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February 13, 2016
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February 13, 2016
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Updates » Business/Marketing
Video game players become less competitive with age, study shows 1
by Chris Kerr [02.11.16]
A new Quantic Foundry study looking at the gaming motivations of different generations has found that competitive gaming belongs to the young, and strategy games belong to everyone. 
Business/Marketing

Chukong spins out SDKBOX to double down on dev support  
by Chris Kerr [02.11.16]
Chukong is turning SDKBOX - an SDK manager that helps devs get to grips with third-party analytics, acquisition, monetisation, and advertising tech - into its own company. 
Smartphone/Tablet, Business/Marketing

Hollywood and game industry veterans open new VR studio  
by Chris Kerr [02.11.16]
A group of video game, tech, and movie industry veterans are making a move on the world of virtual reality with The Rogue Initiative, a new studio focused on interactive VR experiences.  
VR, Business/Marketing

6 things to know before launching your mobile game in Russia  
by Gamasutra Community [02.11.16]
Tips from Russian dev Nekki: "These few insights have helped us to reach over 80 million players across our entire portfolio, with more arriving every day. We encourage you to develop the same intimate understanding of your audiences."
Smartphone/Tablet, Business/Marketing

Episodic triple-A will work, so expect more games to do it, says Hitman dev 1
by Christian Nutt [02.10.16]
Hans Seifert, head of Io Interactive: "Whenever we ship a game we think it's the best possible Hitman game we could have done. ... But, you know what? That's not always true."
Console/PC, Production, Business/Marketing

Zynga finishes a transitional 2015 with losses and mobile growth  
by Christian Nutt [02.10.16]
Desktop is way down, but mobile is up by about the same measure; no new games meant the company lost users, but it managed to stem the tides as it moves to tackle 2016.
Social/Online, Smartphone/Tablet, Business/Marketing

Zynga snaps up Yummy Gummy developer Zindagi Games 1
by Alex Wawro [02.10.16]
As part of its quarterly earnings report today, Zynga announced that it has acquired California-based free-to-play game maker Zindagi Games for an undisclosed sum.
Social/Online, Smartphone/Tablet, Business/Marketing

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Publishing on Steam: Maximize discoverability by avoiding my mistakes 3
by Gamasutra Community [02.10.16]
The long journey of a game's development and the mistakes made and lessons learned by its developer along the way -- very particularly as regards selling the game on Steam.
Indie, Business/Marketing

Oculus Rift customers will get a $300 taste of Unity Pro for free 2
by Alex Wawro [02.10.16]
The first taste is always free, isn't it? Oculus VR founder Palmer Luckey announced today that everyone who orders an Oculus Rift headset will also receive 4 months' worth of Unity Pro at no charge.
VR, Business/Marketing

Smite developer Hi-Rez is expanding into Europe  
by Alex Wawro [02.10.16]
U.S. game developer Hi-Rez Studios is opening its first European office this month (in Brighton) and bringing on former Warner Brothers Interactive publishing VP Veronique Lallier to lead it.
Console/PC, Business/Marketing

Valve collaborates on new Unity SteamVR support and tools  
by Alex Wawro [02.10.16]
Unity kicks off its first-ever VR conference in Hollywood today by announcing a collaboration with Valve that will see Unity 5 enhanced with native SteamVR support and a new SteamVR rendering plug-in.
VR, Business/Marketing

Don't Miss: When crowdfunding reveals the realities of game dev budgets 21
by Leigh Alexander [02.10.16]
In this timeless feature we explore how crowdfunding has placed game devs closer to their players, and offered more creative freedom. But new challenges await -- particularly concerning budgeting.
Indie, Business/Marketing

After 25 years, Visual Basic gets its due with DICE award win 3
by Alex Wawro [02.10.16]
Microsoft Visual Basic is to be feted at the 19th annual D.I.C.E. Awards in Las Vegas next week, where development lead Scott Ferguson will accept the Technical Impact award on Visual Basic's behalf.
Console/PC, Business/Marketing

Mobile games to drive app store revenue to $101 billion by 2020 1
by Chris Kerr [02.10.16]
App Annie's latest forecast report is predicting that global app store revenue will rise to $51 billion in 2016, and will have reached $101 billion by 2020. 
Smartphone/Tablet, Business/Marketing

Kongregate's web platform hits 100,000 games landmark  
by Chris Kerr [02.10.16]
Kongregate's web game platform has now played host to over 100,000 games since its inception nine years ago, the company has revealed.
Social/Online, Business/Marketing

Leading PlayStation VR developer Dave Ranyard leaves Sony 1
by Chris Kerr [02.10.16]
One of Sony's leading virtual reality developers, Dr. Dave Ranyard, has left the company to pursue an independent career in the industry. 
VR, Production, Business/Marketing

What happens when your game is an unexpected success on the App Store 4
by Gamasutra Community [02.10.16]
"Once the game went live on the App Store I noticed that I had about 100 downloads a day. This seemed very strange to me. A few days later I noticed that in between 15 minutes I had about 1000 new users."
Smartphone/Tablet, Indie, Business/Marketing

14 predictions for China's game industry in 2016  
by Gamasutra Community [02.10.16]
"2016 is shaping up to be a pivotal year for the games market in China, with revenue from PC online, mobile and console games rising to more than $26 billion."
Console/PC, Smartphone/Tablet, Business/Marketing

Tim Schafer on the future of crowdfunding and publishing, post-Psychonauts 2 11
by Christian Nutt [02.10.16]
Psychonauts 2 has been successfully crowdfunded, to the tune of nearly $4 million. 49 percent of that came from investment. Here, Double Fine's Tim Schafer talks about the future of crowdfunded games.
Console/PC, Indie, Business/Marketing