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Contractors
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February 10, 2012
 
Signus Labs
 
Manchester Music
 
GarageGames, LLC.
 
Yale Music
 
Media Elements
 
Clean Cuts Music & Sound Design
 
SomaTone Interactive Inc.
 
Ozone Music and Sound
 
Mission Critical Studios
 
Art Bully Productions, LLC
 
Event Calendar
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arrow AltDevConf
, United States
02.11.2012
 
arrow GDC 2012
San Francisco, United States
03.05.2012
 
arrow Penn College Open House
, United States
03.24.2012
 
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Orlando, United States
03.26.2012
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Audio Features

  Postmortem: Mode 7 Games' Frozen Synapse by Paul Taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success. 3
Audio, Business, Game Design, Postmortem, Production, Indie
 
 
How Colony Wars Came To Be by Isaiah Taylor [09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers. 13
Audio, Game Design, Production
 
The Shifting Saga Of Sound Shapes by Brandon Sheffield [09.21.11]
It took four years for Everyday Shooter developer Jon Mak to get his next game, Sound Shapes up and running -- but it's shaping up to be one of the PlayStation Vita's most anticipated titles, and he discusses it inside. 3
Audio, Game Design, Interview
 
Sound Friction: Collaborative Challenges In Games by Rob Bridgett [07.13.11]
In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision. 1
Audio
 
Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why. 17
Audio, Business, Game Design, Postmortem, Production, Visual Art

Audio News

  Road to the IGF: Lucky Frame's Pugs Luv Beats Exclusive
by Eric Caoili [02.10.12]
In the latest in our "Road to the IGF" series of interviews with 2012 IGF finalists, Gamasutra speaks with Lucky Frame's Yann Seznec about his team's 2012 IGF Excellence in Audio nominee Pugs Luv Beats.  
Indie, Exclusive, Audio, Design
 
 
Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
by Eric Caoili [02.03.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Visceral Games, 2K Marin, Sony Computer Entertainment America, and others.  
Console/PC, Programming, Art, Audio, Design, Production, Business, Marketing
 
Paul McCartney composing new music for a game
by Eric Caoili [01.31.12]
Former Beatles member Sir Paul McCartney said he's composing a song that will be featured in an unnamed game -- one of the few titles to have a track from a member the legendary band. 4
Console/PC, Audio

Audio Blogs

  Audio Passes: Success Through Layering
by Alexander Brandon [02.09.12]
Audio requires numerous iterations, both with technology and the creative process. Learn about these layers and how they can help your audio be more effective and integrated with the rest of the game.  
Audio
 
 
Getting/Making Game Music that Fits - Classic Genre Series
by Harry Mack [01.31.12]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.  
Audio
 
The Life of an American Developer in China: Investigative Design (Part 3)
by Kboom Games [01.27.12]
What makes a good designer? It’s a question I think all good designers have asked themselves at one point or another.  
Audio, Business, Game Design, Programming, Production, Visual Art, Social/Online, Smartphone/Tablet
 
Soundscapes: The role of music and how Portal 2 failed
by Peter Hasselstrom [12.25.11]
Music and sound are important tools in framing player expectations on what is happening in a game. In this article I explain how Portal 2 did things both right and wrong with its use of audio. 6
Audio, Serious
 
Us And The Game Industry - Documentary Help Needed
by Stephanie Beth [12.19.11]
Us And The Game Industry is a documentary on independent game developers. 2
Audio, Indie

Audio Jobs

  Visceral Games Redwood Shores — Redwood Shores, CA, USA
[02.08.12]
Sr. Audio Artist-Visceral Games
Visceral Games creates top quality next-gen games that push the boundaries of action entertainment. We have over a decade of experience at delivering high-intensity action gaming experiences such as Dead Space and Dead Space 2. As part of a worldwide group of EA studios, we have the stability and backing of a large company combined with the agility and fun culture of small studios and the mandate to make original IP. We are focused on creativity, polish, and shipping games that millions love as
Audio / Music / Sound
 
 
Bally Technologies — Las Vegas, NV, USA
[01.31.12]
Sr. Audio Composer

Audio / Music / Sound
 
Trion Worlds — San Diego, CA, USA
[01.27.12]
Audio Programmer

Audio / Music / Sound
 
PopCap — Seattle, WA, USA
[01.18.12]
Senior Audio Programmer

Audio / Music / Sound, Social / Online Games

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