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December 20, 2014
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Category: Smartphone/Tablet


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Posted by E McNeill on 12/19/14 01:27:00 pm in Design, Programming, Production, Indie, Smartphone/Tablet
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.

'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker...

Posted by Simon Carless on 12/18/14 08:49:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
The top 5 (well, 6 in 5 slots!) games of the year from GDC and Gamasutra overseer Simon Carless, including plenty of replayable goodnewss from all ends of the gaming spectrum!

Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.

Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.

The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure.