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November 20, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [9]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [1]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Jobs
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November 20, 2009
 
Gargantuan Studios
Lead World Designer
 
Gargantuan Studios
Technical Art Director
 
Warner Bros Games
Sr. Software Engineer, Gameplay - WB Games (Chicago Location) - #115557
 
Microsoft Game Studios
Multiplayer Game Design Lead - Halo
 
Warner Bros Games
Sr. Concept Artist - WB Games (Chicago Location) - #114692
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #114703
 
Warner Bros Games
Sr. Software Engineer, Engine - Surreal Software - #114006
 
Sony Computer Entertainment America
Developer Support Account Manager
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Latest Blogs
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November 20, 2009
 
Planckogenesis, Part II: Song Structure & Gravy Train
 
Designing Games Is About Matching Personalities [1]
 
An Indie Developer’s “Biggest Mistake” [9]
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About
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Leigh Alexander
Features Director:
Christian Nutt
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Chris Remo
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Gina Gross
 
Features

Features » Audio
  Beyond The Button Press by Jesse Harlin [10.20.09]
What opportunities are there for games that innovate using audio? LucasArts' Jesse Harlin takes a look at what new audio control possibilities technology has brought us, in this article originally published in Game Developer magazine recently. [6]
Audio
 
 
Postmortem: ACE Team's Zeno Clash by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process. [10]
Audio, Game Design, Postmortem, Production, Visual Art
 
Game Audio Contracts by Duane Decker [10.02.09]
Contracting audio designers and directors lets developers and publishers get all the quality of professionals at less expense -- we look inside the crucial game audio contract for both sides. [6]
Audio
 
Dynamics of Narrative by Rob Bridgett [09.24.09]
What can the well-established techniques of other media teach developers about game audio? Exploring structure, dynamic range and other ways to put the 'sound' back into sound design. [5]
Audio, Game Design
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
 
The Game Audio Mixing Revolution by Rob Bridgett [06.18.09]
Where's game audio heading? Veteran audio designer Bridgett (Scarface) gathers mixing case studies on titles from LittleBigPlanet to Fable II<, and concludes by looking at the next 5-10 years in the field. [7]
Audio
 
Dynamic Game Audio Ambience: Bringing Prototype's New York City to Life by Scott Morgan [06.04.09]
In a fascinating, in-depth audio article, Radical's Morgan explains the detail that went into creating the complex ambient sound for the troubled cityscape in action game Prototype. [8]
Audio, Game Design
 
The Future Of Game Audio - Is Interactive Mixing The Key? by Rob Bridgett [05.14.09]
In the first part of a new analysis, high-end game audio veteran Rob Bridgett (Scarface, 50 Cent: Blood In The Sand) examines Skywalker Sound's mixing on the remastered Ghost In The Shell movie, then extrapolates to ask - is real-time mixing of sound effects, music and dialog in games an important part of the future of AAA game audio? [5]
Audio
 
The Three Rs of Audio Leadership by Jesse Harlin [04.24.09]
What are the key things you need to work as a video game audio lead? LucasArts' Jesse Harlin picks the 'three Rs' that he thinks game audio managers need to have. [3]
Audio