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July 29, 2016
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Updates » Audio
Eugene Jarvis and Larry DeMar reflect on their work at Robotron: 2084 dev Vid Kidz  
by Alex Wawro [07.28.16]
A fan at California Extreme captured video of veteran arcade game devs (and Defender co-creators) Eugene Jarvis and Larry DeMar delivering a postmortem of their work at Robotron: 2084 dev Vid Kidz.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Console/PC, Indie, Audio, Video, Vault

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Tomb Raider's 20 years of music 2
by Gamasutra Community [07.20.16]
Seven composers contributed to 11 games over a period of 19 years of the Tomb Raider franchise. Here's a rundown.
Audio

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [07.19.16]
With Kentucky Route Zero's 4th episode released, look back at this talk from Cardboard Computer's Jake Elliott about how their design process evolved to focus on creating mystery, rather than puzzles.
Indie, Art, Audio, Design

Don't Miss: Breaking the NES for Shovel Knight 21
by David D'Angelo [07.14.16]
With Nintendo catering to NES nostalgia via the NES Mini, it's a good time to look back at this classic post from Yacht Club about how they (mostly) abided by the NES' limits in making Shovel Knight.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Blog: Using your music creation tools in a VR space 3
by Gamasutra Community [07.13.16]
Professional video game music composer Winifred Phillips examines three software apps that allow composers and performers to use their external music creation tools within a virtual reality space.
VR, Audio

Video: Deconstructing the Gothic horror music of Bloodborne  
by Staff [07.11.16]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Console/PC, Audio, Video, Vault

Video: How Overwatch was designed so people could 'play by sound' 2
by Staff [07.07.16]
At GDC 2016 Blizzard's Scott Lawlor and Tomas Neumann run down how the studio designed and tuned the audio elements of Overwatch so players could literally "play by sound."
Console/PC, Social/Online, Audio, Video, Vault

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production

Reminder: Submit your VRDC talk proposals by Friday!  
by Staff [07.06.16]
Heads up: The call for submissions to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conference ends this Friday, July 8th at 11:59 PM Pacific.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

16 of Gamasutra's best articles over the last quarter  
by Gamasutra Community [07.06.16]
Hey readers! I’m back with another quarterly roundup of Gamasutra articles over the past quarter (April-June), as I continue my heroic efforts to excavate the best recently-published work.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Reflections on the afterimage of Final Fantasy VII 14
by Christian Nutt [06.29.16]
In this timeless feature, Christian Nutt plays the 1997 original and considers what lessons the nearly 20-year old game, soon to be remade for its anniversary, holds for the game developers of today.
Console/PC, Programming, Art, Audio, Design, Production

Audio tools for designing music in VR  
by Gamasutra Community [06.29.16]
Professional video game composer Winifred Phillips delves into audio tools for making interesting music for virtual reality.
VR, Audio

Don't Miss: Mario maestro Koji Kondo on composing the classics 5
by Christian Nutt [06.22.16]
In this classic interview, The composer behind everything from Ocarina of Time to Super Mario 64 (which turns 20 this week!) offers timeless advice to fellow video game composers.
Console/PC, Audio

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

Blog: How will VR impact creativity of game composers? 2
by Gamasutra Community [06.10.16]
What impact will VR have on the creativity of game composers? This article begins a multi-part series on the relationship between music and the VR environment.
VR, Audio

How music can intensify video games (part II)  
by Gamasutra Community [06.01.16]
Let's move on to the more musical meat-and-bones of the topic: the actual harmonic textures and chord structures of our compositions in video games.
Audio, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production