Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 22, 2018
arrowPress Releases






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


Features » Postmortem
Postmortem: Arrowhead Game Studios' Magicka 10
by Johan Pilestedt [08.30.11]
In this candid and thoughtful postmortem, Arrowhead Game Studios CEO Johan Pilestedt describes the haphazard "process" behind the development of the PC game Magicka, showing how lack of experience can lead to pitfalls, even when you have the best advice.
Business/Marketing, Design, Postmortem, Production

Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage 17
by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Postmortem: High Voltage Software's Conduit 2 4
by Kevin Sheller [06.30.11]
An extensive postmortem of High Voltage Software's Wii-exclusive shooter sequel -- in which senior producer Kevin Sheller explains how lessons learned during development "made us a better company, and allowed us to make better games."
Business/Marketing, Design, Postmortem, Production

Postmortem: Llopis and Friginal's Casey's Contraptions 7
by Noel Llopis, Miguel Angel Friginal [06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel Ángel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business/Marketing, Design, Postmortem, Production, Art, Smartphone/Tablet

Postmortem: Team Meat's Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital

Postmortem: Capcom's Okamiden 9
by Motohideo Eshiro, Kuniomi Matsushita [03.25.11]
The developers behind Okamiden, the unexpected DS revival of cult classic Okami, share the decision making processes that lead to the form the game took -- including how Chibiterasu and Kuni, the game's two leads, emerged.
Design, Postmortem, Production, Art, Console/PC

Postmortem: Mediatonic's Monsters (Probably) Stole My Princess 3
by Jim Griffiths, Paul Croft [03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title Monsters (Probably) Stole My Princess, which performed well despite some major snags.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Console Digital

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: Mommy's Best Games' Explosionade 16
by Nathan Fouts [01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of Explosionade, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design, Postmortem, Programming, Production, Art, Indie, Console Digital

Postmortem: Pipeworks Software's Deadliest Warrior 11
by prithvi virasinghe, Jeremy Mahler [11.11.10]
The developer and publisher of the Spike TV-licensed fighting game discuss making an XBLA/PSN game on a tight budget, at an unusual angle for the established, competitive genre, and for an audience of skeptics.
Audio, Design, Postmortem, Production, Console Digital