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Latest News
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February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
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Latest Jobs
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February 10, 2012
 
Airtight Games
Art Director
 
Telltale Games
Core Technology - Senior Systems Engineer
 
High 5 Games
Technical Artist
 
XEOPlay Inc
Game Developer (Mobile)
 
Kabam
Lead Software Engineer - Flash
 
Kabam
Lead Software Engineer-Ruby
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Latest Blogs
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February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [11]
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About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
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Features

Features » Audio
 
3
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.
Audio, Business, Game Design, Postmortem, Production, Indie
 
 
13
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.
Audio, Game Design, Production
 
3
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.
Audio, Game Design, Interview
 
1
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.
Audio
 
17
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.
Audio, Business, Game Design, Postmortem, Production, Visual Art
 
3
Surprises In Store: Akira Yamaoka's New Direction
by Brandon Sheffield [06.13.11]
In this interview, famed composer and producer Akira Yamaoka discusses what his Silent Hill legacy means to him, what he's been up to since he joined Grasshopper Manufacture, and his vision for what the developer must become.
Audio, Interview
 
4
AAA-Lite Audio: Design Challenges And Methodologies To Bring Console-Quality Audio To Browser And Mobile Games
by Brad Meyer [05.31.11]
In this feature, former console audio director turned mobile and browser director Brad Meyer explains what challenges are presented by these constrained platforms -- and how to get the best results with the tools, budget, and staff size that's required by them.
Audio, Social/Online, Smartphone/Tablet
 
42
Postmortem: Team Meat's Super Meat Boy
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business, Game Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital
 
25
Closing the Loop: Fostering Communication In Single Player Games
by Chuck Jordan [02.01.11]
Game writer and designer Jordan (Telltale's Sam & Max, Strongbad) visits ways in which games interact with the player narratively and offers a new way of looking at player interaction with story in our medium.
Audio, Game Design, Visual Art
 
5
The New Theory Of Horror: Dead Space 2's Creative Director Speaks
by Kris Graft [01.24.11]
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio, Business, Game Design, Production, Visual Art, Interview
 
   
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