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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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Matias Myllyrinne: The Advent Of Alan Wake
by Christian Nutt
[04.12.10]
The Remedy man on the creative evolution of games, the production process of this long-in-development thriller, and the demands versus the opportunities afforded by the creation of DLC and the extension of the current generation.
Game Design, Production, Interview
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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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A Distinct Vision: Nick Earl And Visceral Games
by Christian Nutt
[02.22.10]
EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles. How does that transition work? We speak to Nick Earl, the studio's general manager, to find out.
Business, Game Design, Production, Interview
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Ten Vicious Years: A Retrospective Interview
by Christian Nutt
[02.19.10]
North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago, and in that time the company and the industry have changed drastically -- Gamasutra spoke to its founders, Eric Peterson and Wayne Harvey, to find out more about that journey.
Business, Game Design, Production, Interview
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The Road To Hell: The Creative Direction of Dante's Inferno
by Christian Nutt
[02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
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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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