Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
If you have wondered what you should put on your Steam store page, I have completed a research project to identify exactly what the average Steam user is looking for.
Two new trends are emerging in playtesting: Their integration very early in the development cycle and the multiplication of their formats, from the most economical to the most expensive and complex. Let's review three formats that illustrate these trends
For 25 years, we have sold ultra-low-budget retro indie RPGs. Our graphics are lousy, and they will stay lousy. In this indie biz deep dive, we share a bunch of budget and sales numbers to show how accepting our limitations helps our business succeed.
In catering to the needs of those who don’t have the budget or hardware capacity to play the non-lite versions of PUBG, Tencent and PUBG Corp. are laying the foundations for a strong audience rapport moving forward.
This week's roundup includes a look at a whole heap of new games, including Control, Knights On Bikes, Ancestors, and Astral Chain, as well as a retrospective interview with Seaman designer Yoot Saito.
So, video game pricing. You'd think this was a simple subject, but I'm convinced that at least 50% of all people launching games in 2019 get it wrong. And the core of the reason is this - you're undervaluing your game.
In this article, game writer Sande Chen gives a preview of the upcoming choice-based story app from Decision Fiction.
Here, veteran producer Grant Shonkwiler chats with Gamasutra about what it takes to be a good producer on a live game, and what you and your team can do to avoid crunching on your next milesto
Veteran producer and consultant Keith Fuller speaks with Gamasutra about what it takes to push back against cultures of overwork in game studios, especially studios that are supporting living, evolving games.