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September 24, 2020
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Features » Postmortem
Postmortem: LucasLearning's Star Wars DroidWorks 1
by Jon Blossom, Collette Michaud [08.13.99]
In the fall of 1998, Lucas Learning emerged from its shell with the offering of its first educational software product, Star Wars DroidWorks. The game combines first-person shooter game technology with solid educational content to create something different: a thoughtful game that's actually fun and helps kids to learn within the game medium.
Design, Postmortem, Programming

Postmortem: Thief: The Dark Project 1
by Tom Leonard [07.09.99]
Thief: The Dark Project is one of those games that almost wasn't. Tom Leonard, chief programmer on the project, talks about what went right and what went wrong when Looking Glass Studios set out to create a totally different first-person gaming experience.
Design, Postmortem, Programming

Postmortem: Raven Software's Heretic II  
by Jake Simpson [05.21.99]
Wonder what it's like to develop a game using someone else's engine? Jake Simpson tells Gamasutra about his experiences on the Heretic II team, and how things go when you're using a modified version of the Quake II system. Here he relates how too many cooks can spoil the stew, what it feels like to actually ship a game on time, and how you can effectively make use of your game's fan base for suggestions, feedback, and a "real world" beta test.
Postmortem, Programming

Postmortem: DreamWorks Interactive's Trespasser 4
by Richard Wyckoff [05.14.99]
Almost three years in the making, Trespasser was held up by some as a reason to dismiss physical modeling in games. Richard Wyckoff, a designer on the Trespasser team, disagrees. Read on to find out more about the trials, tribulations - and yes, even triumphs - experienced by the crew at Dreamworks Interactive.
Postmortem, Programming

Postmortem: Ritual Entertainment's Sin  
by Scott Alden [03.05.99]
Can you imagine a first-person shooter with a compelling story and realistic characters? Ritual Entertainment toook a heavily enhanced version of the Quake engine a built a new world.
Postmortem, Programming

Postmortem: DreamForge's Sanitarium  
by Chris Pasetto [12.04.98]
A strong and inspired design coupled with some innovative team management guidelines and solid asset management tools made this development effort smooth and sane.
Design, Postmortem, Production

Postmortem: Bungie's Myth: The Fallen Lords 1
by Jason Regier [07.31.98]
Concurrently releasing Macintosh and Windows versions of its real-time strategy game seems like an ambitious goal in itself, but Bungie Software didn't stop there. This two-year project culminated in a critically acclaimed title and helped redefine the RT3D genre.
Design, Postmortem, Production

Postmortem: SSI's Dark Sun Online: Crimson Sands 1
by Andre Vrignaud [10.24.97]
Porting a stand-alone, DOS-based RPG to a 32-bit Windows-based online network can be... challenging. Here's what happened to SSI along the way. Note: this is the first postmortem Game Developer magazine ever published.
Design, Postmortem