Archive for the 'Postmortems' Category

Zombies Postmortem

Thursday, March 4th, 2010

Is it really possible to do a postmortem on Zombies?  Aren’t they undead? This must be one of those deep philosophical questions.  In any case, it’s time to discuss what went right and what went wrong with the latest game.

Pandora’s Gearbox Postmortem

Tuesday, March 24th, 2009

Where Circuit Breaker was the hardest project that I worked on, Pandora’s Gearbox was the longest.  This is due to factors that I’ll discuss below.  The game is probably the most popular of anything that I’ve ever made, so the work seems to have paid off.  Still, I think that I could have done things [...]

Circuit Breaker Postmortem

Tuesday, January 13th, 2009

Circuit Breaker was the hardest project I’ve worked on.  It sucked up my holiday vacation and then more; I estimate that I spent 100-120 hours on it.  There are no earth-shattering revelations this time, just previous lessons being reinforced.  Still, I feel that the project will strongly affect future planning, and so deserves a post-mortem.

Gaia Dreams Postmortem

Wednesday, October 15th, 2008

I was putting off writing this, but I had better get it down on paper before I forget all about it.  There’s not much to say this time, so I’ll keep it short.  

Swarm Postmortem

Saturday, August 23rd, 2008

The second seven-day game is done, and with it comes a new batch of lessons. I’m not going to repeat what I’ve said in the Andromeda postmortem, even though some of the points there could also apply here. Things didn’t turn out as well as I wanted, but becoming a better developer and designer is [...]

Andromeda Postmortem

Monday, July 28th, 2008

Now that Andromeda is complete, it’s time to look back on the seven days of development and think about what could be improved.  Overall, I feel pretty good about the game.  It’s my first seven day project, and though it has some serious flaws I think that the game is fun.  Even after it’s done, [...]