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Features » Postmortem
Postmortem: Shiny Entertainment's Wild 9 1
by Didier Malenfant [01.07.00]
Shiny Entertainment is well known for its successful platform games, but the Golden Age of gaming has established increasingly high standards for console games. With this in mind, Shiny launched the development of Wild 9, a game that would be different in every respect.
Design, Postmortem

Postmortem: Multitude's Fireteam  
by Art Min [01.05.00]
The goal with Fireteam was to create a complete online game experience. The Internet gives game designers the ability to take multiplayer gaming one step further by creating a community, something that wasn’t possible before online games came about, and Multitude hoped to create a game that would make people say, "Wow, this is what I’ve wanted from an Internet game."
Postmortem, Programming

Cleaning Memory and Partial Stalls in Your Code  
by Haim Barad [12.21.99]
Haim Barad discusses the pitfalls that you might run into if you're not careful about microarchitecture. In this article, with the help of mircorarchitecture expert Koby Gottlieb, he explains the concept of partial stalls and how they affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors.

Postmortem: Activision's Heavy Gear 2 1
by Clancy Imislund [12.08.99]
Heavy Gear II allows game players to suit up in a giant, high-octane, humanesque battle tank called a "Gear," outfit a wily band of squadmates, arm them to the teeth, and prepare for battle. Clancy Imisland, a programmer on the game, talks about the rights and wrongs of the development experience.
Design, Postmortem, Programming, Production

Postmortem: Irrational Games' System Shock 2 7
by Jonathan Chey [12.07.99]
The story of System Shock 2 is one of inexperienced developers, missed deadlines, technological obstacles and a small budget, and yet despite it all, it's a game that turned out to be a worthy sequel to the original. Read all about it from Jonathan Chey, the project manager and programmer.
Design, Postmortem, Programming, Production

Postmortem: HyperBole Studios' The X-Files  
by Jason VandenBerghe [12.03.99]
The X-Files was designed with the intention of setting a new standard for full-motion videogames, integrating cinematic footage worthy of the television show itself with quality adventure gaming at its best. Game programmer Jason VandenBerghe discusses the rights and wrongs of the four year development project, and allows us to claim... that The Truth is In Here.
Design, Postmortem, Programming, Production

Postmortem: Presto Studios' Star Trek: Hidden Evil  
by Michael Saladino [11.19.99]
Presto Studios was built on 2D graphic adventure games, but Presto's founders decided to push aside everything they knew in an attempt to make their mark in the world of real-time 3D gaming. Star Trek: Hidden Evil is the first game produced from this effort, and represents a clever blend between where Presto was and where it wants to be. Hear the inside scoop on the game's production from lead programmer Michael Saladino.
Design, Postmortem, Programming, Production

Postmortem: Outrage's Descent 3  
by Craig Derrick, Jason Leighton [10.08.99]
Come along with Outrage as they develop Descent 3. Share their pain and the ultimate rewards as Leighton and Derrick describe what went right and what went wrong in the process of developing the third installment of the Descent family.
Postmortem, Programming

Behind the Scenes of Messiah’s Character Animation System 1
by Torgeir Hagland, Michael ‘Saxs’ Persson [09.24.99]
Read as the developers of Messiah wax nostalgically about the trials and tribulations of developing the game's engine. Don't expect to find any code here, but you will encounter some real-world problems, solutions, and nuggets of wisdom.
Postmortem, Programming

The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter 2
by Peter Lincroft [09.03.99]
Want to make a multiplayer space combat simulator run over the Internet? It may not be as easy as you think. Read on to find out why it's not your programmers's fault - it's that darn Internet.
Design, Postmortem, Programming, GDC 2001