Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Postmortem
Postmortem: Black Rock Studios' MotoGP'07 1
by David Jefferies [10.17.07]
In this Gamasutra-exclusive postmortem, David Jefferies of UK-based Black Rock Studios (formerly known as Climax Racing) follows up last year's postmortem of MotoGP'06 with an honest look at this year's Xbox 360 racing title, covering optimization, frontend, crowd systems and more.
Postmortem

Postmortem: Sniper Studios' Crazy Taxi Fare Wars  
by Jeff Hasson [10.03.07]
In this Gamasutra-exclusive postmortem, Jeff Hasson of Redwood City-based Sniper Studios discusses the developer's experience in creating Crazy Taxi Fare Wars, a PSP version of Sega's arcade and console game series, with fascinating technical detail on the game's creation.
Postmortem

Indie Postmortem: Wolverine Studios' Total Pro Golf 2  
by Gary Gorski [07.23.07]
Smaller indie developers are creating more and more intriguing games, and in this Gamasutra postmortem, we learn about the creation of Wolverine Studios' sim-heavy Total Pro Golf 2 for PC, discussing both the triumphs and pitfalls faced by creator Gary Gorski while creating the community-aided title.
Postmortem

Postmortem: Deadine Games' Chili Con Carnage  
by Sren Lund [07.05.07]
Not every project goes according to plan, and even Deadline Games' tongue-in-cheek PSP exclusive Total Overdose adaptation Chili Con Carnage wasn't without its lessons learned. In this exclusive Gamasutra postmortem, producer and game director Sren Lund reflects on the successes and pitfalls of this unique project.
Postmortem

Postmortem - Gangs of GDC: Rumble in the Moscone Center  
by Gregory Trefry [04.27.07]
Innovative NY game developer Gamelab (Diner Dash, Arcadia) developed what they call "the worlds first... massively multiplayer mobile phone fighting game or MMMPFG", Gangs Of GDC, for play at the 2007 Game Developers Conference - here's the postmortem.
Design, Postmortem

Audio Postmortem: Scarface: The World is Yours  
by Rob Bridgett [03.22.07]
Just what went into the $2.5 million audio budget for Sierra's Scarface: The World is Yours? Audio director and frequent Gamasutra contributor Rob Bridgett discusses the ups and downs in this extensive audio postmortem.
Audio, Postmortem, Production

Postcard from GDC: Nintendo Rethinks the Development Pipeline  
by Jill Duffy [03.15.07]
At the 2007 Game Developers Conference, Nintendo's Takeshi Shimada presented a revealing talk on the challenges of developing Brain Age: Train Your Brain in Minutes a Day, sharing his experiences with a developer audience.
Postmortem, Programming, Production

Postmortem: Naked Sky Entertainment's RoboBlitz 1
by Naked Sky Entertainment [01.17.07]
Among the first games to utilize Epic's Unreal Engine 3, Naked Sky's RoboBlitz squeezed a great deal into 50mb for its Xbox Live Arcade release. In this Gamasutra postmortem, we learn firsthand the joys and pitfalls of the self-funded indie team's first title.
Design, Postmortem

Postmortem: Intergalactic Crime Prevention Unit's First Year  
by Tim Turner [01.09.07]
Tim Turner guides us through the ups and downs of the first year for Intergalactic Crime Prevention Unit, the indie development studio he founded in 2005, in this exclusive Gamasutra postmortem.
Business/Marketing, Design, Postmortem, Production

Postmortem: Blue Fang's Zoo Tycoon 2: Marine Mania  
by Linda Currie [01.02.07]
No project goes entirely according to plan, and even Marine Mania - the third expansion pack for Blue Fang's Zoo Tycoon 2 - was not without its lessons learned. In this exclusive Gamasutra postmortem, producer Linda Currie reminisces about the ups and downs of this unique project.
Design, Postmortem, Production