Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 8, 2016
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Audio
GDC 2017 will host a Classic Game Postmortem of The Oregon Trail!  
by Staff [12.08.16]
Oregon Trail co-creator and educational software vet Don Rawitsch will be delivering a Classic Postmortem of the world's best-known educational game at GDC 2017 next year!
Console/PC, Programming, Art, Audio, Design, Production, GDC

Blog: Standardizing loudness in virtual reality  
by Gamasutra Community [12.08.16]
Loudness standardization has started for regular console games based on broadcast standards. With those standards being primarily set for television, should VR games adopt its own legislated standard?
VR, Audio

Blog: Implementing neuro bass and berimbau sound in Antegods  
by Gamasutra Community [12.08.16]
"This adaptive soundtrack will subtly shape itself into a pulsating, tribal stream as the tension of the battle increases."
Audio, Design

Q&A: Weaving together The Last Guardian's emotional score  
by Chris Kerr [12.08.16]
"It was imperative for the music to function in a restrained and suggestive manner and not overwhelm or verbosely spoon-feed emotion."
Console/PC, Audio, Design, Video

Best of 2016: Using a human skull to create the sounds of Inside 6
by Staff [12.07.16]
In this Audio Design Deep Dive, sound designer and composer Martin Stig Andersen explains how and why he used an actual human skull to create the soundscape of Playdead’s Inside.
Console/PC, Indie, Audio

Blog: Finding awesomeness in yourself as a video game voice actor 3
by Gamasutra Community [12.05.16]
After voicing a character in the indie game Camp Sunshine, Jaimie Lynn Hensley offers some tips on voice acting and navigating the world of indie game projects.
Art, Audio

Blog: Can video game music make you smarter? 5
by Gamasutra Community [12.02.16]
Can music enable players to think tactically, stay focused and make smart decisions? Over the next three articles, I'll try to answer that question.
VR, Audio

Blog: Adaptive music in competitive games 3
by Gamasutra Community [11.30.16]
An article describing a way of using vertical re-orchestration to create highly dynamic music for all kinds of games where two or more side compete to each other.
Programming, Audio, Design

At GDC 2017, get a behind-the-scenes look at composing music for Doom  
by Staff [11.18.16]
In his GDC 2017 session on "Doom: Behind the Music," composer Mick Gordon will delve into the composition, production and creative philosophies behind the hell-raising 2016 game soundtrack.
Console/PC, Audio, GDC

Obituary: Need for Speed composer, Saki Kaskas 2
by Chris Kerr [11.18.16]
"Saki was a gentle, kind soul, with a heart of gold. He was one in a million. He was a master of his craft, and I don't exaggerate when I say that he was the most talented musician I have ever known."
Console/PC, Audio

Deus Ex: Mankind Divided honored with multiple awards at CVAs  
by Alissa McAloon [11.17.16]
The Eidos-Montreal-developed game walked away with awards in a quarter of the total categories featured at the Canadian Videogame Awards.
VR, Console/PC, Indie, Audio, Design, Business/Marketing

Blog: Tactics for the video game composer (part four)  
by Gamasutra Community [11.17.16]
Winifred Phillips explains the popular vertical layering interactive music technique, with music examples and a video tutorial of techniques from one of her game projects, LittleBigPlanet 2: Toy Story.
Audio

C64 game musician Rob Hubbard recognized with honorary degree 5
by Alex Wawro [11.16.16]
Abertay University in Dundee, Scotland will be recognizing notable public figures with honorary degrees next Friday, including veteran game industry musician Rob Hubbard.
Console/PC, Audio

How DICE crafted era-appropriate sounds for Battlefield 1  
by Alex Wawro [11.11.16]
How do you accurately make a video game sound like it's taking place in the past? Some of the Battlefield 1 sound design team explain just that in a new audio-focused interview with A Sound Effect.
Console/PC, Audio

Space Ape Games, Naughty Dog, and Media Molecule honored at TIGA Awards  
by Chris Kerr [11.11.16]
Space Ape Games was the big winner at this year's TIGA Games Industry Awards, with the Transformers: Earth Wars creator taking home two statues.
VR, Console/PC, Smartphone/Tablet, Art, Audio, Design, Production

At GDC 2017, hear how iconographic music can enhance your VR games  
by Staff [11.07.16]
At the 2017 Game Developers Conference, audio expert Kenneth Young will give a great talk about how iconographic music can enhance your VR games and help guide players without breaking immersion.
VR, Audio

Blog: Tactics for the video game composer, part 3  
by Gamasutra Community [11.04.16]
Game composer Winifred Phillips breaks down the popular vertical layering interactive music technique, with music examples and a video tutorial showcasing techniques from one of her game projects.
Audio

At GDC 2017 you'll hear how Final Fantasy XV's interactive music was made  
by Staff [11.04.16]
At GDC 2017 Square Enix's Sho Iwamoto will break down how Final Fantasy XV's interactive music was made using the team's proprietary "MAGI" music system and toolset. Don't miss it!
Console/PC, Audio

How League of Legends communicates action through audio clues  
by Alissa McAloon [11.03.16]
By using sounds like chimes and gusts of wind, League of Legends is able to quickly express information about character abilities to players and spectators alike.
Console/PC, Audio

See you tomorrow at the inaugural standalone Virtual Reality Developers Conference!  
by Staff [11.01.16]
The first-ever standalone Virtual Reality Developers Conference starts tomorrow! Passes are sold out, so for those of you attending, show organizers have one message: get ready to have a good time!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC