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October 16, 2018
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Features » Postmortem
Indie Postmortem: Gibbage  
by Dan Marshall [05.25.06]
In this indie postmortem, first-time developer Dan Marshall tells the story of what he learned concurrently learning how to program and making his first game Gibbage by himself, all over a period of two years.
Design, Postmortem, Programming

Student Postmortem: DigiPen Institute of Technology-Produced Psychosteamion 1
by Zach Aikman [05.22.06]
In this Gamasutra educational feature, DigiPen Institute of Technology's Zach Aikman presents a postmortem of the recently-completed student game he and his team produced, Psychosteamion.
Education, Postmortem

Postmortem: Klei Entertainment’s Eets: Hunger. It’s emotional.  
by Jamie Cheng [05.05.06]
Indie developer Klei Entertainment reveals serious insight into distribution wrangling and the importance of community building, in this exclusive Gamasutra portmortem of independent PC puzzle game Eets: Hunger. It's emotional.
Business/Marketing, Design, Postmortem, Programming, Production, Art

Question of the Week Responses: Best of GDC 2006  
by Quang Hong [04.18.06]
We present your responses to last week's Question of the Week which asked, "What were the most interesting announcements or sessions/events at this year's Game Developers Conference?"
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

Postmortem: Stardock's Galactic Civilizations 2: Dread Lords 5
by Brad Wardell [04.05.06]
Stardock founder and CEO Brad Wardell gives a rare inside look at the challenges and rewards of independently developing and publishing a key PC strategy game sequel, in creating Galactic Civilizations II: Dread Lords.
Audio, Business/Marketing, Design, Postmortem, Programming, Production

'Schandenfreudian Slips': Age Of Ornithology Postmortem  
by Schadenfreude Interactive [01.17.06]
The first in a new, regular 'Schadenfreudian Slips' column sees the talented developers at Teutonic powerhouse Schadenfreude Interactive conduct a postmortem of their classic avian PC strategy title Age Of Ornithology.
Postmortem, Production

Postcard From The Serious Games Summit: How the United Nations Fights Hunger with Food Force  
by Rusel DeMaria [11.04.05]
This write-up covers a fascinating talk at the Serious Games Summit 2005 in Washington DC, featuring Justin Roche, the program manager for the United Nations’ first computer game – Food Force – which was conceived and developed by the World Food Programme – a frontline agency for fighting world hunger.
Design, Postmortem, SGSDC 2005

Postcard From The Montreal Game Summit: Call Of Duty 2 Postmortem  
by Jill Duffy [11.04.05]
Grant Collier, CEO of developer Infinity Ward's lecture at the Montreal International Game Summit 2005 discussed the creation of Xbox 360 launch title Call Of Duty 2. In the lecture, Collier spoke to a full house on the topic of business expansion and developing a next-gen title.
Business/Marketing, Design, Postmortem

Postcard from GDC Europe 2005: Postmortem: SCEE's WipEout Pure 6
by iain simons [09.07.05]
With the recent launch of the PSP in Europe, last week at GDC Europe, SCEE's Dave Burrows and Martin Linklater delivered this postmortem on PSP launch title WipEout Pure.
Design, Postmortem, GDCE 2005

Postcard from GDC Europe 2005: The First Generation of The Next Generation: A Project Gotham Racing 3 Postmortem  
by Kieron Gillen [09.06.05]
Last week at GDC Europe, Bizarre Creations' Chris Pickford and Gareth Wilson gave a postmortem of the still-being-completed Project Gotham Racing 3 for the Xbox 360, and the talk gave a fascinating early look at developing launch window content for a next-generation console.
Design, Postmortem, GDCE 2005