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Features » Postmortem
Postmortem: Crystal Dynamics' Tomb Raider: Underworld 12
by Eric Lindstrom [09.02.09]
This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year, explains exactly what went right and wrong during the making of the critically acclaimed franchise update.
Business/Marketing, Design, Postmortem, Production

Postmortem: ngmoco/Demiurge Studios' WordFu 2
by Stephanie Morgan, Chris Linder, Justin Lokey [08.05.09]
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu, from swift iteration to localization complexity and beyond.
Design, Postmortem, Production, Smartphone/Tablet

Postmortem: Gaijin Games' BIT.TRIP BEAT 3
by Alex Neuse [06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
Design, Postmortem, Production, Indie

Postmortem: Square Enix's The World Ends With You 3
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando [04.30.09]
In this rare postmortem, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.
Audio, Design, Postmortem, Production, Art

What Went Wrong? Learning From Past Postmortems 20
by Array [04.22.09]
Gamasutra sister magazine Game Developer decided to round up every "what went wrong" entry from the last three years of game postmortems, and compiled the most frequently made mistakes (usually over five times each) into this cautionary feature.
Business/Marketing, Design, Postmortem, Production

Developing AI in Darwinia 4
by Gary Chambers [04.18.09]
In a detailed AI-focused postmortem, Introversion's Gary Chambers discusses the challenges and successes of creating the AI system for Darwinia and its multiplayer counterpart Multiwinia.
Postmortem, Programming, PC, Console/PC, Indie

50 Cent: Blood on the Sand: Audio Postmortem 1
by Rob Bridgett [04.15.09]
In this detailed postmortem, Bridgett discusses what went right and wrong during the creation of audio for the Swordfish-developer, hyper-stylized hip hop action game 50 Cent: Blood On The Sand.
Audio, Postmortem, Production

Postmortem: Defense of the Ancients 8
by steve feak, Steve Mescon [03.19.09]
In a Gamasutra-exclusive postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients, now working on the DoTA-influenced League Of Legends for Riot Games, provide a look at the creation of the original title.
Design, Postmortem, Programming, Production

Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime 4
by Bruce Chia, Desmond Wong [02.24.09]
In this Gamasutra-exclusive postmortem, the creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Postmortem: NinjaBee's A Kingdom for Keflings 4
by Steven Taylor [02.04.09]
In this Gamasutra-exclusive postmortem, NinjaBee explain what went right - and wrong - while creating Avatar-enabled Xbox Live Arcade worldbuilding game A Kingdom For Keflings.
Audio, Design, Postmortem, Production, Art