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August 18, 2018
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Features » Postmortem
Postmortem: Ubi Soft China's Music Up -- Summer Rainbow  
by Deng Yi Wen [08.30.02]
Ubi China had always wanted to make a PC game for the local market, but a number to factors kept the idea on hold. In January 2001, the right incentive to motivate Ubi China to try a local project finally arrived: the license for "Music Up", a popular animated property.
Design, Postmortem

Postmortem: Pixelogic's The Italian Job 1
by john li [08.14.02]
Armed with a cult film licence and the knowledge that The Italian Job already had a huge fan base in the UK, Pixelogic set out to make a game that would not only do the film justice but would also be a game worth playing.
Design, Postmortem

Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy 1
by stephen white [07.10.02]
For Naughty Dog's newest title, the studio created, among other things, a seamless game world with no discrete levels and no in-between-missions load screens. These are the lessons they learned along the way.
Design, Postmortem

Tool Postmortem: Climax Brighton's Supertools 1
by Shawn Hargreaves [06.26.02]
Pick a random game development studio, and take a guess as to what software you will find their artists using. Adobe Photoshop, for sure. Probably also 3DS Max or Maya, possibly Lightwave or Softimage. You might even run into the odd copy of Houdini or Deluxe Paint. Those guesses would be badly wrong if you happened to visit Climax Brighton, where they use a trio of inhouse tools called Super Model, Super Ted, and the Bastard Love Child.
Postmortem, Programming, Tools Postmortem

Postmortem: Factor 5's Star Wars Rogue Leader: Rogue Squadron II  
by Thomas Engel [05.01.02]
Anyone who saw Factor 5's Star Wars teaser trailer at Space World 2000 might think that Star Wars: Rogue Leader was in development continuously from then until shortly before the launch. In fact, production didn't really start until January 2001. Hitting the Gamecube launch meant being done mid-September 2001 - roughly nine months for a 15-month project.
Design, Postmortem

Postmortem: Pseudo Interactive's Cel Damage  
by David Wu [02.27.02]
The story behind Cel Damage is long, winding, and harrowing, but ultimately uplifting. And because Cel Damage is our first published title, its story is also the story of a company, Pseudo Interactive. Over PI's first two years, they started up and killed a few projects. However, with the coming of Xbox, we found a proper niche for our emerging technology.
Postmortem

Postmortem: Mythic Entertainment's Dark Age of Camelot  
by Matt Firor [02.13.02]
Discover how Mythic's solid game development experience, existing code base of proven technology, and unwillingness to limit the bounds of the imagination came together in Dark Age of Camelot.
Postmortem

Postmortem: Frog City's Trade Empires  
by rachel bernstein [01.25.02]
Trade Empires started with a simple goal: make a game that would be a good fit for the company's small team and existing technology. While they were at it, Frog City brought it in on budget and a month ahead of schedule.
Postmortem

Postmortem: Bohemia Interactive Studios' Operation Flashpoint  
by Marek Spanel, Ondrej Spanel [12.19.01]
After nearly four years of work, several abandoned technologies, and a few abortive relationships with various publishers, Operation Flashpoint's gold master was nevertheless finished only in the early hours before the final deadline. But once the game achieved widespread kudos and high-volume, worldwide sales, the developers at Czech-based Bohemia Studios were able to lean back and congratulate themselves on a job well done.
Postmortem

Postmortem: Startopia  
by Wayne Imlach [10.26.01]
With so many games being released across so many formats, and a much broader audience to sell to, it's no longer the case where the majority of gamers can seek out and decide for themselves, which titles are the best you need to shout loudly to be noticed by the consumer. We were far too quiet with the release of Startopia, and as such were drowned out by other less accomplished games who where far more vocal about their release.
Design, Postmortem, Production