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August 26, 2016
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August 26, 2016
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Get a job: Be a Senior Sound Designer at Sucker Punch  
by Staff [08.23.16]
InFamous developer Sucker Punch seeks a "sonically striking senior sound designer" to work alongside the game dev team at its Bellevue, WA studio.
Audio, Console/PC, Recruitment

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Blog: Communication tips for the video game music composer  
by Gama Sutra [08.17.16]
Good communication among team members can make or break the development of a game. Here, composer Winifred Phillips shares some lessons and links to help colleagues communicate more effectively.
Audio, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: David Cage's classic postmortem of Indigo Prophecy 5
by David Cage [08.04.16]
With Quantic Dream's Indigo Prophecy now coming to PS4, it's a good time to take a look back at this feature-length postmortem of the game's development by designer and writer David Cage.
Audio, Design, Programming, Production, Art, Console/PC

Video: Capturing the cinematic dialogue of Splinter Cell: Blacklist  
by Staff [08.03.16]
At GDC 2014, Ubisoft Toronto's Richie Nieto delivers a step-by-step walkthrough of the pipeline for producing dialogue for cinematics in the big-budget stealth action game Splinter Cell: Blacklist.
Audio, Console/PC, Video, Vault

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Picking the Best College for Game Development 3
by Becca Hallstedt [08.24.16]
A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

How I Ended-Up Creating a Game Audio Outsourcing Business to Break into the Game Industry  
by Alex Riviere [08.21.16]
Hope it will help aspiring game audio professionals know that even if you donít have the experience and knowledge in gaming at first, as long as youíre willing to learn and work hard, you can certainly find yourself a place in this industry.
Audio, Business/Marketing

Communication Tips for the Video Game Music Composer  
by Winifred Phillips [08.16.16]
Good communication amongst team members can make or break the development of a game. This article highlights some GDC 2016 sessions that discuss this topic, and also includes a personal anecdote from the development of the SimAnimals game.

My Top Job Hunting Tips  
by David Baron [08.09.16]
Job hunting tips that might be useful for those navigating the dangerous waters of the game industry.
Audio, Business/Marketing, Design, Programming, Production, Art, Serious

Project Insensive's Post Mortem  
by Project Insensive [08.01.16]
We are a group of five students that worked together on our school's final production course. This blog entry is a post mortem about how our project went and our thoughts about it.
Audio, Design, Programming, Production, Art, Indie

Deconstructing: "Secret of the Forest" from Chrono Trigger 3
by Jason Yu [08.01.16]
The 11th track in the Original Sound Version (OSV) of Chrono Trigger is "Secret of the Forest" and is the subject of this Deconstructing article, where we'll take a look in detail at a work of music and break it down into its disparate parts.
Audio, Console/PC

Sucker Punch Productions — Bellevue, Washington, United States
Senior Sound Designer
Sound Designer