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Postmortem: Wadjet Eye's The Blackwell Convergence
by Dave Gilbert
[11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation.
[2]
Game Design, Postmortem, Production
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Postmortem: ACE Team's Zeno Clash
by Carlos Bordeu
[10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
[10]
Audio, Game Design, Postmortem, Production, Visual Art
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Postmortem: Realtime Worlds' Crackdown
by Phil Wilson
[09.07.09]
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown.
[2]
Business, Game Design, Postmortem, Production
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Postmortem: Crystal Dynamics' Tomb Raider: Underworld
by Eric Lindstrom
[09.02.09]
This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year, explains exactly what went right and wrong during the making of the critically acclaimed franchise update.
[12]
Business, Game Design, Postmortem, Production
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Postmortem: ngmoco/Demiurge Studios' WordFu
by Chris Linder, Justin Lokey, Stephanie Morgan
[08.05.09]
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu, from swift iteration to localization complexity and beyond.
[2]
Game Design, Postmortem, Production
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Postmortem: Gaijin Games' BIT.TRIP BEAT
by Alex Neuse
[06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
[2]
Game Design, Postmortem, Production
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Postmortem: Square Enix's The World Ends With You
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando
[04.30.09]
In this rare postmortem, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.
[3]
Game Design, Postmortem
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What Went Wrong? Learning From Past Postmortems
by Brandon Sheffield
[04.22.09]
Gamasutra sister magazine Game Developer decided to round up every "what went wrong" entry from the last three years of game postmortems, and compiled the most frequently made mistakes (usually over five times each) into this cautionary feature.
[20]
Business, Game Design, Postmortem
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Developing AI in Darwinia
by Gary Chambers
[04.18.09]
In a detailed AI-focused postmortem, Introversion's Gary Chambers discusses the challenges and successes of creating the AI system for Darwinia and its multiplayer counterpart Multiwinia.
[4]
Postmortem, Programming, PC, Console, Indie
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