- Rapid-fire Student Postmortem: Gamebuilder's QuantumS (U. of Illinois at Urbana-Champaign)
A special interest group at the University of Illinois at Urbana-Champaign known as Gamebuilders created a stealth-based puzzle video game developed with XNA. In this rapid-fire postmortem, the students share what went right and wrong in their title, particularly during the lead-up to the IGF Student Competition submission deadline.
- Student Postmortem: The Thief's Tale (Palomar Community College and Cal State San Marcos)
Eric Carr, of Palomar Community College and Cal State San Marcos, pushed himself and his small team to make a game called The Thief's Tale in order to pursue his dream of becoming a game designer. In this postmortem of the game, he talks about what it means, emotionally and philosophically, to undertake this kind of personal challenge, while also sharing the ins and outs of development.
- Student Postmortem: Bloomfield College’s Rage of the Elements
Even when a game is modest in scope and has a full year of development time, features can still be cut and schedules can still get out of hand. Lori Cerchio and four of her peers at Bloomfield College spent one academic year creating Rage of Elements, a 2D side-scrolling action game, and still had a significantly smaller game when it was finished than what they had originally wanted.
- Student Postmortem: Collins College's Eternal Winter
Eternal Winter is a mod created with the Unreal 2004 Editor by a group of students at Collins College. In this postmortem, art director and character modeler for the game, Blake Mitchell, shares five things that went right in developing the game, and five things that could have gone more smoothly.
- Student Postmortem: Full Sail's Smashout
When five students at Full Sail teamed up to make their final game project, they intentionally chose to keep the game small and focused. Following their instructor’s mantra, “Make it fun and done” may have been the best decision they made.
- Student Postmortem: Technical University of Dresden's BOUND
BOUND is a cooperative, arcade, touchscreen game, made during a semester-long project by Sina Jafarzadeh and Benjamin Gnauk at the Technical University of Dresden in Germany. The task was to develop software for a specific two touchscreen system, which was built by other students in a previous semester. In this postmortem, Jafarzadeh details what went right and wrong during the game's creation.