Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 20, 2021
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Features » Business/Marketing
Hanging in Limbo 10
by Christian Nutt [02.24.12]
Playdead burst onto the gaming scene with Limbo, which became one of the defining games of first Xbox Live Arcade and then the current indie movement -- how, and what's next? Arnt Jensen and Dino Patti speak.
Business/Marketing, Design, Interview

Selecting Save on the Games We Make, Part 1 6
by John Andersen [02.23.12]
What happens to games after they're released into the wild? What about the documents, source code, and other materials? In this follow-up to his Where Games Go to Sleep series, John Andersen speaks to more developers and archivists about preservation.

Postmortem: Days of Wonder's Ticket to Ride Pocket 2
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

The Vita Interview 19
by Christian Nutt [02.21.12]
Today, Sony launches its latest portable console in North America and Europe, but has the company learned its lessons from the PSP and does it have what it takes to compete with Apple? Gamasutra speaks to Scott Rohde, Sony's senior vice president of Worldwide Studios, to find out.

Withstanding the Collapse of the Middle 4
by Evan Campbell [02.14.12]
What happens when the mid-tier drops out of the retail console space? Gamasutra speaks to developers like n-Space and WayForward as well as veterans of Bizarre Creations, Pandemic, and BottleRocket to find out.

Principles of an Indie Game Bottom Feeder 46
by Jeff Vogel [02.09.12]
Moving into indie development? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud on the ocean floor," writes Spiderweb Software's Jeff Vogel.
Business/Marketing, Indie

Postmortem: CyberConnect 2's Solatorobo: Red the Hunter 1
by Takayuki Isobe [02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business/Marketing, Design, Postmortem, Production, Art

Building the World of Reckoning 4
by Christian Nutt [02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business/Marketing, Design, Art, Interview

SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 13
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Business/Marketing, Sponsored Feature, Social/Online

Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine 9
by Frank Cifaldi [02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business/Marketing, Design, Interview