his site, programmer and game industry veteran Casey Muratori takes a long, hard look at what the closed game market in Windows 8 will mean for developers not just immediately, but down the road.
Business/Marketing

Postmortem: Stardock Entertainment and Ironclad Games' Sins of a Solar Empire: Rebellion 2
by Chris Bray, Blair Fraser [10.09.12]
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
Business/Marketing, Design, Postmortem, Production