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October 16, 2018
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Features » Postmortem
Mars Sucks - Can Games Fly on Google Earth?  
by Scott Crabtree, Omar Rodriguez, Mike MacPherson [12.28.06]
Three members of an Intel development team focused on PC gaming discuss the development, including source code, of "Mars Sucks," a conceptual prototype that attempts to infuse gameplay with Google Earth.
Design, Postmortem, Programming, Production

Indie Postmortem: 'FishEd'  
by Andy Roberts [09.19.06]
Scary Fish, Ltd. Managing Director Andy Roberts provides a postmortem of 'FishEd,' the unique and powerful 2D map editing suite he designed from the ground up in the Blitz+ programming language, in today's Gamasutra cover feature.
Postmortem, Programming, Production

Postmortem: Gamevil's Nom 2  
by Bong Koo Shin [09.08.06]
The latest exclusive Gamasutra postmortem is for Gamevil's innovative 'one-button' cellphone title Nom 2, which makes the player to rotate their phone to keep up with the action, and also allows the sending of user messages into outer space.
Design, Postmortem

Postmortem: Wideload Games' Stubbs the Zombie 1
by Alexander Seropian [08.11.06]
In this exclusive and fascinating postmortem reprinted from Game Developer magazine, Wideload founder Alex Seropian explains frankly how his team built Stubbs with the Halo engine, a core team, and an innovative production model.
Design, Postmortem, Production

Postmortem: MotoGP '06  
by David Jefferies [08.08.06]
In this exclusive Gamasutra feature, Climax lead programmer David Jefferies presents a postmortem of well-received THQ-published Xbox 360 title MotoGP '06, from lightscattering effects through framerate battles.
Design, Postmortem, Production

Postmortem: Digital Chocolate's Tower Bloxx  
by Jeferson Valadares, Mikko Kodisoja [07.07.06]
Today's lavishly illustrated Gamasutra Postmortem comes to us all the way from Finland, as developer Digital Chocolate guides us through the iterative development of Tower Bloxx, the 2005 Mobie Award Winner for Best Puzzle Game.
Design, Postmortem, Production

Event Wrap-Up: Casuality Seattle  
by Beth A. Dillon [07.06.06]
This year's Casuality Seattle, a conference focusing on all aspects of the casual games industry, drew in over 700 attendees during its three days in operation last week. Here we present a recap of the event, highlighting the important issues and discussions presented.
Business/Marketing, Design, Postmortem, Programming, Production

Postmortem: Indigo Prophecy 5
by David Cage [06.20.06]
Published in edited form in the June/July issue of sister magazine Game Developer, Gamasutra is proud to present the full, extended postmortem for Quantic Dream's fascinating console title Indigo Prophecy/Fahrenheit, as described by creator David Cage.
Design, Postmortem, Production

Indie Postmortem: Armadillo Run  
by Peter Stock [06.19.06]
In today's exclusive Gamasutra feature, author Peter Stock provides a detailed postmortem of Armadillo Run, the physics-based puzzle game he independently designed, programmed, produced and published in a nine month span.
Design, Postmortem, Programming, Production

Schadenfreudian Slips: Waiting For Hasselhoff 7
by Schadenfreude Interactive [05.26.06]
A very special version of the column chronicles audio engineer Alex Voll mit Aalen's Beckettian odyssey, waiting for David Hasselhoff to arrive and craft voiceover for the firm's award-winning Cthulhu Karts series.
Design, Postmortem