Art of War: Animating Realistic Sword Combat37 by John Clements, Eben Bradstreet[12.13.12]
This article -- a compilation of two viewpoints on adding authentic sword combat to games -- originally appeared in the December issue of Game Developer magazine -- and explores the idea of using real Medieval techniques as taught by a trained sword master.
Art
Designing Freemium Titles for Hardcore Gamers41 by Pascal Luban[12.12.12]
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.
Design, Social/Online
Supercell's Secret Sauce19 by Mike Rose[12.07.12]
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.
Social/Online, Smartphone/Tablet
What Do Investors Look for in a Game Developer?15 by Jeremy Liew[12.06.12]
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.
Business/Marketing
Suck at Coding, But Make Games Anyway27 by Jay Weston[12.05.12]
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.
Programming, Smartphone/Tablet