Difference between revisions of "Postmortems"

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* [http://worldofstuart.excellentcontent.com/cf2/cf2.htm Cannon Fodder 2: The Untold Story] - by Sensible Software's Stuart Campbell
 
* [http://worldofstuart.excellentcontent.com/cf2/cf2.htm Cannon Fodder 2: The Untold Story] - by Sensible Software's Stuart Campbell
 
* [http://www.devmaster.net/articles/mmorpg-postmortem/part1.php Eternal Lands' MMORPG Postmortem] - by Radu Privantu (2004)
 
* [http://www.devmaster.net/articles/mmorpg-postmortem/part1.php Eternal Lands' MMORPG Postmortem] - by Radu Privantu (2004)
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* [http://www.gamedev.net/page/resources/_/technical/mobile-development/how-we-built-an-ios-game-on-pc-r2880 How we Built an iOS game on PC] - by Thomas Henshell

Latest revision as of 07:13, 11 January 2013

Postmortem literally means, "after death," and in the world of game development refers to the act of analyzing a game's development after completion. Postmortems provide insight into the world of game development, and often provide the reader with helpful tips on what to do, and what not to do when developing a game.

Blob Shepherd 
Outlines the making of a simple little dexterity game (in C++).
Unga Bunga 
Postmortem for a caveman themed deathmatch game, from Fusion Apple Entertainment.

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