What better way is there to avoid mistakes or pick up helpful practices and tips than to learn from the experiences of other game developers? In a game's postmortem, the game developers discuss what went right and what went wrong throughout the process of creating their game. By reading these development experiences, you can sometimes learn a new approach to a problem which perhaps you wouldn't have considered, and speed up the development time of your own game. In general, they're often fun and interesting to read.
If you're interested in submitting a postmortem for your own game to iDevGames, please contact us.
King of Dragon Pass is a game for iPhone, set in Glorantha (world of the games HeroQuest and RuneQuest).
The postmortem of Z1, a uDevGames 2011 entry which took second place for Best Story and Best Graphics. Z1 was created by Carlos Camacho and Doug Whitmore.
The postmortem of Flying Sweden, uDevGames 2011 winner for Best Graphics and Most Original, created by Will Miller.
The postmortem of the uDevGames 2011 winner Kung Fu Killforce from Justin Ficarrotta. KFK won Best Overall Game, Best Presentation, and Best Audio.
The postmortem of Convergence, the uDevGames 2011 winner for Best Gameplay, and 4th place Overall.
The postmortem for the uDevGames 2011 winning 2nd place Overall, Leader of Mans, by Andy Korth.
The postmortem for uDevGames entry TimeGoat, by Priyesh Dixit, which placed 1st for Best Story.
The postmortem for Felinity, a uDevGames 2011 entry by Brian Ramagli which won third place in Originality, and sixth place Overall.
The postmortem for uDevGames 2011 entry Your Story, by Max Williams and Scott Lembcke, which placed 3rd Overall
The postmortem of the uDevGames 2008 winner Laserface Jones vs. Doomsday Odious, from Justin Ficarrotta, creator of past entries and winners such as Kill Dr. Koté and Arachnoid: Predator of Worlds.
FIDRIS is a fast-paced puzzle game where you are the traffic controller of a spaceport. Your objective is to make as much money as possible by servicing incoming ships as quickly as possible. As you make enough money to pass a level, you move onto newer, bigger, busier spaceports.
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