Making the Move to HTML5, Part 1
by Duncan Tebbs, David Galeano
Postmortem: Intelligence Engine Design Systems' City Conquest
by Paul Tozour
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing, Design, Postmortem, Production, Social/Online, Smartphone/Tablet
Developer Roundtable: Triple-A, Free-to-Play
by David Daw, Patrick Miller
In this Game Developer magazine reprint, find out how free-to-play games Tribes: Ascend, PlanetSide 2, and MechWarrior Online are making inroads into core PC audiences -- and how their developers view working in the space.
Business/Marketing, Design, Interview, Social/Online
Gamasutra's Best of 2012
by Gamasutra staff
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Business/Marketing, Design, Social/Online, Smartphone/Tablet
Is It Too Late for Smaller Developers on Facebook?
by Jay Aird
If you plan to develop a Facebook game, what genre should you strike out in? This analysis takes a look at where the growth opportunities are for a small developer who doesn't have the cross-marketing reach of a Zynga.
The Burning of Star Wars: The Old Republic
by Simon Ludgate
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has really wrought with its adaptation of the game.
Designing Freemium Titles for Hardcore Gamers
by Pascal Luban
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Supercell's Secret Sauce
by Mike Rose
In 2012, Helsinki's Supercell went from unknown entity to one of the hottest developers on the planet. How did the studio make major hits Clash of Clans and Hay Day? Gamasutra visits, and talks to CEO Ilkka Paananen.
Free-to-Play: The Lost Generation
by Jeremy Alessi
Is the free-to-play push hurting games and gamers? Experienced smartphone developer Jeremy Alessi investigates whether the business model has done harm to the art of game development, and where that leaves us.
The Mobile Transition: Why Facebook Developers Are Making the Shift
by Christian Nutt
As companies like King.com and Wooga are finding that their chart-topping Facebook games become smash successes on iOS, Gamasutra talks to them, and to Facebook, about how this shift from PCs to tablets and smartphones is shaking out.
Business/Marketing, Social/Online, Smartphone/Tablet