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Posted by Brandon Casteel on 02/25/21 01:11:00 pm in Design
I see sub-factions as a very useful tool to allow players to identify with a specific play style. They're a way to provide players an opportunity to personalize their play experience and to create expandable content for a game.

Posted by Simon Carless on 02/24/21 04:04:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
How do Steam followers (the folks who follow news on your Steam page) related to your pre-release Steam wishlists? We have full survey results here for your delectation.

Posted by Natalie Mikkelson on 02/24/21 10:20:00 am in Design, Serious, Indie
A short look at companion characters in non-linear games: How can we make them shine with limited spotlight? What are the key ingredients that make us feel so attached to these characters?

Diving into Unity's new 2D Animation package and finding a lot to love for the creation sprite-based 2D games.

Posted by Joost van Dongen on 02/23/21 11:29:00 am in Design, Indie
This post discusses how to do storytelling in a coop game where each player is at a different point in the story; without spoiling things for teammates and without adding waiting time for the other players.

Posted by Simon Carless on 02/22/21 05:00:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Teardown is one of those titles that just continues to sell, even after leaving the overall Steam Top 10. So... how do you get to be one of those games? We explore the possibilities.

Posted by Aidan Herron on 02/25/21 01:17:00 pm in Design, Production, Console/PC, Serious
Feature creep is a term that gets thrown around a lot in the game development and gaming communities alike, typically as a defamation. So what can we do to combat it?

Posted by Elijah Freeman on 02/25/21 01:10:00 pm in Business/Marketing, Console/PC
As Nintendo announces that the Switch has now become its 5th best selling console of all time, there’s rightly focus on why the platform has managed to find so much success. How did Nintendo get it all so right?

Posted by Kyle Worrall on 02/25/21 01:10:00 pm in Audio
An comedic anecdote of a composer who is suffering from writer's block and uses AI music tools to help stimulate their creativity. Brought to you from a PhD student working on procedural music tools that can work in symbiosis with composers for their PhD.

Posted by Pietro Polsinelli on 02/23/21 11:35:00 am in Design, Programming
How to define "slapstick" dynamic scenes in a way that they are configurable, expandable and integrated with their narrative contents? A practical solution using dialogue flows.

Posted by Pascal Debroek on 02/23/21 11:35:00 am in Business/Marketing, Production
CRM software allows you to scale your Player Support operations with ease and efficiency. But how do you choose the right one? The following blog post aims to shed some light on how to improve the Player Experience by choosing the right tool for the job.

Welcome to the forth edition of my annual blog post where I go through my life as a full time game developer and try to draw lessons from my successes and failures, both for myself and hopefully for you guys as well.