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Mar 13, 2015 · 10 seminal game postmortems every developer should read. A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
- Alex Wawro
- About Games Postmortem
- Deus Ex
- Age of Empires II: Age of Kings
- Rainbow Six
- Postmortems, Games, and The Future
Like any creative endeavor, it’s always a fantastic idea to go back and see what needs improving and what needs scrapping. Unfortunately for game developers, you don’t really know what the public’s reaction will be until launch day.
For players of Deus Ex now, whether tempted by nostalgia or a Steam sale, they’ll notice that game mechanics are pretty solid for a title hovering just over the 20-year-old mark. One of the most unique role-playing games to break new ground and make the player think, Deus Ex is a virtual masterpiece. Developed by Ion Storm and released in 2000, the...
PC real-time strategy games in the 1990s and early 2000s were kings of the hill. This is where the aptly named Age of Empires II: Age of Kingscomes in. I’ll be candid: I’m incredibly biased towards this game. For me, it’s my favorite PC game ever. However, in the nature of a proper postmortem, what went wrong with AOE II? Developer Matthew Pritchar...
Rainbow Six, created by Tom Clancy’s company Redstorm, was a unique breath of fresh air on the gaming market. It was an FPS, but with a certain twist: it was tactical, you could die in one shot, and the success of your mission depended on planning even the smallest detail. It paved the way for sequels and offshoots. For tactical buffs and curious F...
Even some of the most famous game studios and designers get in over their heads with certain design aspects. While people tend to focus on the bad in postmortem games analysis, remember to focus more on the good. The good is what paves the way for better games, more improvements, and brilliant ideas. If there were no postmortems, I guarantee you th...
Jul 8, 2011 · Most interestingly, 17 postmortems, or 71 percent, reported scope problems where there was either not enough time or resources to complete the game, or there was too much design that had to be cut, often repeatedly throughout the project.
Sep 19, 2013 · In this post, I've collated some of my favourite post mortems, game design documents, and design analyses for mainstream games, from Mario, Sonic, and Zelda to MGS2, The Sims Social, and Portal.
Jun 9, 2004 · In the first Postmortem from the redesigned Game Developer magazine, we have Richard Rouse III dissect The Suffering from just one perspective--the design and implementation thereof.
An index of all of the post-mortems breaking down the lesson I’ve learn from major visible work I did back on my World of Warcraft, League of Legends, Ori and The Will of The Wisps and other other unannounced projects (post-release). You can get notified here, when I release the next post mortem.
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This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more.