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Features » Postmortem
Postmortem: Vector Unit's Hydro Thunder Hurricane 7
by Matt Small [10.27.10]
EA and Stormfront Studios veteran Matt Small shares successes and defeats in his small team's transition from large studio to small startup while developing Hydro Thunder Hurricane for Xbox Live Arcade.
Design, Postmortem, Programming, Production, Art, Console Digital

Postmortem: Dejobaan Games' Aaaaa! -- A Reckless Disregard for Gravity 19
by Ichiro Lambe, Dan Brainerd, Leo Jaitley [09.22.10]
Indie developer Dejobaan Games discusses what went right and what went wrong creating IGF 2010 finalist Aaaaa! -- and the choices that made the game unique.
Audio, Business/Marketing, Design, Postmortem, Production, Art, Indie

Postmortem: Tale of Tales' The Path 7
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michal Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Design, Postmortem, Programming, Production, Art, Indie

Postmortem: Sarbakan's Lazy Raiders 5
by Ann Gauthier [06.09.10]
How does a casual studio transition to Xbox Live Arcade? Sarbakan had 10 years of experience in development before heading for Xbox 360 with Lazy Raiders, and here tells the story behind that development move.
Business/Marketing, Design, Postmortem, Production

Postmortem: Frozenbyte's Trine 8
by Lauri Hyvrinen, Joel Kinnunen [06.03.10]
Developers of the popular PSN and PC download game talk challenges in transitioning from PC to console development, and getting game balance right in their quest to create a memorable fairytale adventure.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Postmortem: Magnin & Associates' Skittleball 2
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

Postmortem: Double Fine's Brutal Legend 25
by Caroline Esmurdoc [03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

Postmortem: Sega/Other Ocean's Super Monkey Ball 2 4
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet

Postmortem: WayForward's A Boy and His Blob 10
by sean velasco [02.11.10]
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond 2
by Eric Peterson [02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business/Marketing, Design, Postmortem, Production