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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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A Journey Into The Dark
by Christian Nutt
[09.30.11]
In this interview with Dark Souls producer Kei Hirono, he reflects on the development of the game and what director Hidetaka Miyazaki and his team at developer From Software have achieved with the eagerly anticipated, famously challenging, and innovative title.
Business, Game Design, Production, Interview
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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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How Colony Wars Came To Be
by Isaiah Taylor
[09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.
Audio, Game Design, Production
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Lessons from the Trenches
by Henrik Markarian
[09.14.11]
Henrik Markarian, a veteran developer with over 20 years in the industry, including stints at Mindscape and NovaLogic, shares production secrets he's learned over the years -- best practices aimed at improving efficiency and studio culture.
Business, Production
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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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Postmortem: Zen Studios' Pinball FX2
by Neil Sorens
[08.25.11]
In this postmortem, Neil Sorens, creative director at Zen Studios, looks back on the two year-long development of October 2010 downloadable title Pinball FX2, the studio's "most successful game to date."
Business, Game Design, Production
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