by David Jefferies [10.17.07]
In this Gamasutra-exclusive postmortem, David Jefferies of UK-based Black Rock Studios (formerly known as Climax Racing) follows up last year's postmortem of MotoGP'06 with an honest look at this year's Xbox 360 racing title, covering optimization, frontend, crowd systems and more.
by Jeff Hasson [10.03.07]
In this Gamasutra-exclusive postmortem, Jeff Hasson of Redwood City-based Sniper Studios discusses the developer's experience in creating Crazy Taxi Fare Wars, a PSP version of Sega's arcade and console game series, with fascinating technical detail on the game's creation.
by Gary Gorski [07.23.07]
Smaller indie developers are creating more and more intriguing games, and in this Gamasutra postmortem, we learn about the creation of Wolverine Studios' sim-heavy Total Pro Golf 2 for PC, discussing both the triumphs and pitfalls faced by creator Gary Gorski while creating the community-aided title.
by Søren Lund [07.05.07]
Not every project goes according to plan, and even Deadline Games' tongue-in-cheek PSP exclusive Total Overdose adaptation Chili Con Carnage wasn't without its lessons learned. In this exclusive Gamasutra postmortem, producer and game director Søren Lund reflects on the successes and pitfalls of this unique project.
by Gregory Trefry [04.27.07]
Innovative NY game developer Gamelab (Diner Dash, Arcadia) developed what they call "the world’s first... massively multiplayer mobile phone fighting game or MMMPFG", Gangs Of GDC, for play at the 2007 Game Developers Conference - here's the postmortem.
by Rob Bridgett [03.22.07]
Just what went into the $2.5 million audio budget for Sierra's Scarface: The World is Yours? Audio director and frequent Gamasutra contributor Rob Bridgett discusses the ups and downs in this extensive audio postmortem.
by Jill Duffy [03.15.07]
At the 2007 Game Developers Conference, Nintendo's Takeshi Shimada presented a revealing talk on the challenges of developing Brain Age: Train Your Brain in Minutes a Day, sharing his experiences with a developer audience.
by Naked Sky Entertainment [01.17.07]
Among the first games to utilize Epic's Unreal Engine 3, Naked Sky's RoboBlitz squeezed a great deal into 50mb for its Xbox Live Arcade release. In this Gamasutra postmortem, we learn firsthand the joys and pitfalls of the self-funded indie team's first title.
by Tim Turner [01.09.07]
Tim Turner guides us through the ups and downs of the first year for Intergalactic Crime Prevention Unit, the indie development studio he founded in 2005, in this exclusive Gamasutra postmortem.
by Linda Currie [01.02.07]
No project goes entirely according to plan, and even Marine Mania - the third expansion pack for Blue Fang's Zoo Tycoon 2 - was not without its lessons learned. In this exclusive Gamasutra postmortem, producer Linda Currie reminisces about the ups and downs of this unique project.