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September 24, 2020
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Features » Business/Marketing
The Realities of Michigan's Game Tax Breaks 17
by Timothy Seppala [06.29.11]
In 2008, Michigan introduced a tax credit that would reimburse qualified film and digital productions 42 percent of production related expenses if they did business in the state -- but so far, the game industry hasn't seen much of the money. Why not? Gamasutra investigates.

The Politics of Creative Ownership: EVE Online's Council of Stellar Management  
by Michael Thomsen [06.28.11]
The Council of Stellar Management is a group put together by EVE Online's developers to help make decisions for the game, and in this feature, we speak to CSM members and EVE developers to find out more about what purpose the group serves in the game.
Business/Marketing, Design

Peter Molyneux On Building The Future 5
by Christian Nutt [06.27.11]
The respected, effusive game developer Peter Molyneux speaks candidly about how Fable III didn't turn out to be all it could be, and how he hopes to reform production at Lionhead in advance of creating more games -- and juicy tidbits on Milo and more.
Business/Marketing, Design, Interview

Yu Suzuki At A Time Of Transition 15
by Brandon Sheffield [06.24.11]
Legendary game creator Yu Suzuki, soon to leave Sega, sits down with Gamasutra to take a look at the past and onward into the future -- taking in everything from '80s assembly programming to the possibilities he sees for new mobile and social platforms.
Business/Marketing, Design, Interview

Flying Into The Cloud 12
by Kris Graft [06.23.11]
Gaikai and OnLive are often lumped together under the much-hyped label of "cloud gaming," but the two companies are notably different. Gamasutra speaks with executives from both companies to sort through OnLive and Gaikai's distinct approaches to the emerging space.
Business/Marketing, Interview

Postmortem: Llopis and Friginal's Casey's Contraptions 7
by Noel Llopis, Miguel Angel Friginal [06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel ngel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business/Marketing, Design, Postmortem, Production, Art, Smartphone/Tablet

Shadows Of The Damned And The Global Revamp Of Grasshopper Manufacture 3
by Christian Nutt [06.20.11]
Shadows of the Damned director Massimo Guarini speaks about the studio's new global synthesis of creativity and technology, why his personal vision fits better with a Japanese studio, and what we can expect from Grasshopper Manufacture in the future.
Business/Marketing, Design, Interview

NPD: Behind the Numbers, May 2011 4
by Matt Matthews [06.17.11]
Gamasutra analyst Matt Matthews examines hardware, software and accessory trends for U.S. video game retail sales in May -- a month what NPD Group called "the lowest month of sales for the industry since October 2006."
Business/Marketing, Console/PC

The Next Wave of Free-to-Play: Licensing 3
by Array [06.16.11]
In this feature, Gamasutra speaks to CrowdStar, Bigpoint, and Gazillion about the opportunities and, in their opinions, increasing necessity to incorporate licensed content in free-to-play games, as a way to build engagement in a competitive marketplace.
Business/Marketing, Social/Online

Postmortem: Radiangames' Monthly Xbox Live Indie Games Series 18
by Luke Schneider [06.15.11]
In this comprehensive postmortem, former Volition developer Luke Schneider talks about how he went indie and assaulted the Xbox Live Indie Games market with an array of games built on the same ideal -- and how each worked, as well as the fate of the overall project.
Business/Marketing, Design, Production, Indie