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September 24, 2020
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Features » Business/Marketing
The Secrets Of 5th Cell's Success 1
by Brandon Sheffield [04.22.11]
In this in-depth interview, the creative director and COO of Scribblenauts developer 5th Cell discuss their philosophy toward developer/publisher relations, their approach toward identifying and creating games, and what they expect the future to bring in game technology.
Business/Marketing, Design, Interview

The Crowdfunding Revolution: Perspectives 36
by Andrew Webster [04.21.11]
In this, the first part of a two-part series, Gamasutra takes a look at whether indie developers can get the money they need from crowdfunding, speaking to successful and unsuccessful developers, as well as investigating whether popular site Kickstarter is the only viable option.
Business/Marketing, Indie

The Necessity Of Making Free-to-Play Moves 11
by Array [04.20.11]
Will the emergence of microtransactions and rapid updates inevitably force changes in the console and traditional handheld game space? Three well-informed perspectives on the topic seem to point to "yes", as Gamasutra investigates.
Business/Marketing, Social/Online, Smartphone/Tablet

NPD: Behind the Numbers, March 2011 5
by Matt Matthews [04.18.11]
Gamasutra analyst Matt Matthews takes an in-depth look at NPD Group's U.S. hardware and software estimates for the month of March, including thought-provoking analysis comparing the launch of the 3DS to other portable launches.
Business/Marketing, Console/PC

The Strategic Evolution Of Social Gaming 17
by Kris Graft [04.15.11]
Zynga stunned the industry when it hired veteran PC strategy developer Brian Reynolds to head up its Zynga East studio -- but the success of FrontierVille put to rest any questions about the decision. Here, he and Ensenble co-founder Bruce Shelley chart the future of social games.
Business/Marketing, Design, Interview, Social/Online

Postmortem: Team Meat's Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital

The Shanghai Game 34
by Matt Orlich [04.06.11]
In this in-depth feature, Matt Orlich, co-founder of Shanghai-based studio Ant Hive Games (The Line HD) speaks of his experiences in the ever-changing Chinese capital of game development as he and his company chart a course for the future.

Virtuos: Setting The Record Straight On Outsourcing 2
by Christian Nutt [04.04.11]
While "outsourcing" has a certain image in the minds of many, Virtuos -- one of the biggest outsourcing houses in the world -- is not precisely what you'd expect, and Gamasutra traveled to their Shanghai headquarters to find out more from CEO Gilles Langourieux.
Business/Marketing, Interview

Fixing Final Fantasy XIV: The Yoshida Interview 10
by Christian Nutt [04.01.11]
In this extensive interview, the producer of Final Fantasy XIV, Naoki Yoshida -- brought onto the project to try and rescue it from a disastrous launch -- details the work ahead of him and explains why he thinks he can save the game.
Business/Marketing, Design, Interview, PC, Console/PC, Social/Online

Improving Your Studio: What Your Producer Told Me 12
by Keith Fuller [03.31.11]
Production consultant Keith Fuller surveys the industry to find out what producers really think about their studios -- both their strengths and what's holding them back -- and shares the results with Gamaustra, drawing compelling conclusions.
Business/Marketing, Production