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January 20, 2018
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Features » Production
Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

Managing Risk in Video Game Development 8
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Making Halo 4: A Story About Triple-A 13
by Kris Graft [04.26.13]
Whether you love the Halo franchise for its expansive lore and emergent gameplay, or hate it for its sci-fi marines vs. aliens video game-ness, it's difficult not to be intrigued by Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development of the game began.
Design, Production

Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Postmortem: Unknown Worlds Entertainment's Natural Selection 2 20
by Charlie Cleveland [02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing, Design, Postmortem, Production, Indie

Postmortem: zGames' Pong World 5
by Chris Howard, Tanya Aulachynskaya, Artyom Vorobyov [02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of Pong World, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Postmortem: Intelligence Engine Design Systems' City Conquest 25
by Paul Tozour [02.06.13]
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing, Design, Postmortem, Production, Social/Online, Smartphone/Tablet