Super comprehensive case studies

edited in General
I stumbled across this while searching for... I can't remember. Anyway it's these guys' post-mortem of making a game called "Catch the Monkey".... It's pretty funny, talks about things such as memory usage in a mobile game, how planning (or failing to plan) affected timelines, balancing, spending 90% of your time doing 10% of the game, and generally a good anti-lesson to learn :)
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