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Tool Postmortem: Climax Brighton's Supertools1 by Shawn Hargreaves[06.26.02]
Pick a random game development studio, and take a guess as to what software you will find their artists using. Adobe Photoshop, for sure. Probably also 3DS Max or Maya, possibly Lightwave or Softimage. You might even run into the odd copy of Houdini or Deluxe Paint. Those guesses would be badly wrong if you happened to visit Climax Brighton, where they use a trio of inhouse tools called Super Model, Super Ted, and the Bastard Love Child.
Postmortem, Programming, Tools Postmortem
Postmortem: Pseudo Interactive's Cel Damage  by David Wu[02.27.02]
The story behind Cel Damage is long, winding, and harrowing, but ultimately uplifting. And because Cel Damage is our first published title, its story is also the story of a company, Pseudo Interactive. Over PI's first two years, they started up and killed a few projects. However, with the coming of Xbox, we found a proper niche for our emerging technology.
Postmortem: Bohemia Interactive Studios' Operation Flashpoint  by Marek Spanel, Ondrej Spanel[12.19.01]
After nearly four years of work, several abandoned technologies, and a few abortive relationships with various publishers, Operation Flashpoint's gold master was nevertheless finished only in the early hours before the final deadline. But once the game achieved widespread kudos and high-volume, worldwide sales, the developers at Czech-based Bohemia Studios were able to lean back and congratulate themselves on a job well done.
Postmortem: Startopia  by Wayne Imlach[10.26.01]
With so many games being released across so many formats, and a much broader audience to sell to, it's no longer the case where the majority of gamers can seek out and decide for themselves, which titles are the best — you need to shout loudly to be noticed by the consumer. We were far too quiet with the release of Startopia, and as such were drowned out by other less accomplished games who where far more vocal about their release.
Design, Postmortem, Production