Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Postmortem
Postmortem: Naughty Dog's Uncharted: Drake's Fortune 6
by Richard Lemarchand, Neil Druckmann [10.08.08]
Naughty Dog calls Uncharted their 'biggest and most complex' challenge yet, and shares successes and stumbles in this fascinating postmortem.
Design, Postmortem, Production, Console/PC, North America

Postmortem: Brothers in Arms: Double Time 3
by Kurt Reiner, Kristin Price [09.30.08]
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time.
Design, Postmortem, Programming, Production, Console/PC, North America

Postmortem: Torpex Games' Schizoid 10
by Jamie Fristrom [09.24.08]
In an exclusive Gamasutra postmortem, Torpex Games co-founder Fristrom (Spider-Man 2) presents a fascinating post-release analysis of the XNA-utilizing Xbox Live Arcade co-op title.
Business/Marketing, Design, Postmortem, Production, Art, Console/PC, North America

Postmortem: Little Boy Games' Go! Go! Break Steady 3
by Ahmed Usman Khalid [09.18.08]
In this exclusive Gamasutra postmortem, the developers of XBLA title Go! Go! Break Steady pointedly detail the trials and tribulations of making an original IP console title as a two-man indie dev.
Business/Marketing, Design, Postmortem, Production, Console/PC, Indie, North America

Postmortem: 2K Boston/2K Australia's BioShock 16
by Alyssa Finley [09.02.08]
Starting a new series debuting notable Game Developer magazine postmortems online, project lead Finley reveals the secrets behind the creation of 2K Boston/Australia's seminal BioShock.
Design, Postmortem, North America

Postmortem: Ironclad/Stardock's Sins of a Solar Empire 4
by blair fraser, Brad Wardell [04.28.08]
The Ironclad-developed, Stardock-published PC RTS title Sins Of A Solar Empire has been the surprise 'hardcore' PC game hit of the year so far - and Gamasutra has an in-depth postmortem into its creation.
Business/Marketing, Design, Postmortem, Production, PC, North America

Postmortem: Kat Games' Dream Chronicles 1
by Miguel Tartaj [04.22.08]
Casual title Dream Chronicles has helped to introduce classic Myst-style adventure gaming to the PC casual market, and in this exclusive Gamasutra postmortem, creator Tartaj explains its genesis.
Design, Postmortem, Production, PC

Postmortem: Saber Interactive's TimeShift 1
by Andrey Iones, Matthew Karch [04.04.08]
PC/console shooter TimeShift debuted late last year after a "strange and convoluted" - but fascinating - development cycle, and in this exclusive Gamasutra postmortem, the creators detail just what went right and wrong in its creation.
Design, Postmortem, Production, Art, Console/PC

Postmortem: Freeverse's Marathon 2: Durandal 1
by Mark Levin [11.21.07]
Developer Freeverse was the team behind the recent 'enhanced port' of classic Bungie title Marathon 2 to Xbox Live Arcade, and in this exclusive postmortem, the company's Mark Levin goes into detail on the trials and triumphs of updating a Mac classic to XBLA.
Postmortem

Postmortem: Vicious Cycle Software's Dead Head Fred 1
by Eric Peterson, Wayne Harvey, Mike Pearson, Dave Ellis [11.08.07]
Originally, Vicious Cycle's PSP-exclusive action title Dead Head Fred was intended to be a GameCube title, before morphing into a head-swapping 'brain in the jar' game, and in this exclusive postmortem, the developers explain what went right and wrong in the game's genesis.
Postmortem