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January 22, 2021
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Features » Indie
Going Free In The App Store - Success Stories 4
by Andrew Webster [11.04.10]
Examining the "new normal" for the iPhone App Store, in which 99 cent games are being replaced by free-to-play, microtransaction-based titles, we speak to developers at Newtoy (Words With Friends), Ngmoco, and more.
Business/Marketing, Design, Indie, Smartphone/Tablet

Sense of Wonder: Indie-fying Japan 2
by Jeriaska [11.02.10]
Creators from Sony, indie developer Nigoro, and Q-Games discuss the rise of digital download content and the indie aesthetic in Japan -- a country that still focuses almost entirely on retail and publisher control of the marketplace.
Business/Marketing, Design, Interview, Indie, Console Digital

Five Minutes Of... Minecraft 20
by Margaret Robertson [10.21.10]
Here, Margaret Robertson takes five minutes to uncover a speck of what drives the design of the web's current viral gaming sensation -- a game that lives not on Facebook, but marries blocky, pixellated classicism and anarchic current day design choices.
Design, Art, Indie

The Voxel Agents: Year One Retrospective 16
by Simon Joslin [09.29.10]
Creative director and co-founder of Australian indie studio The Voxel Agents -- the Train Conductor series for iPhone and iPad -- looks back at the team's first year, sharing facts, figures, and important lessons being indie in 2010.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Finger Physics: From Rogue Project to 4 Million Downloads 3
by Alex Koloskov [09.28.10]
PressOK's VP of engineering describes how iOS App Store success Finger Physics was conceived, greenlit, developed, and marketed -- with tips on how to change small side-projects into big successes.
Business/Marketing, Design, Production, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: Dejobaan Games' Aaaaa! -- A Reckless Disregard for Gravity 19
by Ichiro Lambe, Dan Brainerd, Leo Jaitley [09.22.10]
Indie developer Dejobaan Games discusses what went right and what went wrong creating IGF 2010 finalist Aaaaa! -- and the choices that made the game unique.
Audio, Business/Marketing, Design, Postmortem, Production, Art, Indie

Monaco And SpyParty, On The Road To PAX 24
by Chris Hecker, Andy Schatz [08.20.10]
Chris Hecker and IGF winner Andy Schatz discuss their plans to take their games, SpyParty and Monaco, to PAX together -- the decision-making process, logistics, and what they hope to accomplish.
Business/Marketing, Indie, Console Digital

Activision And The Indies: How Does This Contest Work? 13
by Kris Graft [08.18.10]
The gaming megacorporation's indie competition was met by skepticism -- even cynicism -- from some corners, so Gamasutra sits down with Activision development SVP Laird Malamed to find out the real deal.
Business/Marketing, Design, Interview, Indie

Successful Playtesting In Swords & Soldiers 4
by Jeroen van der Heijden [07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network.
Design, Production, Indie

Postmortem: Tale of Tales' The Path 8
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michaƫl Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Design, Postmortem, Programming, Production, Art, Indie