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When the standard challenges of game development combine with advancing a series and learning to port to consoles, it's easy to imagine how things could become overwhelming. Sanctum 2 developer Coffee Stain Studios persevered from building the sequel to its first-person-shooter tower defense hybri...

1 year ago 0 Comments
May 11, 2014 at 5:30PM
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Sales of the neon stealth game Monaco have hit 750,000 following its inclusion in Humble Indie Bundle 11. During the bundle bonanza, Monaco earned approximately $215,000, developer Andy Schatz writes in a rundown on his blog. "That's a nice hefty sum," he adds. Monaco was one of the "beat the av...

1 year ago 0 Comments
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The intro to Race the Sun's one-month numbers breakdown begins on an ominous note: "Launching a PC game without a major distribution platform, such as Steam, is asking for trouble." In its launch month, developer Flippfly sold 771 copies of Race the Sun for a total of $7,400. "This may seem like...

1 year ago 0 Comments
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The classic postmortem sessions at GDC are always good for some fun, inside stories of old-school game development, including the likes of GoldenEye 007, Doom, Maniac Mansion and Out of this World. GDC 2013 will add a few more games to the list, with postmortem panels scheduled for Myst, X-COM: UFO...

2 years 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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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. And thus ends the Cataclys...

2 years ago 0 Comments
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Editor's Note: From time to time, TUAW does cover commercial apps developed by our staffers, although it is relatively rare for individuals to write about their own projects (with some notable exceptions). In this case, Mike's experience of his app development process -- going from a code-naive...

3 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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Seeing Fez's technical postmortem directly before a screening of Indie Game: The Movie offered a jilted experience, one from developer Renaud Bedard, who presents the game's pitfalls in its most practical terms, and the other from a dramatic 15-foot projection of Phil Fish's muttonchops, who assure...

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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Developer Chris Parrish hosted a talk this week here at 360iDev in Denver looking back on the development of Postage, RogueSheep's Apple Design Award-winning virtual postcard designer and sharing app for the iPhone. He walked the developers in the crowd through a few of the lessons he and his t...

3 years ago 0 Comments
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The producers of Okamiden realized they were in a pickle, marketing-wise, when they were finishing up the Western version of the game just as the 3DS and Pok émon Black and White were being announced for the same release window. Capcom decided to thread the needle and send Okamiden out ri...

4 years ago 0 Comments
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In 1985, Jordan Mechner was thinking about baggy pants, arches and columns -- images that could be clearly conveyed in a low-resolution, pixelated computer game. While delivering his Prince of Persia postmortem during GDC earlier this month, Mechner delved into his memories, his journals (which y...

4 years ago 0 Comments
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Crunch time is just part of game development. When the deadline is looming, it's not uncommon for developers to pull 12-hour shifts (or longer). For Team Meat, crunch time nearly killed half of the duo. Tommy Refenes (pictured left) told GDC attendees that he would "be dead if we put Meat Boy ...

4 years ago 0 Comments
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"What kinds of games do you like?" Adam "Atomic" Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer's Conference in San Francisco. "Role-playing" was yelled out, as was "puzzler," and eventually Saltsman picked "platformer" as the genre. Without another word, ...

5 years ago 0 Comments
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Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call o...

5 years ago 0 Comments
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With a couple months under its belt and a more stable playerbase, Aion is no longer in the state of just-launched new hotness any longer. You might be one of the game's still-numerous fans, or maybe you stepped away from the game because of the grind. Either way, there were a number of innovative a...

5 years ago 0 Comments
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Top Gun on iPhone is one of the device's many hidden treasures. Not only does it have cool, After Burner-esque gameplay, it's also got one of the best easter eggs of all time (as you can see above). Unsurprisingly, nailing the unintentional humor of the movie is one of the things that Freeverse d...

5 years ago 0 Comments