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Tag Archives: Post-mortem

When We Made… Moonlighter

We take a look behind the scenes at the development of Moonlighter: the challenges of having a main character who is both a shopkeeper and an adventurer, the importance of prototyping and why aspiring devs shouldn’t forget that creating games is also a business

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When We Made… Harold Halibut

Slow Bros’ co-founder Onat Hekimoglu explains the eight-year development process of upcoming stop motion game Harold Halibut, why building everything was initially meant to make things easier, and details its inspirations, from conceptual architecture to Pixar films

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When We Made… Hollow Knight

Team Cherry’s co-directors Ari Gibson and William Pellen explain how going for a hand-drawn, insect-themed title was a way to avoid some challenges and reveal their inspirations for Hollow Knight – and, no, Dark Souls is not one of them

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The Develop Post-Mortem: Forza Horizon 3

There has been a Forza branded game released every year since 2012. Three of these have been created by Leamington Spa-based Playground Games, earning acclaim as some of the best racers ever. Sean Cleaver speaks to creative director Ralph Fulton to find out the story of Forza Horizon 3

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The Develop Post-Mortem – Batman: Arkham VR

As one of the launch titles for PSVR, Batman: Arkham VR set the standard for immersive first person games on the platform. Sean Cleaver speaks to game director, Sefton Hill, to find out how the project started and the creative process behind the iconic Arkham series of games

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The Develop Post-Mortem: 10 Second Ninja

Dan Pearce of Four Circle Interactive talks to Sean Cleaver about career beginnings, dropping out of university, games that troll you and the history of 10 Second Nina and its sequel, 10 Second Ninja X

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The Develop Post-Mortem: Overcooked

Sean Cleaver sits down with Ghost Town Games to find out how the two-man team made a BAFTA award-winning co-op experience and how touring it around conventions gave valuable feedback

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The Develop Post-Mortem: Rainbow Six Siege

As Rainbow Six Siege’s ‘Year Two’ content continues to release, Develop talks to Ubisoft Montreal’s brand director for the game, Alexandre Remy, about the challenges the team faced on the title

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The Develop Post-Mortem: Pony Island

Forged in the fires of Ludum Dare, Pony Island went on to become a popular Steam release. Jem Alexander chats to developer Daniel Mullins about the game’s development

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The Develop Post-Mortem: Dying Light

From a potential sequel through to independent project and finally successful game, Sean Cleaver talks to Techland’s Tymon Smektala about the storied production of Dying Light

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