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Brian Schmidt's Blog   Expert Blogs


Brian Schmidt is a 25-year game audio veteran and an independent Game Audio Consultant, Composer and Sound Designer at Brian Schmidt Studios, LLC.  He is also the founder and Executive Director ofGameSoundCon.  Brian sits on the GDC Advisory Board and is President of the Game Audio Network Guild.  He also founded EarGames, a new game company writing unique "video" games that rely on sound rather than visuals for gameplay.


Expert Blogs

Posted by Brian Schmidt on Tue, 04 Nov 2014 08:03:00 EST in Audio, Design, Programming, Console/PC
Integration is at least as important as the music itself in a great sounding game.

GameSoundCon Survey looks deeper into the Salaries, Working Environment, Production and Contracts for video game composers and sound designers

Posted by Brian Schmidt on Mon, 17 Jun 2013 04:50:00 EDT in Audio, Design, Programming, Indie, Smartphone/Tablet
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?

Posted by Brian Schmidt on Fri, 08 Feb 2013 07:44:00 EST in Audio
Austin Wintory's Game Soundtrack for Journey may become the first videogame soundtrack to win a Grammy at this weekend's Grammy Awards.

Posted by Brian Schmidt on Mon, 08 Oct 2012 08:14:00 EDT in Business/Marketing
Game Industry veteran Brian Schmidt discusses how as a game developer or publisher a better understanding of music performance rights can put more money in everyone's pocket. This is the first in a series on Music Rights and the game industry.

Posted by Brian Schmidt on Thu, 17 Nov 2011 09:08:00 EST in Audio, Console/PC
Designing the Boot Sound for the Original Xbox required going 'old-school' and the use of sequenced, real-time generated sound. This blog post describes some of the challenges of creating the sound and the design process itself.

Brian Schmidt's Comments

Comment In: [Blog - 11/04/2014 - 08:03]

Wow--I 'm afraid that 's ...

Wow--I 'm afraid that 's stretching my memory a bit too far... I do know that we used the interrupt on the 6809 to feed the DAC, so my hunch is that we had a 6Khz or 8kHz external clock driving that, and I 'm guessing we took the music ...

Comment In: [Feature - 06/24/2013 - 01:00]

Joseph--that 's funny... r nWhen ...

Joseph--that 's funny... r nWhen I was doing Genesis/SNES music and sound, I 'd do the same thing, though in reverse. My system was designed to submit a single black-box binary file to the developer. I 'd always make sure my first delivery filled up my entire audio budget, even ...

Comment In: [Blog - 06/17/2013 - 04:50]

Indeed. Particularly for the visually ...

Indeed. Particularly for the visually impaired scenario, better playtesting would have helped. We playtested blind by blanking out the screen, but with sighted players. But as it turned out visually impaired players had a whole different relationship with their devices and used them in a way that only became apparent ...

Comment In: [Blog - 02/08/2013 - 07:44]

Just in--- r nUnfortunately, the ...

Just in--- r nUnfortunately, the Grammy for Best Score Soundtrack for Visual Media went to Trent Reznor/Atticus Ross for the score for the film, The Girl with the Dragon Tattoo r n r nBut congratulations to Austin, for his trailblazing nomination.

Comment In: [Blog - 10/25/2012 - 02:05]

I played that to death ...

I played that to death on my old 128k Mac. non-stop.

Comment In: [Blog - 09/28/2012 - 09:00]

Very nice article-- However, I ...

Very nice article-- However, I would differ on at least one point. r nYou say: r n First and foremost, play through the entirety of your game and create an Audio Asset list. r n r nIf you have waited until you can play through the entirety of your game ...