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September 18, 2021
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Posted by Chris Zukowski on 09/17/21 11:50:00 am in Business/Marketing, Console/PC, Indie
It is really hard to get anyone to actually buy anything, much less take an action like joining your mailing list or discord. It is even more difficult when you are offering a game that is different, or a bit avant garde. The reason is they don’t know i

The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.

Posted by Ian Griffiths on 09/13/21 12:11:00 pm
Apple vs Epic is now decided. Not a monopoly but with their payments system seen as anti-competitive, things will have to change. Is that good for developers?

Posted by Josh Bycer on 09/10/21 11:16:00 am in Business/Marketing, Design, Production, Console/PC, Serious
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices

Posted by Josh Bycer on 09/10/21 07:49:00 am in Design, Indie
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.

Posted by Josh Bycer on 09/02/21 07:12:00 pm in Design, Console/PC, Indie
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.





Posted by Peter de Jong on 09/17/21 11:35:00 am in Programming, Console/PC
Late in 2019 NIS America approached us to discuss porting these two games to the Nintendo Switch and PC. This article outlines the technical localization challenges that were found in the two games and how we approached solving them.

Posted by Nora Blaskovits on 09/16/21 09:45:00 am in Business/Marketing, Console/PC
In this article, I'd like to give some tips to fellow gamedevs on how they can revamp their game's Steam page and increase its visibility in 10+1 essential steps!

Posted by Paul Beatlov on 09/16/21 09:42:00 am
Today a person has to face and adapt to new, constantly changing forms of dialogue. This is evidenced by the growing interest in computer technologies and attempts to apply them in various fields.

Posted by Matt Canei on 09/15/21 12:19:00 pm in Design, Programming, Art, Serious, Indie
It was October 9th, 2007 - I was in my first Intro to Game Design class in college when I got a call from my aunt that my mother had passed away after a four-year battle with cancer. It was time to make a game to honor her life and memory...

Posted by on 09/15/21 09:37:00 am in Business/Marketing, Design, Production, Social/Online
Play-and-earn is a promising new monetization model that can harmonize the incentives between developers, players and investors. Let's establish a framework for understanding that type of monetization. This is the first in a series.

Part 6 in a series looking at games publishing contracts, and providing devs with some quick fixes that they can use to improve the agreement with their publisher.