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Posts tagged postmortem

GDC 2013 classic postmortems: Myst, X-COM: UFO Defense, more

The classic postmortem sessions at GDC are always good for some fun, inside stories of old-school game development, including the likes of GoldenEye 007, Doom, Maniac Mansion and Out of this World. GDC 2013 will add a few more games to the list, with postmortem panels scheduled for Myst, X-COM: UFO ...

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One reason Fez has taken five years to make, has already won awards

Seeing Fez's technical postmortem directly before a screening of Indie Game: The Movie offered a jilted experience, one from developer Renaud Bedard, who presents the game's pitfalls in its most practical terms, and the other from a dramatic 15-foot projection of Phil Fish's muttonchops, who assure ...

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Left 4 Dead making-of feature recounts Survivor evolution, other odd stuff

Edge has an extensive and rather interesting look back at the development of Left 4 Dead that touches on design philosophy and how people behave while playing. "Some people would declare themselves the leader and bark instructions, whether they were qualified to or not," said Mike Booth, then ...

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Okamiden producers discuss planning around Pokemon and 3DS

The producers of Okamiden realized they were in a pickle, marketing-wise, when they were finishing up the Western version of the game just as the 3DS and Pok émon Black and White were being announced for the same release window. Capcom decided to thread the needle and send Okamiden out ...

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Monsters (Probably) Stole My Princess was almost The Waterfall of the Dirty Gods

On Gamasutra, Mediatonic's Jim Griffiths and Paul Croft wrote a postmortem for Monsters (Probably) Stole My Princess, the amusingly-named jumping vampire game that started on PlayStation Minis before, yes, hopping to Xbox Live Indie Games. When the game was first conceived, there wasn't even ...

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Jordan Mechner on Prince of Persia, respecting game writers

In 1985, Jordan Mechner was thinking about baggy pants, arches and columns -- images that could be clearly conveyed in a low-resolution, pixelated computer game. While delivering his Prince of Persia postmortem during GDC earlier this month, Mechner delved into his memories, his journals (which ...

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Super Meatmortem: The almost-death of Team Meat

Crunch time is just part of game development. When the deadline is looming, it's not uncommon for developers to pull 12-hour shifts (or longer). For Team Meat, crunch time nearly killed half of the duo. Tommy Refenes (pictured left) told GDC attendees that he would "be dead if we put Meat Boy ...

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iPhone Top Gun game takes highway to the postmortem

Top Gun on iPhone is one of the device's many hidden treasures. Not only does it have cool, After Burner-esque gameplay, it's also got one of the best easter eggs of all time (as you can see above). Unsurprisingly, nailing the unintentional humor of the movie is one of the things that Freeverse ...

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Brutal Legend postmortem: Scrum, content explosion and lawsuit drama

It's been a bumpy road to release for Brütal Legend. Tim Schafer's had to change publishers, deal with a pesky lawsuit, soldier through PR missteps and even handle some post-release DLC. This is all common knowledge, but in a lengthy postmortem at Gamasutra, Caroline Esmurdoc, executive ...

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Freeverse discusses porting Marathon 2 to XBLA

Gamasutra's postmortems are excellent opportunities to look back at certain games, and hear with unabashed honesty what went right and wrong throughout the course of development. Such is the case with developer Freeverse's postmortem on their enhanced port of Bungie's classic Marathon 2: Durandal ...

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