When stepping behind the scenes, I noticed that I am particularily fascinated of games, which were revolutionary for their time. I collected in the following some great making-ofs and postmortems about console- and PC games from the 1990s up until today, featuring indie games, all-time favorites and games that were ground breaking for their time. Learn from the experiences of other developers, when they reveal what they thought, feared, what went right, and of course what went wrong!

Alpha Waves1990


Christophe de Dinechin tells us in this blog post the story of Alpha Waves, the first 3D platform game for PC, 6 years before Super Mario 64. He talks about the rapture he felt, when he created a truly immersive 3D experience by himself, combining for the first time full-screen, six-axis, flat-shaded 3D with 3D object interaction and collision.

Another World1991

Delphine Software

Eric Chahi talks on his website and in this GDC 2011 session in-depth about the genesis, the realisation, illustration, ports and re-releases of his side-scrolling adventure Another World, which revolutionised any number of aspects of storytelling, gameplay and standards of imagination in cinematic games. Very inspiring!

Super Mario 641996

Nintendo EAD & SRD

Giles Goddard takes us in this interview behind the scenes of the greatest and most revolutionary video game of all time, Super Mario 64. He tells us how tough it was make it feel right, how the game influenced the design of the N64 controller and why the game's excellence was achieved through trials & error as well as polish.

GoldenEye 0071997


In this hour-long talk at GDC 2012, ex-Rare developer Martin Hollis shares never publicly shared information about the landmark N64 shooter GoldenEye 007. Learn how this all-time classic was created and how the praised multiplayer mode was added last minute, which neither Rare nor Nintendo's management knew.

No One Lives Forever2000

Monolith Productions

Craig Hubbard explains in his postmortem how No One Lives Forever was created under the premise, that it should be just a nice game that got all the details right - which worked suprisingly well! Though, the numerous ingame cinematics, an inefficient pre-production, the team stability and the production deal caused some trouble.


Poptop Software

In his postmortem, lead programmer Brent Smith shares how the amazing simulation game Tropico was created. He tells us how they stumbled over pitfalls such as lack of up-front design work, code base modifications, postponed scenario design and the lack of unified artistic vision.

Black & White2001

Lionhead Studios

In his postmortem, Peter Molyneux tells us how the god game Black & White was created, which was unlike any other game ever made at it's time. A highly interesting piece with the conclusion, that there's no such thing as a perfect game.

The Legend of Zelda: The Wind Waker2003

Nintendo EAD & SRD

In this interview, Shigeru Miyamoto & Eiji Aonuma give us first-hand information of how The Legend of Zelda: The Wind Waker was created and why cel shading helps carrying realistic character expressions. In his fantastic tech- and texture analysis, Soenke Christian Seidel gives us in-depth details about the inner workings of the game.

Shadow of the Colossus2005

Team ICO

The developers of Shadow of the Colossus reveal in this exclusive article the secrets behind the creation of this gaming masterpiece. They talk about HDR rendering, motion blur, the hair of the colossi, the landscape design, the AI- and collision system, inverse kinematics and fake volume particles & scattering.

AaAaAA!!! - A Reckless Disregard for Gravity2009

Dejobaan Games

Ichiro Lambe, Dan Brainerd & Leo Jaitley tell us in their very honest postmortem of AaAaAA!!! - A Reckless Disregard for Gravity the story behind this brilliant indie hit - even though they screwed up the demo, and how that relates to Salsa dancing and alpacas! This might be the best postmortem you'll ever read. Seriously.

If you know some other great articles, which would be a great addition to this list, please let me know. The summaries are by me and the thumbnails were taken from the respective articles and/or PR material. If you are an author of one of the articles and you don't want them listed here please contact me and I drop them.