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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [13]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Jobs
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November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
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Latest Blogs
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November 22, 2009
 
Time Fcuk - A Postmortem [2]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
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About
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Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
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John 'Malik' Watson
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Gina Gross
 
Features

Features » Postmortem
  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
 
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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