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Infestation Survivor Stories (previously known as The War Z) Executive Producer Sergey Titov has penned a post-mortem on Gamasutra about the game's launch in 2012, noting how inviting the comparison to DayZ worked against the project. "That said, The War Z was a terrible choice of name, as it na...

5 months ago 0 Comments
January 15, 2015 at 4:00PM
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Lead Content Designer Donovan Kennedy has a new dev blog up on Gamasutra in which he breaks down the challenges the team faced with DC Universe Online's recent Amazon Fury Part 1 DLC pack. He first identified three "strengths" of the DLC: helpful early internal feedback, cool story missions, and...

11 months ago 0 Comments
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Spaceteam creator Henry Smith revealed in a recent retrospective piece that he believes his iOS and Android game, which has teams of players coordinating tasks on a spaceship a la Star Trek, would not have been made had making money off the game taken top priority. Smith discussed his game's s...

1 year ago 0 Comments
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Those darn GDC organizers! They're still using the term postmortem for games that are very much alive. In this case it's Meridian 59, and former lead designer Damion Schubert will take the stage at GDC Online 2012 for a special Classic Game Postmortem lecture focused on the 1996 title. A GDC p...

2 years ago 0 Comments
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Blizzard's Cataclysm post-mortem blog series has seen Dave "Fargo" Kosak discuss quest design and Scott "Daelo" Mercer discuss dungeons and raids; today, Blizzard wraps up the series with a look at Cataclysm's game systems. As with Fargo and Daelo, Greg "Ghostcrawler" Street, WoW's lead systems d...

3 years ago 0 Comments
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Blizzard recently released a blog from Dave "Fargo" Kosak that acted as a post-mortem for Cataclysm's quest design. Following on its heels is this entry from Scott "Daelo" Mercer, the lead encounter designer for World of Warcraft. In it, Scott talks successes (Dungeon Journal, Raid Finder) and fa...

3 years ago 0 Comments
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Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine what worked and what didn't work in terms of story, quests, and overall feel for the zones and...

3 years ago 0 Comments
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Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine what worked and what didn't work in terms of story, quests, and overall feel for the zones and...

3 years ago 0 Comments
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When a company ends a project or when a theatre production ends, the producers and directors will usually do an analysis of the project. They will give a rundown of what performed well and what performed poorly. The idea is to ensure that the next project delivers better results than the previous...

4 years ago 0 Comments
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Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine (in our own opinions and words) what worked and what didn't work in terms of story, quests, an...

4 years ago 0 Comments
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Alex Ziebart and Mathew McCurley (that's me) decided to give each Cataclysm zone the once-over now that we're many months out from the release of the expansion. In this post-mortem series, we'll examine (in our own opinions and words) what worked and what didn't work in terms of story, quests, an...

4 years ago 0 Comments
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There is one drawback to seeing Uncharted 2's co-lead designer, Richard Lemarchand, unfurl the development process behind the most successful and most ambitious game in the studio's history. A post-mortem panel, held on Thursday afternoon at the Game Developers Conference in San Francisco, delved i...

5 years ago 0 Comments
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There's a temptation to lump DJ Hero in with Guitar Hero, but as the name would suggest, that's only half right. Develop recently spoke with Dan Neil at FreeStyleGames and he detailed some of the unique challenges and considerations that creating a song for the game involved. Sure, the team like...

5 years ago 0 Comments
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It's very easy to roundly dismiss a game that most people don't think is very good -- heck, we do it all the time. But we think before you make with the lambasting, you should have to read a postmortem article, like this one on Gamasutra from 8monkey, the developer of Darkest of Days. Where many ...

5 years ago 0 Comments
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You would assume, perhaps wisely, that a Persona 4 postmortem would refer to performing an autopsy on a poor soul who died of old age while trying to finish the epically long RPG. But all we've got for you today is the game's creators discussing the highs and lows of development with Gamasutra. ...

5 years ago 0 Comments
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When most people think of Vanguard, they usually remember that the game had an extremely rocky launch period. A lot of things were changed and fixed after the game was sold to Sony Online Entertainment. The original developer Sigil Games Online (headed by former SOE superstar Brad McQuaid) was als...

6 years ago 0 Comments