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March 31, 2015
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March 31, 2015
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Updates » Business/Marketing
What it takes to be an indie dev mom 19
by Gamasutra Community [03.23.15]
"I am a mom. I have two beautiful sons. am also the CEO of Finji. I contribute to design, handle the finances, legal, console partnerships, and monitor and co-mentor our Partner Publishing projects."
Indie, Production, Business/Marketing

505 invests $5M in Starbreeze on the back of Payday 2's success  
by Alex Wawro [03.23.15]
505 Games parent company Digital Bros. has invested $5 million USD in Swedish studio Starbreeze and cut a $13.4 million deal to continue funding development of Payday 2 for another two years.
Console/PC, Business/Marketing

5 monetization optimizations for Vainglory  
by Gamasutra Community [03.23.15]
Ethan Levy shows off "5 monetization optimizations for Vainglory that (I believe) would increase monetization without breaking Super Evil Megacorp’s desire to be the anti-monetizer."
Smartphone/Tablet, Business/Marketing

Content rating guide for game devs: Mobile vs. console 2
by Gamasutra Community [03.23.15]
A blog written "to pass along some of the hard-won age-rating knowledge we’ve recently accumulated to any other game developers considering taking their games to console."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Itch.io launches open revenue sharing 2
by Phill Cameron [03.23.15]
Itch.io has launched open revenue sharing, allowing developers to choose how much revenue to share with the online distributor.
Console/PC, Indie, Business/Marketing

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

What analyzing 400+ free-to-play games has taught us 7
by Gamasutra Community [03.23.15]
"Of course, games are much more than numbers. What our findings come down to is the importance of iterating before heavily promoting your game."
Social/Online, Smartphone/Tablet, Business/Marketing

Bleszinski: With more choices for players, VR is poised to break big 2
by Christian Nutt [03.20.15]
Veteran designer Cliff Bleszinski (Gears of War) explains an important distinction he sees about how virtual reality will find not one audience, but many.
Console/PC, Business/Marketing, VR

New Chicago summit aims to raise awareness about video game law  
by Alex Wawro [03.20.15]
Two Chicago-based law students are looking to raise awareness among developers about the state of video game law by organizing the first annual Chicago Video Game Law Summit next week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Mission and culture: Lessons from Riot Games 2
by Gamasutra Community [03.20.15]
"Terrance Cohen of Riot games came to our workspace to give a talk about Mission and Company Culture. I'm going to go over the key points, what I learned, and how we plan to apply this."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Catching attention at expos as a no-name developer 5
by Gamasutra Community [03.20.15]
A look back at a successful showing at The Indie MIX event during GDC week in San Francisco -- including being named "biggest surprise" by IGN at the event.
Indie, Business/Marketing

More carrot, less stick: Jeffrey Lin on tweaking League of Legends player behavior 11
by Christian Nutt [03.20.15]
League of Legends can't seem to shake its reputation for toxicity -- but it can make substantial changes to player behavior, as part of a ongoing campaign for change in the community.
Console/PC, Business/Marketing

Obituary: Counter-Strike: GO developer Jesse Bright 1
by Christian Nutt [03.19.15]
Programmer who did "great work" on that game and Age of Empires II: HD Edition has passed away, Gamasutra has learned.
Console/PC, Business/Marketing

Layoffs strike Driveclub developer Evolution Studios  
by Alex Wawro [03.19.15]
An unspecified number of employees at the venerable U.K.-based Evolution Studios will lose their jobs as the developer restructures to focus on maintaining its Driveclub racing game as a service.
Console/PC, Business/Marketing

Report: Kojima on the outs with Konami amid corporate reshuffle 24
by Alex Wawro [03.19.15]
Update Hideo Kojima's name has been removed from Metal Gear Solid V ads and his studio, Kojima Productions, seems to have been subsumed into Konami amid a reorganization of the company.
Console/PC, Business/Marketing

How we got players hooked at PAX: By handing out Steam keys 5
by Gamasutra Community [03.19.15]
These devs gave out 1,700 Steam keys at PAX: "For the attention it got us ... we definitely think it was worth it. We actually saw a lot of people stop by in curiosity."
Console/PC, Indie, Business/Marketing

Nexon and Square Enix team up to make Final Fantasy XI mobile  
by Alex Wawro [03.19.15]
Japanese company Square Enix is working with Nexon Korea to develop a mobile version of its long-running MMORPG Final Fantasy XI that it hopes to bring to market in 2016.
Smartphone/Tablet, Business/Marketing

Going indie: The rocky road to Patchmania 8
by Gamasutra Community [03.19.15]
From EA to apps to indie: "In the end, Patchmania took two years to develop, and remains 100% indie and self-funded, with the core team members working solely for profit share."
Smartphone/Tablet, Indie, Business/Marketing

7 questions to ask yourself when monetizing a mobile game 4
by Gamasutra Community [03.19.15]
Chartboost CEO and co-founder Maria Alegre offers answers to "the key seven questions" that "every dev must ask in order to effectively monetize mobile games."
Smartphone/Tablet, Business/Marketing