Showing posts with label Post-mortem. Show all posts
Showing posts with label Post-mortem. Show all posts

Tuesday, December 08, 2015

Star Control post-mortem with Fred Ford and Paul Reiche III

Also present at GDC 2015 were Fred Ford and Paul Reiche III to talk about Star Control (1990) and Star Control II (1992). Developed by their company Toys For Bob and published by Accolade, the two space action strategy games were instant classics - especially the second game, which is considered to be one of the greatest PC games ever made.

I'm sad to report that I never actually played any of these games, so I don't know much about them. I did however learn some interesting facts from this post-mortem, which, a bit oddly, was conducted as a sort of interview as opposed to the usual stand-up presentation. The story about using Amiga module format music for the second game, and employing musicians via Usenet - some of them only 14 years old - had me smiling. As a programmer, I also found the detailed description on the procedurally generated spinning planets (29:10 in the video) particularly interesting.

Loom post-mortem with Brian Moriarty

So GDC 2015 took place just a few days before my last post here in March, and I have only now watched the online videos of this year's Classic Game Postmortem speeches, which are always my favourite part of GDC. I also noticed that GDC have made both their new and previous videos available on YouTube, which I think is great, because the video player at the GDC Vault website was driving me crazy!

One of the legendary speakers this year was Brian Moriarty, who had been invited to tell the story of LucasFilm Games' classic point-and-click adventure Loom, released in 1990. Moriarty, or Professor Moriarty (no, that's not a Sherlock Holmes joke - he is indeed a Professor of Practice in Game Design), was a game designer and writer at Infocom before joining LucasFilm Games in 1988. While at Infocom, he created the text adventures Wishbringer (1985), Trinity (1986) and Beyond Zork (1987). After Loom, he also worked on LucasArts' The Dig (1995) as a writer.

This is an extraordinary well-presented post-mortem, and it's clear that Moriarty is an experienced lecturer. Following some obligatory funny anecdotes on LucasFilm Games and Skywalker Ranch, we get to learn how the game was conceived, where the name came from, why Tchaikovsky's ballet Swan Lake was used for the soundtrack, the references to Disney's Sleeping Beauty, the graphical limitations at the time (and how artist Mark Ferrari overcame them with his unique dithering technique), and much more. We also take a look at, and listen to, the different versions of the game. Hardcore fans will be in ecstasy over some previously unseen screens that didn't make it into the final game.

All in all, this post-mortem is a must-see if ever there was one.

Wednesday, February 04, 2015

Fallout post-mortem with Tim Cain

This is probably my favourite of all the GDC post-mortem videos available online. Tim Cain is probably best known to gamers as the producer, lead programmer and one of the main designers of Interplay's post-apocalyptic RPG Fallout. Prior to Fallout, he was a programmer at Interplay working on various games. In this GDC 2012 post-mortem, Cain explains how his engine he began working on in 1994 evolved into the now classic RPG. He also talks about the popular culture that influenced the game, and shares some hilarious anecdotes about the game's development (the one about the Windows NT installer, for example, is simply priceless).



You can also watch this video at the GDC Vault website.

Monday, February 02, 2015

UFO: Enemy Unknown post-mortem with Julian Gollop

Here's another excellent post-mortem video from GDC 2013, in which Julian Gollop, creator of Rebelstar Raiders and Laser Squad, revisits his biggest hit - the 1994 MicroProse tactical game UFO: Enemy Unknown (also known as X-COM: UFO Defense). This game spawned several sequels and also had a pretty successful remake of it released about two years ago, which I unfortunately haven't played much. The original game, however, is an absolute classic which me and my friends played a lot on our 486 PCs back in the days.

You can also watch this video at the GDC Vault website.



To see the game in action, or if you enjoy watching let's play videos, check out Kikoskia's Let's Play X-Com UFO Defense on YouTube.

Alone In The Dark post-mortem with Frédérick Raynal

The various GDC post-mortem videos that can be found on YouTube and in the GDC Vault are truely awesome. In this post-mortem, presented at GDC 2012, designer and programmer Frédérick Raynal goes into great detail about the creation of his most famous game, Alone In The Dark from 1992. He is also the creator of Little Big Adventure (1994). Raynal talks about the 70s horror movies that inspired the game, early polygon graphics, the special 3D editor he had to program, and many other interesting things.



You can also watch this video at the GDC Vault website, which I this time recommend, because the YouTube version has some problems with the audio.

Maniac Mansion post-mortem with Ron Gilbert (again)

About a month after the post-mortem of Maniac Mansion at Game Forum Germany in January 2011, Ron Gilbert did a similar post-mortem at the Game Developers Conference in California, San Francisco. Again, Gilbert talked about what inspired the game, the famous SCUMM system, and many other things.

Unfortunately, the GDC Vault website won't let me embed the video, so you need to click here to go watch it. Once again, great stuff, and a must-see for fans of the early LucasArts adventure games.

Maniac Mansion post-mortem with Ron Gilbert

Exciting news struck retro gamers in November last year, when Ron Gilbert (creator of Maniac Mansion, The Secret of Monkey Island and Monkey Island 2) announced that he and Gary Winnick (co-creator and lead artist of Maniac Mansion) is developing a new point-and-click adventure together. Not only that, but a truely old school one with 16-bit era graphics! The game is called Thimbleweed Park and you can follow the development in detail at their website.

In this post-mortem, presented at Game Forum Germany 2011 in Hanover, Gilbert talks about designing Maniac Mansion, early ideas, his frustration with text adventures, the SCUMM system, technical limitations, the hamster in the microwave oven, and much more. Great stuff!

Doom post-mortem with John Romero and Tom Hall

Here's an hour long post-mortem video on Doom, which I find very interesting. This post-mortem was presented by creators John Romero and Tom Hall at GDC 2011 - the Game Developers Conference in San Francisco, California.

You can also watch a slightly more interactive version of this video if you head over to the GDC Vault website. It won't let me embed the video, and I'm having some issues with their video player, so I prefer YouTube.