- Student Postmortem: Skyrates
Frustrated that graduate studies were sapping time away from video games, nine students from Carnegie Mellon University's Entertainment Technology Center decided to build a game that could be enjoyed in the same amount of time it takes to check email. In this postmortem, they share what went right and wrong while making Skyrates.
- Student Postmortem: Happy Traps
Students enrolled in the Media Design School's diploma of Interactive Gaming program must create a game to prove they've learned certain programming skills -- and in the process, they learn even more about deadlines, conflict, and other real-life scenarios.
- Student Postmortem: Fate by Numbers
Remember back in the 1990s when full motion video was hot? Is it possible to use FMV for a low-budget adventure game? Four Dutch students thought so and set out to create Fate by Numbers.
- Student Postmortem: FIEA's Master Plan
Thirty-four students from Florida Interactive Entertainment Academy at the University of Central Florida built the game Master Plan. That team size is unheard of in academic programs, and yet the experience, which included a merger, gave the students a healthy dose of real-world conditions.
- Student Postmortem: Northeastern University's Shortfall Digital
What do engineering, automobile production, and innovation trees have to do with games? In the case of Shortfall Digital, they’re all pieces of an educational game that started its life as a professor-made board game.
- Student Postmortem: DigiPen's P.H.L.O.P.
Three DigiPen students consider what went right and what went wrong while making their senior year game, P.H.L.O.P., otherwise known as Physics Has Limitless Observable Possibilities. Catchy name, ain't it?