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February 9, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
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Latest Jobs
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February 9, 2010
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
 
Ubisoft San Francisco
Core Engineer
 
Ubisoft San Francisco
Gameplay Engineer
 
Vicarious Visions / Activision
Audio Programmer
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Latest Blogs
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February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
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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
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Production
 
20
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
 
 
4
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
 
8
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
 
0
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
 
8
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
 
4
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
 
4
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
 
5
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
 
5
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