Search results for postmortem

"It was a task that the newsgroups, gaming [websites], and perhaps even the publisher had doubts could be done," recalled Todd Meynink in this classic postmortem of the 1999 N64 port. ...
Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience. ...
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock. ...
In this GDC 2018 session, Naoto Ohshima and Hirokazu Yasuhara discuss their perspectives on the creation of Sonic the Hedgehog. ...
In this GDC 2018 session, Guerrilla Games' Eric Boltjes discusses the development of Horizon Zero Dawn. ...
At GDC 2018, Nier: Automata director Yoko Taro and Platinum Games' Takahisa Taura took to the stage to talk a bit about how (and why) they worked together to design the game. ...
A new graduate breaks down the pros and cons of attending a post-secondary school game design program, as well as advice on what students can do to prepare for the future. ...
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world. ...
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark. ...
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release." ...


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