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The Road To Hell: The Creative Direction of Dante's Inferno
by Christian Nutt
[02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
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Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond
by Eric Peterson
[02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business, Game Design, Postmortem, Production
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Postmortem: Over the Top Games' NyxQuest: Kindred Spirits
by Rob de Lara
[01.27.10]
The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.
Business, Game Design, Postmortem, Production
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Postmortem: Torus Games' Scooby-Doo! First Frights
by Nicole Goodfellow
[01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production
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Postmortem: Blitz Games' Droplitz
by Chris Swan
[01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business, Postmortem, Programming, Production
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Postmortem: Ronimo Games' Swords & Soldiers
by Fabian Akker, Jasper Koning
[12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Business, Game Design, Postmortem, Programming, Production
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Postmortem: Freeverse's Top Gun For iPhone
by Justin Ficarrotta
[12.15.09]
Freeverse designer and programmer Justin Ficarrotta recounts what went right and what went wrong with the development of the iPhone game Top Gun, and how fans should always be in mind when working on a licensed game.
Business, Game Design, Postmortem, Programming, Production
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Postmortem: Twisted Pixel's Splosion Man
by Josh Bear, Frank Wilson
[12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business, Game Design, Postmortem, Production, Visual Art
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Postmortem: 8Monkey's Darkest of Days
by Jeff Russell
[11.26.09]
In this in-depth postmortem, developer 8Monkey Labs explains the creation of PC and Xbox 360 time-traveling shooter Darkest Of Days, outlining exactly what went right and wrong in the creation of the ambitious title.
Audio, Game Design, Postmortem, Programming, Production
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