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Introducing the mini-postmortem

This is the start of a series of blog posts which are meant to cover what I'd like to call "mini postmortems". So, instead of covering the full development cycle for a game, each entry will focus on a particular game development technique/algorithm.

Gustavo Samour, Blogger

May 13, 2011

1 Min Read
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This is the start of a series of blog posts which are meant to cover what I'd like to call "mini postmortems". What does that mean? Instead of covering the full development cycle for a game, each entry will focus on a particular game development technique or algorithm I've implemented. It will stay true to regular postmortems by containing the usual sections: what went wrong and what went right. I'll also talk about how I'll apply what I learned in the future and about other things I could have done to make each demo better/cooler.

Examples of topics (that may or may not get covered) are:

-Pathfinding
-Deferred Rendering
-Game Menu Implementation
-Water Rendering
-Object Behavior
-Soft Particles Rendering 


Disclaimer: The upcoming blog posts are not meant to be tutorials, but I do hope to share some advice on what to do and what not to do. I'm also not an expert on game development, which means the following:

-Some of the topics may have multiple implementations. I will probably pick one of them, and it may not be the latest/best. But the advice should still apply :)

-I make mistakes too, which in this case is a good thing, because I'll have something to write in the "what went wrong" section :)

-Feel free to make comments and share your own advice :)

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