Postmortems
From IndieGuide
Welcome to the Postmortems section. Below you'll find game designers discussing what went wrong, what went right and the different pitfalls that happened during their projects. This can be an extremely useful, and interesting, way to learn about different aspects of creating games.
"Date" is the date when the postmortem was written(if known) while "Date added" is the date when it was added to the list here. This is quite useful as you can see immediately which interviews have newly been added. Please provide dates in this format (YYYY-MM-DD) so the sorting of the columns work.
Postmortems
| Game (+Link) | Author | Game Type | Description | Date | Date added |
|---|---|---|---|---|---|
| Pteroglider | Maciej Biedrzycki | Shooter | What went right and wrong with a space shooter | ? | 2008-06-01 |
| Galcon | Phil Hassey | Arcade strategy | Why the game was created and review of the process (a 48-hour competition) | ? | 2008-06-01 |
| Planetary Defense | Cliff Harris | Arcade strategy | Postmortem about his game Planetary Defense | 2008-08-13 | 2008-08-17 |
| Kudos 2 | Cliff Harris | Sim | It would take approximately 10 months to make it, working from home full time, and involve 1 in-house tester, 2 artists and 1 sound guy. | 2008-11-14 | 2008-11-15 |
| Magic Stones | Jack Norton | Fantasy-card game | I always liked the idea of making a fantasy-card game, so I started to outline the basic idea on a piece of paper. Yes planning was essential in this kind of game, I knew it from the start (and luckily I did it). | 2007-08-31 | 2008-11-15 |
