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Postmortem: Muse Games' Guns of Icarus Alliance
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance
, we’ve made plenty of them."
| Howard Taso & Matthew Hartman
Postmortem: Thomas Brush's Pinstripe
After five years of scoring, illustrating, designing, and developing Pinstripe, my game about Hell, I'm left with a strange pit in my stomach, and a lot of questions.
| Thomas Brush
Don't Miss: The making of Call of Duty 4: Modern Warfare
As more details emerge for the latest Call of Duty
title, take a look back at this postmortem from the developers of Modern Warfare
to learn more about that pivotal entry in the series.
| Gamasutra Community
Video Game Deep Cuts: Deus Ex's China Lineage
This week's highlights include a classic Deus Ex
postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2
mobile game, among other things.
| Gamasutra Staff
Video: A postmortem look at the making of Spelunky HD
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky
for consoles, in the process shedding some light on how the procedurally-generated game is built.
Video: Warren Spector's postmortem of Deus Ex
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At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex
, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
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