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Postmortem: Magnin & Associates' Skittleball
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, Game Design, Postmortem, Programming, Production
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Postmortem: Double Fine's Brutal Legend
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, Game Design, Postmortem, Programming, Production, Visual Art
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Postmortem: Sega/Other Ocean's Super Monkey Ball 2
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, Game Design, Postmortem, Programming, Production
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Postmortem: WayForward's A Boy and His Blob
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.
Business, Game Design, Postmortem, Visual Art
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Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond
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, Game Design, Postmortem, Production
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Postmortem: Over the Top Games' NyxQuest: Kindred Spirits
by Rob de Lara
[01.27.10]
The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.
Business, Game Design, Postmortem, Production
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Postmortem: Torus Games' Scooby-Doo! First Frights
by Nicole Goodfellow
[01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production
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Postmortem: Blitz Games' Droplitz
by Chris Swan
[01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business, Postmortem, Programming, Production
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Postmortem: Ronimo Games' Swords & Soldiers
by Fabian Akker, Jasper Koning
[12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Business, Game Design, Postmortem, Programming, Production
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