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December 15, 2018
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Features » Postmortem
Postmortem: Project Magma's Myth II 1.5 and 1.5.1  
by Alexei Svitkine [08.23.05]
For a different spin on Postmortems, Gamasutra presents this postmortem on the efforts of the voluntary Project Magma team in updating Bungie's classic Myth II.
Postmortem, Programming

Indie Postmortem: Large Animal's RocketBowl 1
by wade tinney [06.24.05]
Large Animal's Wade Tinney writes about the risks and rewards of indie game development as he details the story behind the winner of the 2005 Independent Games Festival's Award for Technical Excellence, RocketBowl.
Business/Marketing, Design, Postmortem

Indie Postmortem: Mind Control's Oasis  
by Andrew Leker [06.10.05]
In this Indie Postmortem, Mind Control's Andrew Leker looks back at the creation of an Independent Games Festival 2004 Game of the Year, Oasis, from how the game concept came about, to getting a publisher and releasing this unique title.
Design, Postmortem

Postcard from GDC 2005: Fable: Lessons Learned  
by Daniel Sánchez-Crespo Dalmau [03.11.05]
Peter Molyneux appeared for the second time in this year's Game Developers Conference for a public postmortem of one of his latest creations, the game Fable. The session ranged from “making of” style comments to pure post-mortem material in the form of the rights and wrongs of a project that took over five years, several major redesigns, and some extreme resizing, to complete.
Postmortem, GDC 2005

Indie Postmortem: Reflexive's Wik & The Fable Of Souls  
by simon hallam [02.14.05]
Producer/lead programmer Hallam discusses the development of IGF finalist and downloadable PC title Wik & The Fable Of Souls, documenting the pluses and minuses of creating Reflexive's critically lauded 2D tongue-swinging platform action game.
Postmortem

Student Postmortem: 6mSoft's Romeo and Juliet  
by Brian Gilman [02.04.05]
Taking the concept from GDC2004's popular Game Design Challenge and running with it, student developers 6mSoft combined romantic themes and ballet to come up with an abstract gaming take on Romeo and Juliet, and documented the pluses and minuses of creation in this student postmortem.
Postmortem, Student Theses

Shaping Ty the Tasmanian Tiger 2 for the Younger Market  
by Lindsay Parmenter [01.19.05]
Parmenter, the producer on Krome's console action platformer Ty 2, looks at the team's careful creation of a sequel that was accessible to children, also touching on development methodology, as well as why you shouldn't get upset when kids cry in your focus tests.
Design, Postmortem

Indie Postmortem: Chronic Logic's Gish  
by Alex Austin [12.13.04]
Co-creator Austin chronicles the construction of the 2D physics-based PC indie platformer Gish, one of the finalists in this year's Independent Games Festival, and another entry into the crowded 'ball of tar tries to rescue girlfriend' genre.
Postmortem

Indie Postmortem: Nayantara's Star Chamber  
by Paul Dennen [10.27.04]
Creator Paul Dennen discusses the ups and downs of creating the micro-budgeted, IGF-entered independent PC strategy CCG title Star Chamber, showing that many common full-scale development issues apply equally to indie game creation.
Postmortem

Postmortem: Stardock's The Political Machine  
by Brad Wardell [10.11.04]
Stardock's Brad Wardell takes a post-release look at his company's PC presidential strategy title The Political Machine, discussing the "huge departure" into "the riskiest project we've ever undertaken" for the small independent developer.
Postmortem