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Game Arts

Company

3 documents in the library are about Game Arts, from writers such as Game Arts International Network, GungHo Online Entertainment and Mitacs. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside Game Arts, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Game Arts

Cover of Understanding the Value of Game Jams
Report35 pages

Understanding the Value of Game Jams

The white paper That's My Jam: Understanding the Value of Game Jams, published June 2025 and authored by Michael Iantorno, examines game jams in the Canadian game industry.

  • Survey respondents overwhelmingly felt that game jams helped them develop game design skills, with no participant answering no.
  • Most participants who attempted commercial releases said jams did not give them enough advice on commercialising their game.
  • Most survey respondents shared their jam projects online for free after the event, while over half continued developing them into commercial releases.
Ontario CreatesJun 2025
Cover of Your Virtual Game Arts Studio PG Connects Digital #2
17 min
PocketGamer.biz17 min

Your Virtual Game Arts Studio PG Connects Digital #2

The presentation outlines the expansion of Creadits, a creative services firm, into the game art production sector.

  • Creadits has expanded from performance marketing into a virtual game art studio, providing on-demand access to a global network of talent for concept art, 3D modeling, animation, rigging, texturing, and lighting.
  • The service operates as a scalable extension of internal teams, utilizing centralized management hubs in the US, UK, Japan, and Singapore to maintain quality control while developers retain creative direction.
  • Typical project-based outsourcing engagements range from $1,000 to $10,000, with $5,000 serving as the common baseline cost.
PocketGamer.bizJul 2020
Cover of GungHo Online Entertainment FY2005 Q3 Financial Results
Financial report20 pages

GungHo Online Entertainment FY2005 Q3 Financial Results

GungHo Online Entertainment’s financial results for the third quarter of the fiscal year ending December 2005 reflect a period of significant business expansion and strategic investment, despite a decline in short-term profitability.

  • GungHo Online Entertainment reported a 13.8% year-over-year increase in net sales to 3,494 million yen, driven by the performance of Ragnarok Online and the expansion of its portfolio to eight online games.
  • Operating profit plummeted 78.6% to 76 million yen, while quarterly net profit fell 97.3% to 11 million yen, largely due to a 521 million yen increase in advertising and service launch expenses.
  • The company significantly increased its debt load to fund operations and strategic investments, resulting in a 5,531 million yen surplus from financing activities.
GungHo Online EntertainmentOct 2005