Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 22, 2014
arrowPress Releases
October 22, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Business/Marketing
High-budget Kickstarters struggle, as Uber ends Human Resources campaign 5
by Christian Nutt [10.21.14]
With a goal of $1.4 million dollars, it seemed likely Human Resources wouldn't make it -- and now it won't, as the developer announces it's ceasing its campaign. It's not alone.
Console/PC, Indie, Business/Marketing

U.S. government releases open source gamification software 2
by Alex Wawro [10.21.14]
The National Geospatial-Intelligence Agency has made some of its internally-developed gamification software available for free on GitHub under the MIT free software license.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Industry vet Chris Donahue joins PlayFab as dev relations chief  
by Alex Wawro [10.21.14]
PlayFab, the game services studio founded earlier this year by a former PopCap business chief, has scooped up game industry executive Chris Donahue to serve as its director of developer relations.
Console/PC, Business/Marketing

Don't Miss: Why devs share responsibility for YouTuber disclosure 24
by Mike Rose [10.21.14]
Gamasutra speaks with Mary Engle, associate director for Advertising Practices at the FTC, about what both YouTubers and publishers should be considering when it comes to disclosure.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

It's a good time to release high-quality mobile games in China  
by Brandon Sheffield [10.21.14]
In his GDC China talk, Rety Chen discusses how the business model that's right for you in China depends both on where the market is for your platform -- and where your company is in its lifecycle.
Smartphone/Tablet, Business/Marketing, GDC China

Xbox One owners can now stream and compete in eSports via ESL app  
by Alex Wawro [10.21.14]
The eSports League has launched its first-ever console app on Xbox One, allowing competitors in Europe and North America to set up official matches and sign up to play in ESL tournaments.
Console/PC, Business/Marketing

One year after launch, The Stanley Parable surpasses 1M sold  
by Alex Wawro [10.21.14]
Developer Davey Wreden celebrated the game's one-year anniversary by confirming that The Stanley Parable has sold more than a million copies to date.
Console/PC, Indie, Business/Marketing

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Smartphone/Tablet, Production, Business/Marketing, GDC Next

Google invests half-a-billion dollars in mysterious wearable tech startup 8
by Mike Rose [10.21.14]
Google and other big-name investors have funneled more than half a billion dollars into a relatively unknown startup, whose wearable tech could have applications in video games.
Console/PC, Smartphone/Tablet, Business/Marketing

Creating a Wikia alternative for video games in China  
by Brandon Sheffield [10.21.14]
Yang Chen, founder of the portal Joyme.com, talked at GDC China about how he wanted to create a Wikia kind of culture for his company's games, and others.
Console/PC, Business/Marketing, GDC China

Tweeting death threat at Valve doesn't work out well for Paranautical Activity developer 23
by Mike Rose [10.21.14]
UPDATE It turns out that tweeting death threats to the co-founder of Valve is really not the best idea for a PC game developer, would you believe.
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: IndieCade and the impact of Alien  
by Kris Ligman [10.20.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from IndieCade to how Alien: Isolation lives up to a legacy.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: The Resident Evil 4 postmortem 8
by Yoshiaki Hirabayashi [10.20.14]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Chinese developers need to better identify the needs of their players 1
by Brandon Sheffield [10.20.14]
"We serve the customers, that's our common goal," says Jeff Lyndon, president and co-founder of Chinese mobile game publisher iDreamSky, at GDC China today.
Console/PC, Design, Business/Marketing, GDC China, China

Insomniac's engine chief shares tips on leading tech teams at GDC 2015  
by Staff [10.20.14]
Engine director Mike Acton is an expert on the topic, and in his "Great Management of Technical Leads" talk at GDC 2015 he'll lay out the entry-level expectations you need to know about.
Console/PC, Production, Business/Marketing, GDC

Jade Raymond departs Ubisoft after a decade with the company  
by Alex Wawro [10.20.14]
Game industry veteran Jade Raymond has announced plans to depart Ubisoft Toronto after ten years with the company, citing an interest in pursuing new ambitions.
Console/PC, Business/Marketing

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC China

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Next

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Did 80s computer marketing push women out of video games? 12
by Mike Rose [10.20.14]
A large-scale drop-off in the number of women taking computer science courses occurred in the 80s, and was fueled by computer marketing campaigns that were heavily directed at men.
Console/PC, Business/Marketing