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Features » Postmortem
Postmortem: Capcom/GRIN's Bionic Commando Rearmed 4
by Ben Judd [01.26.09]
In this exclusive Gamasutra postmortem, Capcom's Ben Judd analyzes 2D update Bionic Commando Rearmed, from pricing to online play decisions.
Design, Postmortem, Production

Postmortem: American McGee's Grimm 7
by Wim Coveliers [01.22.09]
In this Gamasutra-exclusive postmortem, the creators of American McGee's Grimm honestly analyze the creation of the Chinese-developed episodic PC adventure series.
Business/Marketing, Design, Postmortem, Programming, Production

Postmortem: RiverMan Media's MadStone 19
by Jacob Stevens [01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Indie

Postmortem: Mommy's Best Games' Weapon of Choice 7
by Nathan Fouts [01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
Design, Postmortem, Programming, Production, Indie

Postmortem: Insomniac's Ratchet & Clank Future: Tools of Destruction 6
by John Fiorito [12.22.08]
Reprinting one of Game Developer magazine's most acclaimed 2008 postmortems, Insomniac exclusively details the creation of the iconic PlayStation 3 platformer Ratchet & Clank Future.
Business/Marketing, Design, Postmortem, Production

Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games 22
by Tim Hong [12.02.08]
How can you measure player reaction to games? From Half-Life 2 through Gears Of War, this Gamasutra article compares engagement levels via brain, heartrate, and temperature checks.
Design, Postmortem, Production

The Last Express: Revisiting An Unsung Classic 12
by Chris Remo [11.28.08]
Jordan Mechner's evocative 1997 adventure game The Last Express is a cult classic flop, but time-reversing Prince Of Persia inspiration - Gamasutra documents its fascinating genesis.
Design, Postmortem, Production, Interview

Postmortem: Tale of Tales' The Graveyard 3
by Michael Samyn [11.27.08]
In this postmortem of Tale Of Tales' thought-provoking art game The Graveyard, the creators detail what went right and wrong, revealing funding wins, download statistics, and more.
Business/Marketing, Design, Postmortem, Production, Art

Thinking With Portals: Creating Valve's New IP 8
by Jeep Barnett, Erik Wolpaw, Kim Swift [11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Design, Postmortem, Production, Game Developer Magazine, North America

Postmortem: Fizz Factor's The Incredible Hulk 1
by Rodney Gibbs, Paul Benjamin [10.29.08]
In this postmortem, the creators of The Incredible Hulk game for Nintendo DS discuss the 'fully destructible environment' title for handhelds, from GameMaker prototyping to 'Rage' button removal.
Design, Postmortem, Programming, Production