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Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
by Takayuki Isobe
[02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business, Game Design, Postmortem, Production, Visual Art
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Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor
[02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
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Postmortem: Mode 7 Games' Frozen Synapse
by Paul Taylor
[01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business, Game Design, Postmortem, Production, Indie
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A Story Of GameLayers, Inc.
by Justin Hall
[11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
Business, Game Design, Postmortem, Production, Social/Online
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Postmortem: Smudged Cat Games' The Adventures Of Shuggy
by David Johnston
[09.29.11]
In this revealing postmortem of The Adventures of Shuggy, Smudged Cat Games' David Johnston reveals how working with the best of intentions and inspiration can have a bad commercial result when the cards fall in the wrong places creatively and business-wise.
Business, Game Design, Postmortem, Production, Indie
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Postmortem: Vector Unit's Riptide GP
by Matt Small
[09.08.11]
What does it take to deliver a console-like experience on Android? Vector Unit moved from XBLA title Hydro Thunder Hurricane to Riptide GP and here shares the ups and downs of creating a high-powered water-based racing game for Google's mobile platform.
Game Design, Postmortem, Production, Smartphone/Tablet
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Postmortem: Arrowhead Game Studios' Magicka
by Johan Pilestedt
[08.30.11]
In this candid and thoughtful postmortem, Arrowhead Game Studios CEO Johan Pilestedt describes the haphazard "process" behind the development of the PC game Magicka, showing how lack of experience can lead to pitfalls, even when you have the best advice.
Business, Game Design, Postmortem, Production
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Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage
by Ara Shirinian
[07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business, Game Design, Postmortem, Production, Visual Art
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Postmortem: High Voltage Software's Conduit 2
by Kevin Sheller
[06.30.11]
An extensive postmortem of High Voltage Software's Wii-exclusive shooter sequel -- in which senior producer Kevin Sheller explains how lessons learned during development "made us a better company, and allowed us to make better games."
Business, Game Design, Postmortem, Production
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Postmortem: Llopis and Friginal's Casey's Contraptions
by Miguel Ángel Friginal, Noel Llopis
[06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel Ángel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business, Game Design, Postmortem, Production, Visual Art, Smartphone/Tablet
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