There are two main ways to learn how to make games : in theory and in practice. The theory can be found in many resources, but they are just, well, theory (though very interesting) and do not always fit with practice. On the other hand, practice is long and vast, and you won’t have enough time to practice every stuff you might need.
Then there are postmortems, which are theoretical analysis of practical problems met during game production. They are very informative, and even though you might learn only 1% of what you would have actually learned by confronting these problems, it takes 0.01% (these numbers are very approximate) of the time to meet them. So it’s very profitable for your game design learning.
So here are “10 seminal game postmortems every developer should read”:
Re-post: Gamasutra: 10 seminal game postmortems every developer should read
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