infovore + postmortem 3
GameSetWatch - The Game Developer Archives: 'Postmortem: Star Wars: Shadows Of The Empire'
april 2009 by infovore
A wonderful old postmortem - on Shadows of the Empire for the N64. As a launch title, there was lots of working with unfinished hardware, prototype controllers, and SGI workstations; it's long and detailed, and a fantastic portal to a world that seems eons ago, even if it was only 12 years away.
games
n64
development
history
postmortem
starwars
lucasarts
sgi
historiography
april 2009 by infovore
God of War - postmortem | .mischief.mayhem.soap.
september 2008 by infovore
"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff - God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
sony
santamonica
programming
godofwar
postmortem
games
gdc
development
notes
presentation
september 2008 by infovore
Patsquinade - How my not-great plot happened: a mini post-mortem
august 2008 by infovore
"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
rockpapershotgun
writing
games
masseffect
bioware
criticism
postmortem
plot
story
narrative
choice
august 2008 by infovore
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