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.
What Do Investors Look for in a Game Developer?
by Jeremy Liew
Lightspeed Venture Partners venture capitalist Jeremy Liew explains exactly what he and other VCs look for in a game developer -- taking stock of the ingredients for success by examining the wins different games and developers have made in the market.
Suck at Coding, But Make Games Anyway
by Jay Weston
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop Unknown Orbit, a 3D iOS game he released this week.
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
From Torment to Eternity: Chris Avellone on RPGs
by Saul Alexander
Obsidian creative director Chris Avellone talks to Gamasutra about the tension between player stories and written narrative, how players are resurrecting the past via Kickstarter, and what Project Eternity will be.
Endless Space: When Triple-A Developers Go Indie
by Jeff Spock
The story of how a studio formed by ex-Ubisoft developers decided to take on a niche genre -- 4X strategy games -- and see if it can make its fortunes by listening to its community, including details about the composition of the team, the budget, and more.
Postmortem: McMillen and Himsl's The Binding of Isaac
by Edmund McMillen
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Business/Marketing, Design, Postmortem, Production, Art, Indie
Persuasive Games: Wii Can't Go On, Wii'll Go On
by Ian Bogost
What is Nintendo really attempting to do with the Wii U? Ian Bogost, in the latest installment of Persuasive Games, searches for the meaning behind the dual-screen play of Nintendo's freshly-released console.
Games from the Trash: The History of the TRS-80
by Dale Dobson
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.