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October 19, 2020
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Features » Business/Marketing
Building a Better Kickstarter Campaign 8
by Andrew Hayward [11.01.11]
An analysis of what makes Kickstarter game projects successful, with comments from indie developers who have made their goals, and insights from Kickstarter's own director of community -- and plenty of links to successful campaigns to boot.
Business/Marketing, Interview, Indie

A New Journey: Building War In The North 1
by Christian Nutt [10.31.11]
Gamasutra speaks to lead designer Andre Maguire about the evolution of Snowblind Studios under Warner Bros., and how the team worked with Middle Earth Enterprises to create Lord of the Rings: War in the North for PlayStation 3 and Xbox 360.
Business/Marketing, Design, Interview

Social Killer: How DeNA Leads Japan's Market 2
by Christian Nutt [10.28.11]
Gamasutra met with DeNA director Kenji Kobayashi at the company's Tokyo headquarters last month to converse with him about his role overseeing game development for the company, which also includes San Francisco-based subsidiary Ngmoco.
Business/Marketing, Interview, Social/Online

Gameloft's Quest To Be The Mobile Leader 5
by Christian Nutt [10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

The Designer's Notebook: Passion Versus Professionalism 91
by Ernest Adams [10.25.11]
Game recruitment ads shout about passion -- but is passion as necessary as it's cracked up to be? Experienced developer Adams writes here about the difference between a passionate amateur and a hard-working professional, and why one is, in reality, more important than the other.
Business/Marketing, Design

Hit Squad: Building Battlefield 3 Organically  
by Christian Nutt [10.24.11]
In this extensive interview, executive producer Patrick Bach explains how his team at DICE built Battlefield 3 from the ground up, and what techniques enabled the team to create the game they wanted to create, and stay inspired -- from 2006 onwards.
Business/Marketing, Design, Interview

We Need Heroes: Inafune Speaks 7
by Brandon Sheffield [10.21.11]
Independent developer Keiji Inafune talks about his new studio concepts, Comcept and Intercept, his feelings on social games, why Japan's publishers are struggling and how "there needs to be something that gets that feeling back."
Business/Marketing, Design, Interview, Social/Online

The Evolution Of Community Management 3
by Array [10.19.11]
How has community management evolved as games change from packaged products to online services? Gamasutra speaks to CrowdStar, CCP, and Insomniac to investigate how three very different companies manage their communities.

Much More Than Naruto: Catching Up With CyberConnect 2  
by Christian Nutt [10.18.11]
President and CEO Hiroshi Matsuyama explains how the Fukuoka-based studio expands its reach by working with more publishers, developing more games, and reaches out for tighter collaborations, including on Soulcalibur V
Business/Marketing, Design, Interview

NPD: Behind the Numbers, September 2011 1
by Matt Matthews [10.17.11]
Gamasutra's comprehensive breakdown of NPD Group's U.S. physical video game retail sales estimates for September exhibit how Xbox 360 hardware is "defying gravity" with a higher price and higher sales than competition, and how Madden and Gears of War 3 saved the month.
Business/Marketing, Console/PC, Console Digital