Postmortems from Game Developer

Front Cover
Austin Grossman
Taylor & Francis, Jan 1, 2003 - Computers - 328 pages
1 Review
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.

Postmortems from Game Developer enhances your project management skills by showcasing projects from start to finish with candid, thorough, and specific accounts of the good and bad decisions made along the way.
  

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Contents

Section I Startups
1
Section II Sequels and Sophomore Outings
75
Section III Managing Innovation
147
Section IV Building on a License
219
Section V The Online Frontier
273
Afterword Independent Game Development
310
Appendix A Game Development Team Roles
313
Glossary
317
Index of Game Titles Developers
319
Index
323
Copyright

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About the author (2003)

Editor Austin Grossmanhas expertly compiled and commented on the postmortems to bring insight to the collection. (Each Game Developerpostmortem is credited to its respective author.) Presently a consultant on game design and interactive story development, Austin has 10 years' experience in the computer gaming industry. Notable writing and design credits include Ultima Underworld IIand System Shockfor Looking Glass Technologies and Trespasser: Jurassic Parkfor Dreamworks Interactive. Other credits include contributions to EA Games' Clive Barker's Undying,Ion Storm's Deus Ex,and Liquid Entertainment's Battle Realms.

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