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April 21, 2015
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April 21, 2015
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Updates » Business/Marketing
The Russian mobile market: Insights, forecasts, and tips  
by Gamasutra Community [03.25.15]
How can you take advantage of the Russian mobile market, and what do you need to know about entering it? This comprehensive look offers the facts and figures.
Smartphone/Tablet, Business/Marketing

Blizzard sues a studio that's suing a studio 18
by Christian Nutt [03.24.15]
Will it matter if Heroes Charge rips off Soul Clash if Soul Clash infringes on the World of Warcraft IP?
Smartphone/Tablet, Business/Marketing

Daybreak's H1Z1 is spreading fast, surpassing 1M sold  
by Alex Wawro [03.24.15]
The zombie survival game seems to be doing well for Daybreak, with more than a million copies sold since it launched on Steam's Early Access service in January.
Console/PC, Business/Marketing

Gaming the system: How we actually got more women making games 4
by Gamasutra Community [03.24.15]
"Nobody ever asks how to actually get more women making games, and being happy making games. It's a shame, because that's actually a question I'd have an answer for."
Indie, Business/Marketing

PSA: Twitch may have been hacked, so change your passwords  
by Alex Wawro [03.24.15]
Heads up, game devs: Twitch thinks hackers may have breached its security, so it has reset all passwords and stream keys while disconnecting its users' YouTube and Twitter integrations.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Improbable nets $20M to keep developing virtual world tech 1
by Alex Wawro [03.24.15]
London-based startup Improbable has raised $20 million from investment firm Andreesen Horowitz to fund its continuing efforts to develop better technology for creating and operating virtual worlds.
Console/PC, Business/Marketing

Supercell doubles its profits in 2014 thanks to F2P earners  
by Alex Wawro [03.24.15]
Finnish mobile game company Supercell claims profits doubled and revenue tripled in 2014 thanks to top F2P earners like Boom Beach and Clash of Clans.
Smartphone/Tablet, Business/Marketing

Standing out at an indie expo... On a budget 6
by Gamasutra Community [03.24.15]
"Top priority at an expo stand is visibility. I've written a blog about expo stands -- specifically our latest one, and these cool little lightboxes we made for it!"
Indie, 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